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。
4/ BinaryX也很精妙,首先是GOLD产出跟busd汇率绑定,列表可查,能及时控制代币流通量,与cryptomiones类似。其次是Mining分工细化,加入了轻微SLG玩法,不能无脑一键质押,而要充分考虑hero工种的适配性;长期质押同个hero或长时间不关注某个hero,都会导致工作效率下降影响收益,颇有玩缺氧的感觉。
5/ 最后是升级失败burn掉NFT的机制,类似DNF游戏中让无数玩家抓狂的技能加点,一旦失败相当于之前消耗的、被锁在NFT里的token被全部销毁,能够很大程度起到销金骗氪的效果。同样是level breakthrough,多了burn卡机制就比defina在资源平衡性上更胜一筹。
6/ 总之,现在的头部gamefi包装/可玩性/tokenomics都有很大进步,以后写长文讲,不用研究策略的无脑收租项目越来越少。但资金盘朋友们别灰心,只要有人玩就有团队做;旁氏换皮的团队也别灰心,你做得再烂还是有人玩;看似一切都在变其实什么都没有变,对game designer来说只是多了一个用户分层而已。

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More from @0xAikoDAI

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
3 Nov
@DefinaFinance #Defina 🎮刚刚结束了第二轮beta,由于是全角色开放内测+自动战斗,所以集换卡牌和战斗体验方面无法给出特别有参考性的意见,但可以从游戏设计角度聊聊本次更新的几点内容。🧵
1/ 美术表现可圈可点,发挥了其作为二次元Gamefi风格化龙头的优势,45°top-down视角的模型自动战斗观赏性已经远高于其他卡牌游戏,还在第一次beta的基础上优化了战斗表现,角色大招释放从3D建模转原画的动画设计超帅,有一说一比DNF的技能动画还好看。(虽然摄像机频繁越轴,不知道是不是跟P5学的)
2/ 接着聊ACG的前景,崩3原神在国内跑出来的原因就是风格化+技术,当时国内还没有人真正吃透二次元,都是对日漫的拙劣模仿,鹰角和碧蓝航线只是有幸沾边,只有米忽悠真正做到了从角色设计、画面表现和战斗体验能全方位比肩日本ACG。该风格目前在gamefi领域defina至少已经拔得头筹。
Read 7 tweets
28 Oct
之前对挖提卖项目不了解觉得自不如人……🤦‍♀️🤦‍♀️花时间研究了一下,发现大同小异的游戏包装之下,经济模型和团队运营差异还挺大的,这里拿几个例子简单聊一下。
1. cryptoblades,大乌龙项目,先是预言机bug导致reward飙高拉进一大批新人,修好之后大家都没得赚;角色NFT都一样所以可以随便开小号刷金,NFT也没升值空间没流动性;后来大量发放SKILL鼓励玩家升武器消费,但玩家升级后拿到了越来越多的SKILL??自寻短见吗?于是代币不够发且货币大通胀。。。
2. cryptohounds,项目方惊为天人,想给资金盘续命于是决定7天前可mint宠物,从第七天开始玩家自行交易,但没设置繁衍冷却CD和随机性,有高级宠的玩家不仅不愿意卖,还生出更多高级宠加速挖池子。团队无法接收市场定价反而怪玩家太贪,最大的资方撤资,游戏十天夭折。
Read 6 tweets

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