Why Do Gold Farming Studios Sustain World of Warcraft but 'Kill' All Web3 Games?

marsbitPublished on 2026-01-30Last updated on 2026-01-30

Abstract

The article explores why gold farming studios, which thrived in games like World of Warcraft (WoW), have negatively impacted Web3 games. In WoW, gold farming did not destroy the game because in-game currency was not the ultimate value—prestige, achievements, and top-tier gear were untradeable and bound to player effort. Blizzard also managed the issue by incorporating gold buying into official systems, adding time-based constraints, and emphasizing social and cooperative elements that gold couldn’t bypass. Roblox, another successful game, avoids gold farming issues by focusing on creativity—monetizing through map creation and community engagement rather than repetitive tasks—and maintaining a closed economic system with limited cash-out options. In contrast, Web3 games often fail because they inherently link play and earn, allowing repeatable actions and free asset withdrawal. This design attracts capital and bots rather than genuine players, making it impossible to balance fun, profit, and scalability. The author argues that not everything should be financialized; some values, like memory and experience, are meant to be lived, not traded.

Written by: Lao Bai

A while ago, I tweeted about my son frantically recharging Robux in Roblox to steal other people's items, marveling at how this game is even more powerful than Genshin Impact's gacha system or Pop Mart's blind boxes—a true god of spending, which resonated with many folks. That post also had the highest traffic recently.

The next day, it suddenly occurred to me—why are there seemingly no "gold farming studios" in Roblox, despite it being such a cash-heavy game? Or even if there are, why do they have almost no impact on the game's lifecycle? Coincidentally, @j0hnwang also dug up his previous article on Roblox, mentioning this very point. I had bookmarked it before and went back to read it again.

John's view is that Roblox treats the economic system as part of the game, while crypto games treat the game as a facade for the economic system. He believes that centralized economic mechanisms help build a more controllable gaming experience.

This makes sense. The lack of fun in Web3 games has been a common criticism, but the current generation of Web3 games has significantly improved in playability, and their economic mechanisms are also very centrally regulated. Yet, the outcome remains unchanged. There must be other reasons.

Then I thought about World of Warcraft and Kaito. On the day X blocked Kaito's API, I made the following comment.

Once Behavior Can Be Scaled, It Will Be Industrialized

From the "Chinese Farmers" in the Web2 era of World of Warcraft, to the scripts and gold farming studios in Web3's X2Earn, and now the inevitable "AI批量起号,多人矩阵嘴撸" (AI mass account creation, multi-account matrix farming) brought by嘴撸 (a term for farming).

So,嘴撸 wasn't ruined by clever retail players or KOLs; it was ruined by the property of "replicability." This isn't just a problem with the Kaito project; it's essentially the ultimate fate of all incentive systems.

So, what is the secret behind World of Warcraft and Roblox? Why can't studios kill them? Why did players complain about inflation and Chinese Farmers when they first appeared on the US servers, but eventually accept it as a fixed part of the game's ecosystem?

There must be something that Web3 games lack, and it's not just centralized economic mechanisms.

First, Let's Talk About World of Warcraft

1. Gold Is Not the "Endgame Value"

Those who have deeply played WOW should know this: in the game, gold has little to do with your status or identity. Your achievements, rankings, reputation, etc.—none of these can be directly bought with gold. When a top-tier item drops in a dungeon, you either roll for it or bid with DKP (Dragon Kill Points) based on contribution. The player who loots it also binds it immediately, so it can't be sold for cash.

So, gold can at most save you some time, but it can't turn you into a core player. Many domestic web games back then were the complete opposite—big spenders could dominate everything with RMB, similar to the current style of Web3 games.

Essentially, in World of Warcraft, all "meaningful things"—top equipment, achievements, titles, dungeon contribution, etc.—cannot be directly purchased with gold. So, although gold farming can be scaled, leading to the industrialization of the first Chinese Farmers, it始终无法主导游戏的核心体验 (could never dominate the core experience of the game). In other words, this "industrialization" was confined to the "peripheral layer" of the game.

