The tap-to-earn revolution that amassed hundreds of millions of users on the communications game was first introduced on the Telegram game Notcoin last year, but enthusiasm for the model has since waned as a result of disappointing key launches tied to extremely complicated schemes.
The show’s creators believe that reinventing traditional video games via its recently launched No Games system will trigger the next Telegram gambling boom a year after Notcoin’s No key launch sparked the frenzy.
Sasha Plotvinov, co-founder of Notcoin, told that he believes that the need for tap-to-earn game did not significantly rise following the release of Notcoin, despite the fact that the number of activities on offer increased dramatically. He claimed that this business oversaturation is the main factor in his opinion that caused the tap-to-earn style to decline so quickly.
Tap-to-earn games had monotonous game loops, which involved aimlessly tapping your display to make in-game points, in addition to saturation. This was all done in the interest of a upcoming airdrop, which participants became extremely depressed more often than not.
In this way, Sasha and his brother, Vladimir Plotvinov, a other co-founder of Notcoin, think that the future of Telegram games will be focused on the above-mentioned gameplay.
We are looking at 10, 15, and 20 years ago for example of games that were common simply because they wanted to play them, Sasha told at Token2049 in Dubai this year. We simply introduce the next part of a crypto] market and apply these mechanics to a new format.
The co-founders know from the tap-to-earn wave, and they think it’s important to use its No Games platform to create a sustainable economy this time around because the majority of tap-to-earn token prices dropped after their respective launches.
These nations will make use of The Open Network ( TON ) to make it possible for players to trade cosmetics and skins on an open market. They want to prevent “pay-to-win” technicians at all costs, according to Sarah.
Sasha examines the estimated$ 4.2 billion Counter-Strike body market and believes Telegram games also needs this. He praises the enormous victory of mobile games like Candy Crush Story and Fight of Clans, and thinks that a green business is the obvious next step for the sector.
But why do it all on Telegram?
” It’s much simpler. If you want to get a traditional game, you must first get it from the App Store, Vladimir told . You can simply open the web application and perform in a subsequent on Telegram because you already have an account.
With increased potential for cultural popularity, which debuted in tap-to-earn games as developers encouraged users to encourage pals in exchange for in-game rewards, comes increased ease of use. Not Games ‘ head of design and product development, Uliana Salo, thinks this Telegram feature can also be used by rehashed classics.
WeChat claimed that 500 million people were using its in-app game each month in 2024. With the recent 1 billion energetic users for the game, Sasha wants No Games to be positioned for a comparable level of probable success on Telegram.
He claimed that Telegram allows people from any location in the world to simply press a button and [play a game] ” From that perspective, I don’t see a purpose why Telegram game wouldn’t be successful.”
No Games will proceed to reinvent the messaging app’s vintage video games to help Telegram fulfill its gaming goals. The first attempt by No Games is a remake of the popular in-browser game Agar. Void is a game called Void, but more sports are in development.
The Plotvinov brothers claimed that Notcoin’s accomplishment came almost very quickly for them to grasp its popular achievement. From this learning, they came to the realization that a great product is not necessary to send it to gain notoriety. Instead, they intend to quickly introduce new concepts and remain adaptive when receiving customer comments. That’s the approach behind No Games.
Vladimir remarked,” We may walk this way.” ” Sometimes I meet with developers who are trying to build rockets, but it’s really not necessary. You can create a small number of features, release them, observe them, give feedback, and work with them.”
edited by Andrew Hayward
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