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What Siu meant by “real” blockchain games
Siu was not arguing only that existing crypto games would gain more token users. He described a hoped-for two-way convergence: people already active in crypto might spend more time playing, while players drawn in by compelling games might encounter blockchain features through play. He told GamesBeat, “The intersection between the people who play Web2 games and the Web3 natives is very small, for now.”
In this framing, a “real” blockchain game would have to work as a game first. Token incentives alone would not sustain interest if the play itself was weak or if users left as soon as rewards stopped. Blockchain would matter through potential digital ownership, open systems and the ability to build on shared rules—not as a substitute for enjoyable gameplay.
Why he thought the audience could expand
Gameplay could reach people outside crypto
Siu pointed to Off the Grid, a battle royale, as an example with the potential to appeal to traditional shooter players. The logic was that a recognizable genre and engaging game could offer a point of entry for people who would not seek out a crypto product on its own. He also cautioned that influencer attention is not enough: established games already have communities and player reputations, so a new title needs continued marketing to keep attracting and retaining players.
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Telegram and TON could widen discovery
He described Telegram as a distribution and discovery channel, with TON providing a basis for game-related tools and primitives. That route could lower the friction of encountering a game, but Siu acknowledged a central problem: activity and user counts can include bots or people chasing rewards rather than genuine players. Discovery is not the same as durable play.
Ownership could give blockchain a purpose
Siu argued that players may value control over digital assets. The appeal, in his view, is not merely owning a token but having an asset whose rules and potential use are supported by an open system. That is an argument for why ownership might matter; the interview does not establish how consistently games deliver useful transferability or whether players generally value it.
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What his examples illustrate—and what they do not
The projects Siu cited were examples he selected to support his thesis, not a neutral ranking or a consistent product evaluation. GamesBeat’s interview does not compare their gameplay, how much blockchain is required for ordinary play, asset transferability, retention, or community health on a common basis.
| Example | Role in Siu’s argument |
|---|---|
| Off the Grid | A battle royale that might draw traditional shooter players; he also stressed the need for sustained marketing. |
| Telegram and TON | A potential route for game discovery and distribution, alongside tools and primitives; bot activity makes genuine gamer counts uncertain. |
| Immutable and Ronin | Examples supporting his view that blockchain gaming can be cross-chain rather than dominated by one network. |
| The Sandbox | One of Animoca’s named initiatives in the interview. |
| Mocaverse and Moca ID | An identity and reputation approach Siu said was intended to recognize genuine contribution; the interview does not independently assess its design or effectiveness. |
| Anichess | An initiative he described as connected to Chess.com and Magnus Carlsen, with public tournaments and revenue sharing as part of the vision. |
| Cosmic Royale | Another game Siu named as part of Animoca’s broader activity. |
Why Siu expected multiple chains to matter
Siu rejected the idea that a single blockchain would necessarily win. “We think it’s all cross-chain as well. We don’t think there’s such a thing as one chain that will win over the others,” he told GamesBeat, naming Immutable and Ronin as ecosystems that could both contribute. This was his view of how the sector might develop, not proof that cross-chain play or asset movement is seamless for players.
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His broader point was that an open network could let other participants build on predictable rules. For games, that could support connections among players, assets and services beyond one company’s boundaries. Whether that openness improves a particular game depends on what the game actually enables; the interview does not establish a common standard or a product-by-product result.
The obstacles built into the forecast
Siu’s prediction depended on overcoming problems the interview itself acknowledged: skepticism that blockchain games offer meaningful utility, weak retention once promotions or rewards fade, bot and sybil farming, and the challenge of attracting players who are already invested in established games.
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GamesBeat also reported figures attributed to ChainPlay: 93% of announced blockchain-game projects were reported dead, average project lifespan was four months, and 88% reportedly saw token prices fall more than 90% from all-time highs. The original report year and methodology are not established in the GamesBeat article, and GamesBeat’s figures should be read as its reporting of ChainPlay’s claims, not as an independent measurement by GamesBeat. Such figures point to a difficult history for projects and tokens; they do not by themselves measure whether a game was enjoyable or whether players stayed for its gameplay.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Why the forecast should not be mistaken for a result
The GamesBeat page, published January 2, 2025 and updated June 18, 2025, records Siu’s expectations and reasoning. It does not establish whether 2025 became a breakthrough year, whether the audience he anticipated arrived, or how the named games performed afterward. His statements about gamer sentiment, digital ownership and user growth—including Animoca’s forecast that it could add hundreds of millions of users to Web3—remain his views or projections, not independently verified outcomes in that interview.
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Read his thesis as a testable proposition: blockchain games would have to earn attention with strong play, make ownership useful rather than ornamental, reach players through accessible distribution, and keep real communities after incentives recede. Siu believed those pieces could converge in 2025; the interview explains why he expected it, not whether they did.
Source: GamesBeat’s interview with Yat Siu, published January 2, 2025 and updated June 18, 2025.
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