Background
Over the past year, our central focus has been to attain balance in the ICE burn-to-earn ratio, with the ultimate goal of stabilizing the price of ICE. To achieve this, we have successfully implemented a series of governance proposals that have:
Additionally, we introduced an off-chain asset, Banked ICE (for delegated players), to reduce our direct liquid ICE emissions, and we gamified the burning of ICE with Tournament Mode to welcome organic ICE demand — all to offset the high daily emissions from Metaverse Challenge Mode.
Despite making solid progress on reducing emissions and improving burn, we still are not at a 1:1 burn-to-earn, and we must act in the immediate term to bring balance to the ecosystem and restore a positive narrative around ICE, ICE Poker, and Decentral Games.
Proposal
Rationale
By implementing a finite supply cap of ICE through bitcoin-style halving events, we can achieve a 1:1 burn-to-earn ratio after the first halving event, and reinvigorate ICE with a strong narrative of digital scarcity.
While the biannual halving in ICE per-challenge reward may be initially concerning for All Access wearable holders, it presents a significant opportunity for our community. At this point, All Access Wearable holders can absolutely understand that it doesn’t matter how much ICE they are earning if the value and narrative around ICE is constantly diminishing. It has become clear that a positive narrative around ICE is more powerful than any amount of ICE reward per challenge. A limited supply combined with growing demand for ICE via Shine purchases will push the burn-to-earn ratio above 1:1, establishing a new narrative of digital scarcity that can bring long-term benefits to our ecosystem.
Currently, our burn-to-earn ratio stands at 0.45, excluding ICE purchases from metaverse ads, secondary sales, and Polygon validator node rewards. With these purchases included, the ratio stands at 0.82. Of the 0.45 burn-to-earn ratio, roughly 0.3 comes from Upgrades and Activations and 0.15 comes from Shine purchases. If we assume that the total ICE burned via Upgrades and Activations is also halved, the contribution of SNG grows inversely with the reduction of emissions.
There are two reasons to be optimistic about reaching a 1:1 burn-to-earn ratio even sooner than this schedule: (1) the dramatic increase in ICE burned from Shine purchases to play SNG as we onboard more users, and (2) the launch of a new Flex-native prize redemption marketplace with irl prizes to provide larger incentives to play SNG — both of which will drive increased demand for ICE/Shine.
All in all, if implemented, this proposal immediately gives our ecosystem a clear set plan to get to and past a 1:1 burn-to-earn ratio, while paving the way for sustainable bonus rewards for All Access wearable owners as ecosystem spending (revenue) grows past base ICE rewards in the future.