Jon Radoff is a businessman, author and investor in the game industry that focuses on the intersection of games, platforms and societies. He is the co -founder and CEO of Beamable, the company behind it Feeling network – Central infrastructure that operates live games.
Beam Network is preparing for the Generation Token (TGE) event in November 2025, brings the background of the community -owned back interface to the next wave of gaming developers.
Each live game is a back current out of disaster.
It does not matter how fun of your game, or your society’s stick, or the strength of your liquefaction. If the background fails, the game dies. Studios know this pain well: the cloud that erases the sessions or sellers suddenly disappears, or the lock pricing that suffocates the margins exactly as the title begins to expand.
Central background is fragile. They have become a single failure point in a manufacturer based on perseverance and time.
We have seen this story before
The history of games is the history of infrastructure episodes:
- In the early MMO era, the studios built everything themselves – expensive, fragile, and slow.
- The cloud platforms promised relief, but only switching a set of dependencies to another.
- Now, with live service games, the risks are higher: no one can give up stopping or abandoning the seller.
The old way will simply not expand in the next decade.
Why Deep, not just “Onchain”
The answer does not put onchain games. They do not need to run there – and they should not. What needs decentralization is the same infrastructure layer.
This is the place Dimine It comes in.
DePin converts the back interface services to public commodities that can be verified by distributing the account and networks via a central network, with its coordination through the Onchain orders notebook. Live onchain pricing, appointment, reputation and accountability, ensuring that no single seller will turn the switch and take your game in a non -connection mode.
The result is the infrastructure model:
- flexibleThere is no single failure point.
- transparentLittle and players can verify what is happening in real time.
- Costing effectiveWork burdens are distributed without the seller signs or lock contracts.
- The alignment of society: The ecosystem that uses the infrastructure is also the result that preserves and govern it.
This is what Depin has already proven in other areas – from storage to account. Games are the following limits.
Why do games matters?
Games are no longer launched once and faded. They are societies that live for years, sometimes decades. This requires strong and adaptive infrastructure like the same societies.
DePin does not force studios to change games design. It changes the economy and the flexibility of the background itself. By aligning incentives through developers, players and operators, DePin guarantees that the service games that depend on them will not disappear when they are needed.
The studios that adopt this shift will stop early on fighting their infrastructure and starting building worlds that can bear their societies.
Find out more in A defamible network site And read the white paper here.