This interview says Web3 games need to give away NFTs for free to attract a billion users, not sell them. Gabe Leydon thinks the current market is tiny, with only 60,000 daily wallets. He's bullish on his company Limit Break's 'free-to-own' model, citing its DigiDaigaku project that gave away 2,022 limited NFTs. He also mentions Axie Infinity has 800,000 monthly players but doesn't elaborate. The idea: give NFTs first, then make money from in-game purchases and trading fees.
Gabe Leydon (co-founder of Machine Zone and founder of Limit Break) proposes a “free-to-own” game business model, with the core thesis being: giving away NFTs for free instead of selling them is the key path to attracting 1 billion users to the Ethereum network. Gabe argues that the current Web3 gaming ecosystem has only 60,000 daily active wallets (a figure cited from the original text), and the market has yet to truly form, while the free-to-own model will fundamentally reshape the industry landscape.
Gabe Leydon argues that free-to-own extends the concept of "free" from "the game itself" to "in-game assets," thereby solving the biggest challenge in user acquisition for games—lack of awareness.
Gabe proposes that new users entering the crypto world should follow the sequence "get an NFT first, then get ETH," rather than the conventional "get ETH first, then buy an NFT."
Gabe believes that the free-to-own business model involves "forgoing short-term NFT sales revenue in exchange for long-term in-game trading volume commissions and user stickiness."
Gabe points out that the key barrier to mass adoption is mobile wallet integration, while game players are already a natural target user base with "high stickiness and high willingness to pay."
| Position | Guest's Stance | Key Data |
|---|---|---|
| Limit Break (Company founded by Gabe) | Allocating resources, core development direction | Raised $200 million (2022); positioned as a "Web2 and Web3 integrated gaming company" |
| DigiDaigaku (NFT project under Limit Break) | Bullish, cited as a case of free-to-own | Free mint in 2022, only 2,022 units (limited edition); divided into Genesis (rare) and common tiers; supports a "breeding" mechanism to generate new heroes |
| Axie Infinity | Neutral, acknowledges "many innovations and 800,000 monthly active users," but issues not elaborated | Approximately 800,000 monthly active players (stated as "800,000 monthly players" in the original text) |
| Castaways (Developed by Dayt) | Neutral, appreciates founder Dayt's ability to "pivot quickly" | Founder Dayt has shifted the project to a free-to-play model, achieving positive results |
1. “Free-to-own is the evolution of free-to-play, shifting users from ‘paying for items’ to ‘getting ownership for free.’”
—Gabe Leydon. Support: Traditional free-to-play mobile games generate $120 billion in annual sales, but users must pay; free-to-own gives away core assets for free, incentivizing users to become evangelists.
2. “NFTs come before ETH: The best path for users to enter Web3 is to get NFTs for free, then convert them into ETH through trading, rather than buying ETH first and then NFTs.”
—Gabe Leydon. Support: Current Ethereum NFT daily active users are only 60,000; giving away NFTs for free can significantly lower the barrier, making NFTs the “gateway to ETH.”
3. “The LTV of crypto players is far higher than that of Web2 players, because a single transaction can reach $7,000—impossible in Web2 (due to credit card limits, refunds, etc.).”
—Gabe Leydon. Support: Moonbirds sold for $7,000 each, while in-app purchase caps in Web2 games are typically $100.
4. “NFTs will replace traditional advertising as the core tool for brand marketing: giving away free NFTs is more effective than running Facebook ads, because users ‘own’ a piece of the brand.”
—Gabe Leydon. Support: Coffee shops, car manufacturers, etc., can build communities through free NFTs, with users actively promoting due to ownership.
5. “99% of games fail, primarily because no one knows about them. Free-to-own solves the ‘awareness’ problem by giving away free NFTs, making it a more efficient distribution method than paid advertising.”
—Gabe Leydon. Support: The original text states, “Almost every game fails because no one knows about it.”
6. “Mobile wallets are the biggest bottleneck to mass adoption—once Ethereum is integrated into Apple/Google Pay wallets, global adoption will happen instantly.”
—Gabe Leydon. Support: Currently, users need to understand concepts like wallets and private keys; integration would drastically lower the barrier.
7. “AI tools like Stable Diffusion are the ‘ultimate communication tool,’ converting text directly into images more efficiently than language—this has a huge impact on game content generation and user experience.”
—Gabe Leydon. Support: The original text argues, “Language is a temporary error, replaced by machine-generated images.”
8. “The three stages of NFT evolution: PFP (profile picture) → Club (membership) → Interoperable virtual world (software-driven).”
—Gabe Leydon. Support: We are now in the third stage; Limit Break uses “Adventure Tokens” to enable cross-chain permission interactions between different games.