@usersteen.eth
Grain of salt, I've not successfully made a runner yet, but have been accumulating learnings through research and experience.
The coin is there to facilitate an experience and the app is the primary experience, which is also made up of socials, group chats, your primary users, etc.
The best examples I've seen generally have very simple, but clear utility. $bracky is a nice example:
- token is used for bets
- holding x amount of token gives various tiered benefits (eg pro tier for more trades per day)
With my project:
- top holders get airdrops of art
- some fees on art buyback token
Other projects have all sorts of mechanics, but I see these as games and I don't think you're building a game in this sense (they're all definitionally games lol). These sometimes work to create lock in but risk resentment and unmatchable expectations. Simpler is better imo.
The point is that the act of holding the token (moreso than trading it) enables an experience, like how you get tokens at an arcade so you can play. Access is a good framework.
Too much utility means you are on a treadmill, too little and you just have a memecoin.
Your focus should definitely be expanding and deepening the experience. Simple utility + polishing the app and other touchpoints > endless token mechanics.
This lets you and your users mention the token in an experiential context: "I can't believe I pulled off that Rams upset with $bracky".
Getting to that point where it's social is the goal.