I'm more than excited to find that the fictional worldview of game orchestrates Defi Legos in the space like @DefiKingdoms and @Treasure_DAO. Narrative cannot be ignored

Some thoughts on @CthulhuCA22 and why on-chain LARPG is worthy attention🧵

中文读者请从7/开始阅读。 Image
1/ Live action role-playing/Murder mystery game is generally a party game, with multiple players playing different roles.
It may start with a murder, requiring everyone to work together to find the killer and avoid danger. Image
2/ Dynamic & Multifactorial

Unlike @wolfdotgame and @wndgame emphasizing the game between 2 parties, it's more like an interactive film/novel that has 10 ppl participating, and all of them have their own interests & purposes, infecting the course of events.
3/(1) Lower threshold & Story-driven

Though appreciate a fully decentralized, plugin-enabled blockchain game as Dark Forest, but tbh, the lack of a goal-driven and high technical requirement prevents me from really enjoying it.
3/(2)

Goals are essential in game design. All open-world games have main & side quests, and good storytelling allows players to immerse easier and more enjoyably.

I have a thread abt tutorial narrative benefits web2 players getting into web3:
4/ Leisure time social needs

The game usually runs for 2-3 hours (as a Twitter Space) and starts at any time.
Playing with even strangers makes it popular among Chinese GenZ since 2020.
No one could imagine how it will change the Web3 community.
nytimes.com/2021/10/16/wor…
5/ Culture Value: fringe horror getting popular

The cosmic entity concept of Cthulhu was brought by HP Lovecraft in 1926 with a novel called The Call of Cthulhu, inspiring lots of video games and more legacy.
For example DND, MTG, Yu-Gi-Oh, and @0xmons.
6/(1) An experimental project with a visionary team backup should have its own consideration, but I'd like to share some suggestions for a long journey:
6/(2) Focus on blockchain + game, providing new UX:

Random props and events, hiding, theft, encrypted messages, limited action points, clues left behind by movements of "liar" and "murder", and more.
A LARPG gaming platform with solid technology is more than promising.
6/(3)
Try procedurally generating narratives and encourage the community to create more plots, and mix them up randomly. Otherwise, spoiler will be a communication barrier.
6/(4)
Visualize some movements of players with automatically generated avatar/video masks as performance is an important element of the genre.
Different language subDAOs are necessary for routine activities in the future.
6/(5)
Would love to share more about community organic growth/FT&NFT incentives/tokenomics with the team in private.

Welcome to follow @CthulhuCA22 for the upcoming Great Old One's party. They are open to any advice. Image
7/ 真人角色扮演/谋杀谜题游戏通常是多人扮演不同角色的聚会游戏。
它可能以谋杀开始,要求每个人一起工作以找到凶手并避免危险。
8/ 多种动态因素博弈:
不像 @ @wolfdotgame@wndgame 强调双方的博弈,剧本杀更像互动式小说/电影,有10个玩家参与,并且每个人的利益和目的都会影响着事件的进程。
9/(1) 较低的门槛和故事驱动:
虽然我很欣赏Dark Forest这款完全去中心化且支持插件的区块链游戏,但老实说,它缺乏目标驱动且高技术门槛太高,这阻碍了我真正享受它。
9/(2)
目标在游戏设计中是必不可少的。所有开放世界游戏都有主要和次要任务,优秀的故事叙述能够让玩家更轻松且更享受地沉浸其中。
我曾写过一个关于叙述有助于web2玩家进入web3的帖子:
10/ 休闲社交需求
游戏通常会持续运行2-3个小时(类似Twitter space),并能够随时开始。
自2020年以来,剧本杀在中国年轻人中很流行,因为即使是陌生人都可以在一起游戏。
没有人能想象到将如何改变Web3社区。
nytimes.com/2021/10/16/wor…
11/ 文化价值:边缘恐怖变得逐渐流行
克苏鲁的宇宙实体概念是由惠普·洛夫克拉夫特在1926年的小说《克苏鲁的召唤》中提出的,它启发了许多电子游戏和更多遗产。
例如,龙与地下城, 万智牌,游戏王,和 @0xmons
12/ 些许建议:
1)专注于区块链+游戏,提供全新用户体验:
随机道具和事件,藏匿,盗窃,加密通信,有限的行动点数,“骗子”和“凶手”的动作会留下线索等等。拥有可靠技术的LARPG游戏平台前景广阔。
2)尝试程序化叙事并鼓励社区创造更多情节,随机将它们混合在一起。否则剧透将成为阻碍社区沟通的问题。
12/

3)尝试让玩家间的部分行为可视化,例如自动生成avatar/面具遮罩等,因为表演是这类游戏的重要元素。
4)不同语言区的精细化社群运营是未来的常规活动所必需的。
5) 更多关于激励机制/代币模型的探讨将会与团队在私下进行。

欢迎关注 @CthulhuCA22 参与这场古神的派对,并向团队提出建议。 Image

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More from @0xAikoDai

Dec 12, 2021
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
Nov 19, 2021
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
Nov 17, 2021
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
Nov 11, 2021
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
Nov 10, 2021
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
Nov 5, 2021
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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