2. The Official Approach: "Absorption, Not Confrontation"

After the emergence of gold farming studios, Blizzard made a series of moves that, in hindsight, were very clever:

  • First, official control—allowing you to buy gold with real money, but the price is regulated by the system, and there's no free financial exit, turning the underground black market into official currency exchange;
  • Second, adding various barriers—such as daily and weekly quests, various cooldown locks... No matter how many accounts or high levels you have, you still have to wait patiently, diluting the advantage of industrialization;
  • Third, adding more "meaningful things" that cannot be bought with gold, like guilds, raids, social reputation... This led to the later emergence of gold runs and GKP (Gold Kill Points), but various dungeon first kills were always achieved by top guilds, never by gold runs. So, gold farming in World of Warcraft always remained a "second-class citizen."

As for Roblox, the Logic Is Slightly Different

1. Encouraging Creativity Over Repetitive Labor

If you read the article I referenced in my previous post about Roblox, you'll know that the most profitable activities in Roblox are not repetitive tasks like farming resources, which offer little profit.

The real money is in creating maps, designing gameplay, and operating communities.

These are difficult for studios to scale and replicate. No matter how many resources you farm, you can't farm a gameplay that appeals to kids (though with AI now, this might also become "mass-producible").

2. Closed-Loop Internal Economic System, Restricted Asset Exchange

This is somewhat similar to John's idea. It's quick to buy Robux with a credit card, but converting Robux back to cash isn't as smooth—there are barriers, delays, and exchange rate losses, so arbitrage and搬砖 (a term for grinding/farming for profit) tactics don't work well here.

Moreover, most of the money in Roblox flows to platform fees, the top creators mentioned above, and in-game consumption, forming a closed-loop economic system with little overflow.

Of course, whether it's World of Warcraft or Roblox, being fun and having a large player base are the most important foundations, which is undeniable.

So, What Is the Real Reason Behind the Collective Demise of Web3 Games?

Thinking back, aside from the fun factor, perhaps the initial design intention of链游 (chain games/Web3 games) destined today's outcome.

Almost all链游 allow for "repeatable behavior" + "freely withdrawable assets."

In an era where Web2 gaming systems are already mature, this inevitably turns the final players of链游 into capital + scripts, not humans.

In other words, as long as Play and Earn are linked, this will always be the result.

Whether it's Play 2 Earn, the later improved Move 2 Earn, or Play & Earn, they are all different in name but not in essence.

This is somewhat like an impossible triangle for games. Among being fun, allowing speculators to make money, and enabling studios to scale, you can achieve at most two.

From this perspective, the problem with Web3 games isn't team quality or funding scale; it's that, at the most fundamental genetic level, they cannot be "fun."

Would Putting World of Warcraft on-Chain Work? Would It Be Meaningful?

I remember during the peak of链游 hype, we often fantasized about a scenario: what if World of Warcraft went on-chain?

Not the entire game, but putting WOW's economic system on-chain, including gold, items, mounts, etc., making them freely tradable, freely withdrawable, and financializable.

Now, thinking back, we were very naive. Doing this would注定会被系统毁掉 (destined to be destroyed by the system).

The underlying axioms of World of Warcraft's success:

  • Meaning cannot be traded—The most valuable things, top equipment, achievements, titles... are almost all bound, untradeable, non-transferable. These things signify what you have done, not what you own;
  • Progress does not equal wealth—Your time investment, operational skills, and team collaboration are your foundation. Gold can at most make you more comfortable; it cannot allow you to跨越阶级 (transcend classes);
  • Players are not asset owners but role-players—This equipment was obtained by me through effort / exchanged with DKP, this Boss was a world first kill by our guild, this character is my心血 (labor of love) trained over 10 years... Once this becomes "something I bought, an investment," this character emotionally bound to you downgrades into a skin for an asset account.

