As web3 grows and games become virtual economies where millions live and work, designing systems where users feel rewarded for time spent will be a critical skill
Short thread π
1/ Balancing virtual economies with lots of people is really hard. Beta tests don't capture large-scale behavior, and humans are really good at exploiting loopholes - just see the recent @wolfdotgame exploits that forced the devs to rebuild the entire game
2/ Even without NFTs, well-intentioned economic systems go awry. Amazon's new MMO @playnewworld suffered from deflation - in-game activities didn't reward players with enough gold and so folks stopped spending
Result: game asset prices crashed, the economy grinded to a halt π
3/ FPS game #HaloInfinite is another case study. The game monetized through a battle pass where players unlock rewards by completing stingy & sometimes esoteric challenges
4/ Yet folks do exist that can craft well-oiled economies - @EveOnline@Warcraft have monetized fans for decades thru many cycles
@FortniteGame has the industry's best season pass and regularly hosts events where players buy limited-time virtual goods and feel great about it ποΈ
5/ These rare folks - game designers fluent in free-to-play systems and newly conversant in web3 - will become architects of the brave new worlds where we will live, play, and work in the future
If you're one of these designers - DM me! We have lots to build π
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1/ Why games? Games are a lifelong passion for me - growing up in a rural small town, games were where I found friends, status, and a bigger world of opportunity
In 2012, I was lucky enough to land a job in games as a PM @RiotGames and have never looked back
2/ Games are also largely misunderstood by investors - most think of games as entertainment, yet they've evolved to be so much more
Today games are social networks @fortnitegame, creator economies @roblox, jobs platforms @axieinfinity & more -> building blocks for the Metaverse
I'm thrilled to announce that @a16z is leading the Series A for Core Loop, a new game studio innovating at the intersection of web3 and the MMO genre with their project @WorldEternalMMO π₯
1/ Core Loop is led by industry veterans @Crash_Universe@Dchao, who were formerly CTO @MachineZone and lead designer @GREEgames, respectively. Together they've built an impressive game prototype and dev team in a short period of time
2/ We believe the next generation of MMOs will combine the best of systems design from traditional MMOs, with web3 powered virtual economies built on true ownership - Core Loop is leading the way and we couldn't be more excited to work together
Play-to-earn games like @AxieInfinity have introduced a brilliant new endgame: the management sim
There are more jobs to be done in a P2E game than ever before. Player, manager, scout, breeder, coach etc
Thread π on my journey from player to manager in @AxieInfinity
1/ Historically most folks think of games as an activity to complete - "I beat the game"
Free-to-play games can extend player lifetimes through updates and events. Yet eventually power users reach the highest level - the "endgame"
2/ With some rare exceptions, most endgames are pretty boring - players do a set of repetitive activities (ex. raiding, PvP) for decreasing marginal gain. Players slowly churn until the next game comes along
Thread π proposing a framework for what makes play-to-earn work. Stay a while and listen =)
1/ First, a few popular games where real money markets worked and didn't:
- Didn't work: Diablo 3, Artifact, Star Wars Battlefront II
- Worked: Counterstrike, World of Warcraft, Eve Online, Genshin Impact
2/ Framework: play-to-earn / real money trading works when
- There are multiple paths to winning π
- Inputs are tokenized rather than finished goods βοΈ
- Markets are decentralized π§βπ€βπ§
A new generation of instant games is melding the accessibility of Flash games with the performance of native apps. These games are poised to reshape the market for both players & creators π¨
But wait, what are instant games? Thread π
1/ Instant games are games instantly playable within a browser or message without downloads / installs
First popularized by Flash games in the 2000s, there are more instant game platforms today than ever: @FacebookGaming@XboxGamePass, Snap Games, iOS AppClips, Wechat Miniapps
2/ Modern web tech enable 3D games to be rendered in-browser and run at scale in near app-native performance today. The days of laggy HTML5 apps are long gone
Mojang recently launched @Minecraft as a full multiplayer web game
'Time-to-fun' is a key metric in game design relevant for all software. As apps that compete for free time, games deliver value quickly & unpack complexity slowly π’
Thread π on onboarding best practices from games
1/ Time-to-fun is how long it takes a product to deliver value (h/t @ibjade)
Top mobile games have TTF <60secs. Longer TTF = greater risk users churn to social media, netflix etc
High utility apps (ex. email, banking) can have high TTF, but shorter still better. Users are busy!
2/ Take Tencent's @PlayCODMobile (>300M downloads) for example:
Upon opening the app, users enter a name and are immediately parachuted into action. No account set-up, cutscenes, or customization options (revealed later). TTF is measured in seconds