经济系统是游戏的命脉,P2E游戏因为内部和外部价值流通与传统游戏相去甚远,所以绝大部分经济模型需要重构。🛒🪙⚖️
就连Axie这种破圈P2E的经济模型也逐渐暴露出了各种问题,今天做个thread简单聊聊如何规避Axie Infinity出现的“少子化现象”吧~📝🔍
#AxieInfinity #P2E #GameFi
1. 通过设置属性加成/解锁技能点机制,鼓励玩家孵化Axie。即使玩家不需要新的Axie,也能通过孵化后burn掉多余的Axie来增加同属性Axie数值战力,或者解锁新技能,并且这种加成要远超过经验加成,至少等同于局内的被动加成。
2. 前一个机制理论上可以解决Axie孵化量不足的问题,但可能仍然无法解决新玩家难以入场的问题:愿意在市场上出售初级Axie的玩家变少了,因为大家都burn掉初级Axie去加成已有的Axie,或是想要出售更高附加值的高级Axie。
3. 这里介绍一种传统游戏中对冲通货膨胀的方式——聚集冻结,指的是财富顶层的玩家拥有太多资源后就很少参与生产和消费,他们手中的游戏货币会隐性消失。这种现象在Axie中大概率不会出现,预计绝大多数SLP都会流入市场,因为生产和售卖就是P2E玩家的根本动力,他们不会浪费任何一个SLP。
4. 所以,如何限制顶层玩家生产SLP且促进他们孵化新Axie呢?方法就是限制高等Axie在游戏中的留存,可以通过限制寿命、增加战损、限制繁育次数等方式实现。逐渐削弱高等Axie数值,减少高等Axie在对局中的留存,也减少玩家对某些高等Axie的依赖,从而鼓励其繁育和培养新的Axie。
5. 该游戏的PVE设计其实也有很大的缺陷,因为奖励是经验值和SLP,而级别越高的Axie刷SLP也越快,官方也想由此增强玩家和宠物的感情,但亲密度系统在此显得不合时宜——这些拥有高等级Axie的玩家一面极高速率产出SLP,一面缺乏孵化/培育新Axie的需求,自然加剧了市场上SLP泛滥而Axie重金难求的局面。
6. 最后谈谈官方专属物品的调节作用。本赛季更新后官方希望以PVP改善SLP的泛滥,用较高的AXS奖励前1000名选手,然而AXS的奖励诱人却无法持续性发放,少量SLP也不能对后面的玩家起到激励作用。所以,可以尝试适量推出官方专属物品奖励,诸如赛季皮肤NFT等,以此增加额外的经济系统调控手段。

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More from @0xAikoDAI

12 Dec
1/ Prototypes that can be potentially built as zero knowledge games:

1⃣Battleship/Sea Battle
2⃣Avalon
3⃣Saboteur
4⃣Mafia
5⃣Betrayal at House on the Hill
6⃣Watson & Holmes
7⃣Dead of Winter
......
2/ Genres:

Incomplete information games
Social deduction games
Board games
3/ Crux:

In-game social activity is not encouraged
-> There wont be a built-in marketplace/trading system
-> Transactions outside of the game
-> Region limit
Read 4 tweets
19 Nov
1/ Don't celebrate too early.
It has already been a trend that a project ➡️a platform➡️a chain.
Is there such a possibility that limited retention and gameplay cannot support the game itself, thus it figures out a larger narrative to draw people's attention back ?
2/ The situation reminds me of how traditional corporates compete for users:
the amount of users is fixed but projects boom, and those projects without core gameplay can only rely on platforms and chains to increase their exposure.
3/ The consequence of over-hyping "metaverse" and "interoperability" is that people get so excited about the jointing between games and platforms that they forget how an exellent game can stand on its own as a solid and integrated economy.
Read 4 tweets
17 Nov
1/ 做游戏最重要的就是在一开始想明白,拎得清;一款游戏如此,未来通过游戏做平台/metaverse/链更是如此。目前精灵养成和沙盒市场都略显饱和,尚且无法依靠核心玩法和数值调整吸引玩家,Starmon是个剑走偏锋的例子,13元素+6数值+天气系统,导致玩家认知门槛太高,最该改的消耗机制却没有任何创新。
2/ decentaland/sandbox/cryptovoxels三款沙盒横向比较,普通玩家不看UGC功能,而是avatar形象构建的身份认同和demo用户体验;十月下旬体验的结果dcl>sand>cv,后来三款游戏也照此顺序逐一爆发。当同类型产品太多时用户体验就尤为重要,因此部分数字卵生项目也会权衡等比例缩放和跑图体验的问题。 Image
3/ 再聊RACA的有趣之处,当imx/ironsail/gala都在推游戏品质的时候,Metamon一个造富神话直接把平台送上月球,项目方要开发幻想14这件事根本没人care:绑定其他币种的开箱机制;资源卡点设计;通过减少N级碎片产出倒逼玩家升级,踹掉低级废宠+资源销毁+抬NFT价值,种种设计盘好老玩家也钓好了新玩家。
Read 5 tweets
11 Nov
Two things remakable in this ep:

1/(1) quality games like mmo and 4x online are still 18-24 months away since it has taken too long to recruit developers. However, things different in Chinese mainland, a few experienced workers in Tencent, Netease, and Mihoyo turns to blockchain due to the repressive policy.
1/(2) Unfortunately, the first group of these developers marketed and operated their games by following southeast Asian teams instead of bring their superiority into full play, and ultimately brought themselves into discredit.
Read 7 tweets
10 Nov
Few tips for game studios that devote to a gamefi project ⬇️

1/ user-oriented: find your target players asap and customize the project. The developers' expectancy and the market's need varies, so you'd better choose your side and set a criterion at the very beginning.
2/ short-term+hot money: (1) web first: consider about the web design when prepare promotion materials and create a clear consumer guidance. Maybe it's too late to imitate cute animals like Axie but you can still attract users with exquisite concept paintings.
2/(2) make the game simple and addictive: There's no need to be creative on tokenomics, just modify it through learning from successful cases (most on bsc). Take advantages of gambling game. Turn-based games are fine but I personally prefer real-time strategy / casual.
Read 8 tweets
5 Nov
1/ 忘记自己是谁,才能学会新的东西——这是刺客组织Faceless Men给我最大的启发。
很高兴看到已经有人指出了传统游戏从业者的傲慢,但只想呆在舒适圈的人不止他们,还有拒绝游戏性的投机者,以及大量滥发仿盘的开发团队。
2/ 先聊被YGG选秀入宫的Sipher,赛博furryMOBA,可玩性板上钉钉,建模精度吊打lowpoly,让我想起夏天SONY相中的第一款主机国产和steam接连发售的三款furry character游戏。运营上接连邀请coser为猫女NFT预热,又跟日本ACG艺术家合作同人图,破圈之意昭然若揭。
3/ BSC最近新上的DAR,开发者表示为了让defi玩家感受游戏乐趣制作了轻度玩法;用staking增加星球稀有资源和投票权,以星球吸引力排名在owner间制造竞争,类似淘金热的factory,目的是重重锁仓;以开发进度和遥远星球做钩子鼓励玩家留存和探索,画面很像一个叫Out There: Ω Edition的游戏,体验绝佳。
Read 6 tweets

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