If we must talk about going on-chain, the things in World of Warcraft truly worth putting on-chain are these—for example, proof of a Boss's first kill, guild history, timestamps of your achievements, records of witnessing world events... What goes on-chain is not assets and value, but memories and traces.

The greatness of World of Warcraft lies precisely in the fact that its most important things can never be sold.

From this perspective, "链游必须死" (Chain games must die).

And it's not just链游. We once treated blockchain as a hammer, seeing everything as a nail to be struck. Little did we know that too many things in this world根本不需要被「金融化」 (simply do not need to be "financialized"). Their reason for existence is to be experienced, remembered, and told.

Related Questions

QWhy did gold farming studios not destroy World of Warcraft (WoW) like they did with Web3 games?

AIn WoW, gold is not the ultimate value; meaningful elements like top-tier equipment, achievements, and reputation cannot be directly bought with gold. The official response involved absorbing and regulating the economy rather than outright对抗, implementing systems like official currency exchange, time-gated content, and non-tradable prestigious items. This kept gold farming activity on the periphery without dominating the core game experience.

QHow does Roblox prevent gold farming studios from harming its ecosystem?

ARoblox encourages creative activities like map design and community management, which are hard to scale industrially, rather than repetitive resource grinding. Its economy is a closed loop with friction and delays for cashing out Robux, making arbitrage difficult. The platform's focus on creativity and internal consumption, combined with financial barriers to withdrawal, limits the impact of farming.

QWhat is the fundamental reason Web3 games fail according to the article?

AWeb3 games inherently link play and earn, allowing repeatable actions and freely withdrawable assets. This design inevitably attracts capital and bots rather than genuine players, making it impossible for the games to be truly fun. The 'impossible triangle' suggests that a game cannot simultaneously achieve being fun, allowing speculators to profit, and enabling studio scalability—Web3 games prioritize the latter two at the expense of enjoyment.

QWhat would happen if World of Warcraft's economy were fully put on-chain?

AFully on-chaining WoW's economy would destroy it because the game's success relies on non-tradable elements like bound items, achievements, and player identity rooted in effort and memory, not financial ownership. On-chaining would reduce characters to asset accounts, stripping away the emotional attachment and meaning that comes from earned progress and shared experiences.

QWhat does the article suggest is worth putting on-chain from games like WoW?

AThe article suggests that instead of assets and value, meaningful elements like proof of first kills, guild history, achievement timestamps, and records of world events should be put on-chain. These represent memories and traces of player experiences, which align with the emotional and narrative value of the game, rather than promoting financialization.

Related Reads

As Consensus Accelerates, What Are Young Investors Betting On?

Title: As Consensus Forms Faster, What Are Young Investors Betting On? In the rapid evolution of tech investment, a new generation of young investors is navigating a landscape where AI, robotics, commercial aerospace, and quantum computing are advancing simultaneously. Traditional investment logic based on financial models is giving way to a need for deep technical understanding and the ability to act before industry consensus forms. An analysis of trends from the "WAIC FUTURE TECH" list of young investment leaders reveals key shifts in focus. The first major trend is the movement of AI from the digital screen into the physical world. Investment is shifting from large language models and chatbots towards embodied AI, robotics, AI hardware, and edge computing. While demonstrations generate excitement, the real challenge lies in achieving scalable, reliable, and cost-effective delivery in complex real-world environments like factories and logistics. Success depends not just on algorithms but on the integration of sensors, actuators, and control systems. Second, the competitive focus for large models is moving beyond raw capability toward building an "intelligence flywheel." The goal is to create self-reinforcing systems where user interaction generates data, improving the model, which in turn enhances the user experience and attracts more engagement. Companies that successfully embed AI into workflows to create these closed-loop systems can build lasting value that isn't easily erased by the next model upgrade. Third, facing a potential bottleneck in high-quality human-generated data, investors are looking at new underlying technologies. Reinforcement learning and self-play, as demonstrated by AlphaGo Zero, offer paths for AI to generate its own experience. Scientific foundation models, which aim to build general AI capabilities for fields like life sciences and materials discovery, represent a non-consensus direction that could unlock new frontiers of knowledge and data. Finally, in deep-tech areas like quantum computing, commercial aerospace, and space-based infrastructure, patient capital is essential. These fields have long, uncertain development and validation cycles involving complex engineering, supply chains, and regulations. Investment here requires a long-term view, focusing on foundational team capabilities and the eventual emergence of market demand, even if commercial returns are distant. Collectively, these trends illustrate how young investors are adapting to a new era. They are learning to make earlier, technically-informed judgments, balance hype with real-world viability, and provide the patient capital needed to build the deep-tech foundations of the future.

