Analysis of Gamefi2.0: Where is the way out of the chain tour 2.0?
The value of chain travels through the outbreak of Axie, Mana, Sand et al., Is also accompanied by the rapid completion of the fell in the peasant world and spacecraft and other games, as if it officially announces the end of the 1.0 era. As we mentioned earlier earlier, as a chain, we must do the game itself, plus reasonable financial properties, can be called an excellent chain. At present, the chain of the public can enter the game, not so satisfied in the gameness, clear the style of a color web game plus FOMO emotions, further accelerate the silence of chain tour 1.0. Our investors in the industry, players, the demand for Gamefi2.0 is already coming.
Under the thinking, Gamefi2.0 concept is proposed to solve the problem of 1.0, and it is possible to become a periodic financial game. There is no standard definition that requires more project parties and practitioners in subsequent and trial, and finally defines a benchmark product, I will explain some of my point of view.
Improve game-playable, enriching the game ecology
Gamefi1.0 game is not like a game sex? The playability is too low, it is basically unable to escape the card synthesis, investment mining, pets, and the game that is really suitable for chain will be competitive, such as RPG, Moba, FPS type, through others. Competitive interaction, completing assets exchange within the economic model, in order to maintain a long-standing game group, no investment players see the decline in the currency decline immediately sell equipment, resulting in a more severe groupual stepping.
Why is most of the traditional games not only unable to make money, but also need players to continue to buy pay-type props, but there are still so many players online, contributing huge traffic for game manufacturers. And money? The core is the superiority of playability, allowing players to get a spiritual value of pleasure, accomplishment. After maintaining a part of the core player, this game will always be loyal to players as long as there is no major impact of the game balance.
Optimize the financial system to create a sustainable economic model
In the field of chain, most players are actually in the investment. The market, then a game is just fun, it will not attract more users. Only \”Play TO EARN\” is only to play while playing, in order to attract the players who love to play games and users who focus on investment, this will have a high financial system, or the economic model has high requirements. . In fact, everyone knows all the best, the game’s revenue requires a continuous new player admission, continues to push the coin priceIn order to let everyone’s books see \”Floating\”. The large quantity of the chain tour 1.0 is exactly because it is not possible to accommodate a larger capital volume support, and the subsequent power is insufficient, and one will pick up one. How to make the life cycle of chain travel, and even continue, it is a problem that must be considered.
At present, the author discovers a game CURTIS SWORD (Chinese name Curtis’s sword), the economic model uses a more complete dual-currency mechanism, and the CCI CSC acts as The linkage bridge inside and outside the game, GOL as the main gold medium in the game, simulates a relatively complete economic model. It is the opening of the mountain transition chain of Rise of the Dragon, the game positioning is a large 3D ARPG + NFT chain, and the user-end frame of the game uses the Unity3D engine as the king’s glory, through the official publicity. Video viewing, very good in terministic and operability, satisfying an excellent chain first to be fun. In terms of economic system, players first gain a constant game revenue through the Shaoguan and PK, and have physical restrictions and Currency consumption, can do the life cycle of large eliminating games: Weapons upgrade requires a CSC, brush The figure needs to consume the loop GOL. The gaming benefits are mainly related to the player’s role, coupled with two genealogically contractions, let players who enter the game before the middle and later revenue will not have much difference in daily income. CURTIS SWORD has done a relatively good balance between generating and destruction, which can make timely control and balance to the game economy. I believe that will increase in the future with gamers, chapters, and movable sectors. It is increasingly developed into a huge \”ecosystem\” that digested a large part of the game bubble through its own cycle capabilities.
In summary, if a chain travel only focuses on the financial system, attracting players with income, there must be a stage, periodically crash, and gradually be eliminated due to a strong gameability and hotspot. Only by creating a game itself, let the game’s scenes are richer, the main line plot is more attractive, and the economic model is looped, and the ecology of social, autonomous communities or unions can be able to stand in the chain of 2.0, 3.0. At present, Curtis Sword has a very great potential, and the author will continue to pay attention.