What Is GameFi? The Logic of Play-to-Earn, Its Rise and Fall, and the Risks
In 2021, some players in Southeast Asia were earning more from a game called Axie Infinity than the local average wage. The “play-to-earn” story spread everywhere and crowds poured in. Yet barely a year later, most of these games collapsed and the early frenzy turned to rubble. GameFi’s logic, allure and fatal flaw are almost entirely written into that rise and fall.
The high point: when “grinding for gold” became real
GameFi (game + finance) stitches games together with NFTs and DeFi, selling players the leap from “consumer” to “owner” of the game economy:
- Characters, items and land become NFTs — assets you truly own and can trade freely;
- The game produces tokens you earn by playing and can swap for other assets;
- Hence the seductive loop — new players buy assets to enter, veterans earn as they play.
With a bull market and get-rich stories behind it, that loop once spun furiously.

How blockchain games differ from traditional ones
In a traditional game, the skins and gear you buy are essentially “rented” — the account and assets belong to the studio, and a shutdown or ban zeroes them out. The real difference in blockchain games is ownership:
- Assets belong to players: items are on-chain NFTs you can, in theory, sell to anyone without relying on an official market.
- Cross-application: assets aren’t locked to one game and may someday flow between games and markets.
- Transparent economy: token issuance and circulation are public on-chain.
But ownership is double-edged: it gives players real assets, and it also makes games easier to financialize — pulling players’ attention from “am I having fun?” to “is it pumping?”
Then it crashed: the flaw hidden in the model
The hype faded even faster than it arrived. The problem wasn’t one game but Play-to-Earn’s economic model itself. A simplified set of numbers makes it clear:
Suppose a game: a new player must spend $100 on an NFT to start, and daily play yields $5 worth of tokens. Early newcomers keep flooding in, veterans sell their tokens to “those who want to enter,” and everyone makes money while the token price holds.
But tokens are minted heavily every day (inflation), while sinks to spend them are scarce. When new-player growth slows and buying can’t keep up with selling, the price falls; “$5 a day” shrinks to $2, $1… payback periods stretch out, even fewer people join, and it spirals down to zero fast.
Put bluntly: veterans’ earnings come from newcomers’ principal — structurally identical to a Ponzi. Add a fatal wound: many of these games simply weren’t fun, so players came only to earn, and the moment they couldn’t, they left without looking back.
Guilds: the other side, amplified
The P2E boom also spawned a peculiar role — the guild (organizations like YGG). Because entry required buying expensive NFTs many couldn’t afford, guilds bought the assets and lent them to players (often “scholars” in developing countries), splitting the earnings.
In the bull market this was told as a heartwarming “job creation” story, but it also amplified the model’s leverage and fragility: once the token price fell, scholars were first to find it unprofitable and leave, and the guilds’ hoarded assets shrank sharply. When the crash came, this was often the first link to snap.
The lesson: from Play-to-Earn to Play-and-Earn
The collapse taught the industry one thing — putting “earning” before “fun” leads nowhere. So the new generation of GameFi flipped the thinking:
| Old Play-to-Earn | New Play-and-Earn |
|---|---|
| Play to earn money | Make a fun game first; earning is a bonus |
| Mining-style infinite issuance | Designed token sinks, controlled inflation |
| Relies on newcomers buying in | Relies on real players and fun for retention |
| The game is a shell for the token | Finance enhances the game |

If you want to try GameFi
Before you put in your first dollar, keep these in mind:
- Don’t rush in for high yields: by the time you see “earn X per day,” it’s often the last party before the model collapses.
- Ask first whether it’s fun: long-term value lies in a sustainable economy and players who stay for enjoyment.
- Treat your input as a cost: the NFTs and tokens you buy can go to zero anytime — only use money you can afford to lose.
An unavoidable dilemma
GameFi is forever pulled by one contradiction: fun games may not need a token, and games that need a token may not be fun. AAA titles hook players for thousands of hours without any coin; yet once “play-to-earn” enters, players’ motivation slides from joy to yield, and developers tend to pour effort into token models rather than gameplay. How to let finance “enhance” rather than “hijack” a game is a problem this sector still hasn’t fully solved.
What the craze left behind
Even though most P2E went to zero, the experiment wasn’t worthless. It gave large numbers of users their first taste of games where “assets are yours,” proved NFTs viable as game assets, and forced builders to seriously think about how a sustainable game economy should be designed. After the bubble, what remains is cooler expectations and more pragmatic directions.
Back to the game itself
GameFi’s vision — players truly owning assets and benefiting from their input — isn’t wrong. What’s wrong is reversing the order: when a game’s core is “earning” rather than “fun,” it’s doomed to become a loop that depends on newcomers. The simplest test of a blockchain game is to ask yourself: if it had no token and no money, would you still want to play it? If the answer is no, it probably won’t survive the next downturn; only the games that are “fun even without earning” can truly last. This article is not investment advice.