Great read. Also interesting to get this insight from a developer perspective. Earlier this month a wrote an article about the categorization of blockchain games, as not every blockchain game is the same.
I feel this article connects very well to the same idea that we need labels in order to understand and explain different products properly. Uncapped and capped items function differently, but you should also consider supply. Let’s say one million swords can be a capped supply, but would not push the prize upwards unless mainstream adoption happens and everybody goes Pokemon Go levels of crazy.
Let’s call this food for thought ;)