marsbit5m ago

As Consensus Accelerates, What Are Young Investors Betting On?

marsbit5m ago

Can Japan Buy Growth with AI? Will the Bond Market Believe It?

Japan's cabinet has introduced the 2026 Basic Policy on Economic and Fiscal Management and Reform, shifting its primary fiscal target. The new framework moves away from the traditional annual primary balance goal and instead prioritizes a stable reduction of the debt-to-GDP ratio. This change is tied to a strategy of increased "responsible proactive fiscal" spending, aiming to boost long-term growth through investments in strategic sectors like AI, semiconductors, energy, and robotics. The government estimates total public and private investment in 62 key technologies could exceed 370 trillion yen by 2040. The market reaction has been mixed and cautious. While equity markets may respond to policy signals, bond markets are focused on fiscal credibility. Concerns center on whether the weakening of the clear primary balance anchor could lead to looser fiscal discipline. If investors doubt that these strategic investments will generate sufficient productivity gains, tax revenue, and nominal growth to outpace rising interest costs, they may demand higher yields on Japanese Government Bonds (JGBs). Recent volatility in the yen and JGB yields, with the 10-year yield briefly reaching 2.9%, reflects this skepticism. The success of this new framework hinges on two factors: whether Japan can achieve a nominal growth rate consistently higher than its long-term interest rates, and whether future budgets demonstrate disciplined control over bond issuance. The government's narrative is that strategic investment is essential to break Japan's cycle of low growth, aging, and labor shortages. However, the bond market will continuously assess the credibility of this plan, pricing the risk that it may represent fiscal expansion rather than a viable growth strategy.

marsbit42m ago

Can Japan Buy Growth with AI? Will the Bond Market Believe It?

marsbit42m ago

Misjudged A-Shares: Resilience, Expectations, and Confidence

China's A-share market recently faced selling pressure, especially in tech sectors, initially triggered by a global tech sell-off that began in South Korea. However, the article argues this is a case of "mistaken injury" and highlights the market's underlying resilience. This resilience stems from three main pillars: **1) Tech Sector Fundamentals:** Unlike Korea's market dominated by a few memory chip stocks, China's tech sector is diversified across computing, communications, electronics, and semiconductors, supported by dual narratives of global AI supply chains and domestic substitution. Core areas like optical modules and fiber optics continue to show strong earnings growth. **2) "National Team" Support:** State-backed institutions and large corporations have made significant market purchases and announced buybacks, providing liquidity and signaling confidence. This is seen as a stabilizing policy signal, often associated with market bottoms. **3) Broader Market Pillars:** Other major sectors are showing endogenous recovery momentum. Consumer stocks benefit from stabilizing CPI and signs of sector recovery (e.g., liquor price hikes). Cyclical sectors like aluminum have high earnings, potential price increases due to tight supply, and low valuations. The financial sector offers stable dividends and low valuations. The conclusion is that the sell-off was driven by external contagion, not a collapse in fundamentals. With strong policy support and recovering momentum across key sectors, the A-share market possesses the toughness to regain stability.

marsbit1h ago

Misjudged A-Shares: Resilience, Expectations, and Confidence

marsbit1h ago

Trading

Spot
活动图片