"Huobi Blockchain Sector Special Document" Game Chapter (2)
The report made by the Institute of Open fire currency block string, reports Published August 14, 2019, Author: Yuan Yuming, Li Hui, Jiang Lifeng, Ge Zhengyu, Cohen
Summary
With the vulnerable growth of traditional games and the chance of a recession that is rare before two decades, blockchain games possess high expectations on the market. Regarding the inner driving pressure of blockchain online games, we believe that it mainly comes from two factors: First, the original game industry has weak growth, and new gameplay, new models and new reasoning need to be introduced to split the ceiling of the prevailing industry and bring growth to the game industry. 2nd, the characteristics of blockchain's traceability, fairness, transparency, and much more plastic economic models help traditional online games break the prevailing pattern and provide new tips and breakthroughs.
The transparency and fairness from the blockchain helps designers build trustworthiness and bridge the space between designers and gamers; its incentive system and decentralized procedure model will bridge the space between designers and channel issuers, and redefine business interests Distribution; Blockchain allows gamers to truly personal game possessions, bridging the space between digital and reality; while the token economic model assists reshape the game's inner economic climate, curbs the endogenous inflation inclination of the game, and is expected to bridge the space between different online games The fragmentation from the asset degree realizes cross-platform circulation.
We believe that the current blockchain game business continues to be in its infancy, still very youthful and fragile, mainly shown in (1) inadequate competition; (2) few game customers; (3) low funds investment; (4) insufficient security, etc. element. Before year, although the industry hasn't experienced explosive growth, the overall pattern is good, and all aspects of information have maintained a good growth trend. Traditional sport manufacturers also have tested water and additional blockchain elements. For blockchain online games to embrace mass users faster and better, the industry also needs to make breakthroughs and improvements in lowering consumer thresholds, improving consumer experience, and enhancing underlying infrastructure.
We have carried out in-depth research on 51 normal tasks upstream and downstream from the blockchain game business chain, and believe that the prototype from the blockchain game business chain has been formed, which mainly includes 5 main areas: 1. Infrastructure and developer tools, that is the blockchain sport ecology The foundation established is currently the most aggressive business, and no project has an absolute advantage; 2. The blockchain sport distribution system and community are the soul of the game business. Presently, it mainly contains two modes of self-platform and channel integration; 3. Area Blockchain games possess slowly enriched gameplay, mainly including encrypted collectibles, gambling, RPG, MMO, and other gameplays that draw on traditional online games; 4. The game asset trading market, currently mainly investing NFT assets, can be Among the businesses with all the clearest profit model; 5. Peripheral tools and services, including Dapp sites, wallets, web browsers, and integrated channels for Dapp info.
Before year, regardless of the development of blockchain online games, you may still find outstanding problems, and the development path is definitely confusing. However in the long run, the application of blockchain technologies in the game industry provides unparalleled breakthroughs and changes, breaking the prevailing shackles and restrictions. We believe that: 1. The community-based procedure of blockchain online games can be the popular; 2. The income model will be more diversified; 3. Blockchain technologies will make the game world from the "number 1 player" a reality; 4. "Blast money" The game will drive the introduction of the entire business; 5. A complete industry ecology will undoubtedly be an important sign from the eve from the wealth of blockchain online games.
1. The internal generating pressure of blockchain online games Along with the continuous development of communication technologies and electronic technologies, the game press continues to bring in new ones, and the game industry is continuing to grow into a huge market of hundreds of billions of bucks. From stand-alone web host to end-to-end online games to web online games to mobile online games, the emergence of new press has brought a lot more than tens of vast amounts of new industries. Nevertheless, the growth price of mobile online games, which has directed the rapid growth of the game industry before decade, is close to saturation, and the innovation of business models hasn't yet been confirmed. The game business may face a rare drop before two decades, and a new growth engine is needed. We believe that blockchain games might have greater development potential mainly from two factors. First, the original game industry has been weak in growth, and new gameplay, new models and logic need to be introduced to split the ceiling of the prevailing industry and contribute to the game business. Bringing significant increments; second, the characteristics from the blockchain's traceability, fairness, transparency, and much more plastic economic models help traditional online games break the prevailing pattern and provide new tips and gameplay.
1.1 Transformation pressure: the growth of the original game industry is definitely sluggish
In 2018, the worldwide game market achieved a range of 138.5 billion U.S. bucks, a year-on-year raise of 13.5%, and a rise of 16.5 billion U.S. bucks from the prior year. The growth rate has slowed up significantly. There have been voices of worry about the sport industry in the market. Newzoo, a world-renowned sport market analysis firm, lowered its growth price in 2019 by 3%, and Walls Street analysts believe that the game business will drop in 2019 and 2020. The primary reason would be that the growth of mobile games has dropped, and the bonuses of porting classic IP to mobile terminals have been exhausted. As the largest mobile sport market in The far east, it is difficult to maintain quick development due to version restrictions.
