0- 经过两个月的追问与推敲,@MapleLeafCap 和我汇总出的关于P2E游戏经济的十条建议终于完稿。

此过程伴随着新事物的不断涌现与范式扭转的端倪,我们反复论辩,尽可能审慎地写下这些内容,希望藉此为开发者提供些许启发,一起探索区块链游戏经济的可能性,共赴无人深空。
0.5- 相较于传统游戏,虚拟货币游戏资产寻租性强且缺乏外汇管制,但仍能通过多因子投入与回报模型,外汇储备与汇率调控,基础设施与治理代币等深度设计,避免过度依附外部资源,构建稳定独立的游戏生态。

我们怀着诚意奉上:
中文:docsend.com/view/uuujf4b83…
English:docsend.com/view/mkj73gd8a…
1- 为资产设置潜在的回报上限或永久性复投周期:

无论是Axie一劳永逸的无限产出,还是Thetan认为的英雄使用次数限制,都不具持续性且背离了游戏的初衷。
更应在负反馈适度的前提下引入升级/锻造/修复等多种基础消耗,设置效用衰减曲线,并基于难以预测的回报公式设计生息资产模型。
2- 使生息资产的投入和回报更加多样:

如果只依据简单量化的APY思路去设计生息资产,必将使游戏沦为一次性淘金热的矿山。
对游戏资产投入需求和回报产出的设计应更加复杂多样,摒弃阶梯式奖励模型,使简单粗暴的寻租变得困难。
3- 尽可能地将价值留在游戏生态内:

无论是设置离境税还是设计价值储蓄型资产,亦或促进内部资源交换,都能促进价值长时间留存在生态内部,而这些价值的流转与存续在更长的生命周期中将为生态创造更多贡献与价值。
4- 认清趋利型用户画像并尝试进行教育与转化:

应改变传统玩家分类思路,正视P2E游戏领域充斥着ROI驱动型玩家的现象,并充分认清用户惯性造成的资金外流风险,通过社群/身份认同/可玩性等需求的满足引导其成为生态价值贡献者。
5- 拥有基础设施自主权并通过其收益稳定经济:

比起售卖游戏资产本身,从FT+NFT的交易/借贷行为中征税更简单易得,更具持续性,收益也更可观。
鼓励团队应拥有生态基建和金融组件自主权并从中收取手续费,用该收益稳定生态。
6- 打造更健全复杂的游戏商业体系并征税以稳定经济:

对于开放世界/MMORPG来说,在拥有多样资源系统的游戏中有许多方式为玩家创造利润空间,设计者应打造更健全的商业环境,鼓励玩家间的交易行为并适当征税稳定整体经济。
7- 在用户稳定后创造更多情感导向消费:

假作真时真亦假,基于叙事驱动的游戏沉浸感,虚拟资产效用天然成立。
无论是稀有武器还是限量装备皮肤,公会帮派还是家园成就,通过玩家的价值认同与情感绑定的引导非利益导向投资,并精准投放奖励感激玩家的信赖,这是最接近游戏本质的公允价值交换。
8- 尝试导入外部现金流:

纯粹依赖内部消耗达致经济平衡是十分困难的,外部现金流的导入既避免了游戏内过重的消耗机制,也能避免ROI驱动的投机行为,能够起到很好的经济调节作用,在此过程中,团队能获得稳定币外汇收益,或者引导外部资源sink内部通货。
10- 学会管理一个国家:

虽然这听上去与游戏设计毫不相关,但这也正是我们希望游戏团队能尝试理解的地方——
现在的游戏就像一个外汇自由浮动且货币自由流通的国家,防范金融危机/最小化金融风险与提供更好的游戏体验同样重要,除了做好预期管理,制定政策,准备好干预措施之外别无他法。
11- 感谢 @MapleLeafCap 的智慧与耐心,不厌其烦地料理我琐碎而生涩的想法,并最终凝练成方法论的指导。
同时,感谢所有致力于web3互娱领域的开发者,如果您有不同的意见或更好的想法,亦或想加入到P2E/PnE游戏的经济设计中来,欢迎随时与我们联系。

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More from @0xAikoDai

Feb 3
今天就让我们站在开发者和游戏人的角度来掰扯一下,为什么这篇歌颂RON的文章从逻辑层面和事实层面都不太有说服力🧵
⚠️创伤警告:已经被RON套的可以不看。

中文翻译链接:mirror.xyz/kayf.eth/iLHfQ…
1/ 开篇理解Ronin:你确实理解了ron,但你不理解开发者和玩家生态。
Axie资源系统稀烂人尽皆知,死亡螺旋征兆出现后才试图进行流动性管理但为时已晚,AXS的增长至少大半功劳来自于YGG和CX,根本不是因为本身模型设计得好。
我试问现在哪个做游戏的敢让Sky Mavis来做代币设计?谁敢?
2/ 我迄今见过最好的代币设计和发行是CryptoRaider/TreasureDAO/Aavegotchi。CR的代币设计师本身对DeFi有很深的理解,自己也是终身玩家。
反观Sky Mavis团队既没有游戏背景也不是盘子大师,跟社区关系也搞不好,ban了很多无辜玩家但ban不掉AI,youtuber只要说一句实话就被禁言,谁还想跟你玩?
Read 13 tweets
Jan 27
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.
Read 20 tweets
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。
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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

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