Fifth Card NFT Plan Stuck Between Cost and Rough Edges
Background: The team had established “fun first, chain later” as a product principle, but now had to decide how to issue card NFTs. Today: The fifth issuance proposal was still caught between mainnet and sidechain: mainnet was too expensive, while the sidechain was too rough. Impact and next steps: Compared with the earlier principle that the chain should serve gameplay, the issue had now become a concrete trade-off over the issuance route.
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Background: The team had established “fun first, chain later” as a product principle, but now had to decide how to issue card NFTs. By Thursday, the proposal had reached version five; mainnet costs, sidechain maturity, and player experience pulled in different directions, leaving the technical choice unresolved.
Today: The fifth issuance proposal was still caught between mainnet and sidechain: mainnet was too expensive, while the sidechain was too rough. The former made the cost hard to accept; the latter was not something the team felt ready to put in players' hands. The team did not rush to a decision, leaving the conflict on the design table.
Impact and next steps: Compared with the earlier principle that the chain should serve gameplay, the issue had now become a concrete trade-off over the issuance route. Version five still had not resolved the tension between cost and reliability; the team needed to keep evaluating the effect on player experience before deciding whether to change the technical route or issuance plan.