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
4/
ZK is one of game mechanisms but not the ultimate.
It simulates the real world but goes to extremes, more like an experiment.
As social activity and in-game transaction are primary concern in web3 game, ZK attempts towards the opposite way, worth trying.

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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
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
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

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