Collectibles are about to have their moment on-chain. As the collectible market continues to evolve, most platforms are still operating with limitations that prevent true cultural liquidity from emerging. Here's how ACES mainnet brings liquidity to collectible culture.🧵
First, here's what's happening with gacha style games. These platforms are selling digital lottery tickets instead of building markets. Users get lottery mechanics that reward them with 0.13-15% jackpot odds with generated prizes rather than the ability to trade them in open markets. This is a game of luck vs a game of skill (where users have an edge)
Others run one-time raffles where one person wins a static digital prize. The event ends in a flash, leaving no ongoing market for the community to participate in. Revenue model depends on token speculation with limited markets. You have a chance to win, but no power to trade it. No provenance. No cultural weight.
The Burn Problem. Asset destruction creates artificial scarcity. $150 average user revenue. 62% market decline. No ongoing liquidity. Zero-sum games where one asset dies so another appears. Net cultural value: neutral.
If you’re reading between the lines, the pattern is clear. Most platforms treat collectibles as games of luck rather than markets of skill. They're building entertainment, not infrastructure for cultural assets. So what happens for the $2 trillion collectibles seeking liquidity?
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