But there are other investors who only invest in game tokens and have no interest in actually playing.
I'd argue that the majority of buyers have the same mindset. After all, playing requires time and capital if they want to make it profitable, and most don't want to invest those into a risky game. CMIIW.
hold events to keep increasing the tokens they have so that they remain useful for those who are playing this game. Lots of game projects have been created, such as those you mentioned, PIXELS, Gala and Smooth Love Potion Price (SLP). and currently they still have a good price on the exchange.
What do you mean by increasing the token? Are you saying that increasing the circulating supply of the token will benefit token holders? I'm surprised if that is true, considering the larger the supply, the price will decrease if there's no demand increase. I don't think it is that different for gaming tokens. Is that not the case?
The idea of having a greater reward without having the demands for that rewards is not that sustainable at all. Most of the time the demands is meet on the beginning phase of the game. And when all the players meet the certain or required upgrades. Its like the end of the game. No Demands at all, and killing the economy of the game.
That's a nice analysis. This just makes me recall several gaming novels where the MC keeps finding new powerful weapons so he can sell them to make tons of money, but I guess it is not that easy for a P2E crypto game. Especially if their game is not attractive, to begin with. I wonder if those will change if a game as interesting as FF14 uses this model and rewards the users with something else other than tokens. If that works, maybe we need to have a great game and improvement in public perception towards crypto if we want it to be mainstream. Not as simple as minting tokens, feeding tokens, selling tokens, etc.