Something new is coming to Splinterlands: the Sticker Shop. I believe this new way of obtaining stickers within the NFT game's ecosystem will arrive in the next game update, which usually takes place on Tuesdays.
In this sticker shop, content creators and influencers will be able to submit up to 5 stickers and sell them individually for 200 DEC or as a set for 800 DEC. For those interested, the specifications are 200x200 px in WebP format.
It is great to see value being given to those who are actively involved with the game and share it on social media, but I think they might be overlooking those who comment and post elsewhere... They should pay attention to engaging the entire community.
I'll be much appreaciated if you Votes, Reblogs or give any Tips. Thanks and have good reading! 🍀
Sticker Shop is Coming to Splinterlands
One of the most interesting aspects of this initiative—where players can create their own stickers—is that half of the proceeds go to the SPS DAO, strengthening the game itself, while the other half goes to the creator, bringing a positive impact back to the community.
It is a win-win-win cycle. The user buying the sticker is happy to own a collectible for their binder, the DAO receives DEC to boost the treasury, and the creator is rewarded for their artistic work.
This is fascinating because, in some games, the development team profits in various ways while constantly trying to extract value from the player; that is not the case here, where everyone comes out a winner.
One suggestion to boost this feature would be to give stickers a simple utility involving a Glint pool. Since Glint is an in-game token, the team has control and can adjust the amounts as needed.
Another idea would be for the DAO to review players' binders and issue a special "Dev/Team" sticker to those who stand out. There could be stickers for participants, stickers for tournament winners... They need to introduce more ways for stickers to play a role in the ecosystem.
Just as it is important to highlight positive new developments coming to the project, it is also crucial to point out potential issues that can arise when introducing something new.
Whenever you have a functioning system and consider adding something new to it, you increase its complexity—regardless of how positive the idea might be. Splinterlands started as a card game, and a large portion of the players in the ecosystem participate in matches in one way or another.
Later, when Land development began, a segment of that player base became interested in acquiring it, especially considering the finite supply. Now, with the introduction of binders, some people will find that appealing, and—once again—a portion of those players will be interested in owning binders and stickers.
Just imagine: as new features are added, the interface accumulates more tabs and menu options. It would be worth paying attention to this so it doesn't become unwieldy—which is starting to happen...
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