A perfect piece to read on Saturday afternoon by @xlSalvatore.
It makes me realize once again that @SkyweaverGame has far more experience and better understanding of game design and crypto maybe than any other team in the space today.

A tl;dr and Chinese translation below:
1/ To design for total engagement.
User engagement is the only method to generate value. Today, we can incentivize players to adopt and participate through sharing the economy, which is the best and unprecedented way to increase engagement.
2/ A web3 virtual economy empowers players. Collaborate with players, instead of extracting from them. Teams should be transparent and optimize UX continuously. The confidence among players is built by a safe and trusted system with good trading & playing experience.
3/ The old monetization model is changed with decentralization. Publishers cannot sell content to players directly. Tradable in-game assets are good, but may not enough to attract and retain users required to make up for the potential losses.
4/ Never design pay-to-win mechanics or make players easily buy items that affect game results. It’s better to make cool cosmetics a rare item to attract new users. But always make the item worth it, otherwise, the gain is more than the loss.
5/ Rarity should be defined practically, more in terms of usefulness. The value of unique items is intrinsic to the game itself and can be graded by limiting the supply and functionality.
6/ Design interoperable game items and enable users to craft/ customize assets. All the valuable/powerful items should derive from fungible materials/ingredients, and also can be converted into other items.
7/ Don't convey or imply that game items are investments to your players. The purpose of game assets is to entertain. Strike skill balances between newbies and old players so that they all share in the economy fairly, rather than making newcomers pay for old players.
8/ The production of game assets should always tie to time:
1⃣ Determine what the cost will be for participating in the experience.
2⃣Calculate the average session length to complete an experience.
3⃣Calculate the amount of times an average player spends to receive an item.
9/ There might be a scalability problem since the system has to compete with its users for value, but the situation will get better if only skilled players get benefits and the average player can sustainably trade their time.
10/ When the demand highly exceeds the productivity, the system attracts more average and new players to engage, expanding the overall value of the game ecosystem. The system grants the player community to create and capture more value in a long run.
11/ Finally, this decentralized system can be self-sustaining where the item's value can automatically adjust according to the market conditions. Players will increase the production of an item spontaneously if its price rises.
12/ 3 tips to avoid bot invasion: handle each match independently of one another, avoid free-for-all matchups, and incorporate imperfect information.
Bots can also provide value, like the automation in Dark Forest, trading bots, and AI opponents.
13/ Super bullish:
- ERC-1155
- Niftyswap @niftyswap_io
-Sequence wallet @0xsequence

The infra of blockchain games should be geared towards facilitating the gaming experience. Always bearish ERC721 NFT that does not follow the logic of game design.
14/ 中文翻译:
- 让加密货币交易符合游戏玩法和逻辑,优化用户体验盘活二级市场收税。
- 不要搞pay to win,不要暗示游戏资产是投资,杜绝躺平吃租,价值是由时间成本和供需关系产生的。
- 用时间计费,为时间付费。
- 努力造轮子搞基建,狂奶erc1155顺便奶一口我们@cradles 的erc3664。

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More from @0xAikoDai

Mar 15
For Gitcoin Grants contributors and fully decentralized on-chain gamers, there're two projects around Dark Forest developed by members of @marrowdao that are worth adding to your cart and contributing:

cc: @ecrivaine_k
1/ A chain layer alliance system including select guilds, discover tasks, utilize gaming tools, group chat, and bulletin board.
The alliance can boost funny based on players' performance and engagement.
The grant will go into the Treasury directly.
gitcoin.co/grants/4287/zk…
2/ An NFT marketplace for Dark Forest allows players to trade artifacts within or outside of the game.
The dev will use the grant to reduce the trading fees and coordinate with other @darkforest_eth lobbies. The cost has been reduced from 10% to 5% now.
gitcoin.co/grants/4280/da…
Read 4 tweets
Feb 8
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。
Read 12 tweets
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

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