Technical disadvantages of blockchain
The organization of a distributed ledger is much more complicated than private servers. The Ethereum platform is designed in such a way that for each transaction it is necessary to pay a so-called gas to the miners. In effect, this means that a fee will be added to the purchase price of any in-game item to make that purchase. The Constantinople hardfork reduces the average amount of gas by a factor of 10, but does not remove it completely. These costs are charged out of users’ pockets, though no one wants to pay extra for performing normal in-game actions.

There are no commissions to miners in EOS, but there is another problem – the lack of network CPU time. The EOSio software is designed to prevent spam. To do this, each user is given the right to use the EOS CPU in proportion to the amount of money invested in the network. At least, that’s the way it’s supposed to be.

EOS Knights players were the first to see the drawbacks of this system. It is enough for a beginner to make a one-time investment of 1 EOS to buy all the heroes, but the wallet must contain at least 50 EOS to maintain intensity of gameplay and this is not the limit. Depending on blocktwitter activity, the maximum CPU load can drop drastically and reach a level where the account will be blocked. It turns out that the network literally requires a large amount of tokens just to keep playing.

Relevance in gaming
The point of cryptocurrencies in games is to synchronize the real wallet and game balance for direct settlement without intermediaries. There are two areas where blockchain is applicable and justified: gambling and cyber sports. Crypto is not needed there for game logic, but solely for reward payments.

The game does not make money
One programmer shared statistics on crypto games that came across in his career. Out of 26 apps, 24 have failed for the customer due to the lack of a working strategy for making money from the app. The truth lies in the principle of “People should pay for the game, not get money from it,” which is the only way the economics come together.

Giving profits at the expense of visitors.
There are many more one-day apps of the first type, which creates an unfavorable atmosphere around the industry. More or less successful projects of the second type have an elaborate working strategy for adequate fair incentives for users to pay for internal game resources. Such projects are created relatively rarely due to the lack of new interesting ideas. Some projects go by the Ctrl-C – Ctrl-V method, eventually filling the last pages of the Dapp-radar.

One-way marketing
Let’s take the usual mobile games as an example: Slotomania Vegas Casino Slots (earning about $20 million per month), and Slots – Wild7 Vegas Casino (earning $2982 per month). Both games are mobile slots, but the former is much more successful than the latter because of better advertising. Dapp game marketers’ main weapon is the opportunity to earn tokens.