Mobile online games (smartphones and pills) are the largest market segment within the gaming business (as shown within the figure above), with a scale of US$67 billion, accounting for pretty much 50%. In 2018, mobile games improved by 17.5% year-on-year, that is still the source of growth for the whole gaming industry. Nevertheless, the growth price is expected to slow further in the foreseeable future. Sorted by market share, terminal online games and console online games rank after mobile games, accounting for 25% and 19% respectively, however the growth rate has basically stagnated and it is in the phase of stock sport. Lastly, VR, arcade, and handheld sport games consoles carve up the rest of the market. VR will undoubtedly be popularized with all the reduction of costs and the blessing of new technologies, and it is expected to create rapidly in the foreseeable future. The arcade and handheld game consoles are usually products of the prior generation, and the market share will undoubtedly be further squeezed.
In 2018, how big is China's game market achieved 214.44 billion yuan, accounting for about 28% of the total global market dimension, and firmly established because the largest game country. But the year-on-year growth has slipped to 5.3%, and the growth rate has hit a record low in the past decade. The primary reason is that cellular phone sales possess plummeted and the incremental user reward period has exceeded, and the regulatory agency's restrictions on game version numbers have restricted the discharge of new online games, and the success pressure of small and medium-sized producers has increased.
The pessimistic goals of the original game market are also reflected in the capital market. The total market value from the world's 30 largest outlined game companies has plummeted after achieving a maximum of almost one trillion U.S. bucks. It has dropped by a lot more than 30% of its market value inside a couple of months, reflecting the alter in investor goals. The reasons for this are various, not merely due to the tensing of China's sport policy, but additionally from regulatory organizations all over the world, including anti-addiction restrictions and restrictions on in-game treasure chest buys. This directly resulted in a drop in the overall performance of sport companies, Nintendo Switch sales fell short of expectations, and the performance of main manufacturers such as EA and Blizzard had not been favored.
1.2 Seeking alter: Blockchain assists traditional games split the game
Traditional games are usually operated within a centralized manner, and the competitive landscape has further moved closer to the big gamers, leading to the splitting up between designers and gamers, between designers and channels, between digital and reality, and within the game The splitting up between and. These difficulties have been around for a long period, and you can find no indications of improvement lately, reflecting the solid status of vested interests under the present system, and blockchain technologies may bring brand-new answers to the game business.
The transparency and fairness from the blockchain can help developers build trustworthiness, bridge the space between designers and gamers, and solve difficulties such as sport system and numerical opacity in the process of centralized procedure. The blockchain sport smart contract working on the string means that it really is clear and non-tamperable. In traditional games, dark package behaviors such as secretly changing the gear "drop rate", treasure box "explosion price" and numerical algorithms won't come in blockchain games. At exactly the same time, the nature of open source blockchain may also redefine the relationship between game designers and gamers. If game designers choose to open source the game code, the ball player community can stop operations, commit destructive behavior, or update less than anticipated. , Revise and fork the game, assume the role of operation, expand the life of the game and develop a lot more distinctive new versions, which significantly enrich this content and gameplay of the game.
The blockchain motivation model and decentralized procedure model are expected to bridge the space between designers and channel issuers and redefine the distribution of industry benefits. The traditional sport industry chain contains three core gamers: game designers, publishers, and vendors. Among them, the developer is responsible for the manufacturing of the game; the publisher is responsible for putting the game for the shelf and advertising it; the channel provider may be the channel by which the game is definitely finally subjected to the gamers, and specifically refers to the web site or app that the ball player can search and download on these devices. In the web era, traffic is definitely king, and customers take up the commanding levels of the industry. Because large-scale channel merchants hold visitors and publishers are aware of channels, they take up the right period and invest the game business chain and share a great deal of game income. The decentralized procedure and distribution model in line with the economic incentive model of the blockchain is definitely expected to alter this example. Blockchain online games can customize their economic model, take all roles participating in the ecology into its financial model, and incentivize each kind of role. This is a decentralized, reasonable and transparent model. Who plays a part in this ecology The more it is, the higher the harvest will undoubtedly be. Anyone can profit from participating in the promotion and procedure of the game, even in the process of playing the game. Regardless of whether it is sport developers, publishers, vendors or players, they are able to get their personal revenue obviously and clearly.
If you need a monopoly, then depend on your ability to speak. This model has fully mobilized the passion of all the characters in the market, and is not any longer limited by the shackles of traditional game traffic.
Blockchain allows gamers to truly personal game possessions, bridging the space between digital and reality. In traditional online games, the ownership of virtual possessions including game tools, skins, and personas does not in fact belong to the user, but to the game manufacturer, and the user only gets the right to utilize it. Blockchain games are not just sport tokens. Each digital asset can produce a unique Non-Fungible Token (NFT). Among the widely used standards is based on ether. The ERC-721 of ERC, the ownership of possessions belongs to gamers, has become a collection of "scarcity", "practicality" and "appreciation", which significantly enhances the value of virtual possessions in the game and starts up real digital collections. This can also give birth to a specialist and straight tradable game resource trading system. The range of game resource trading is expected to greatly surpass the current virtual item investing platforms such as Steam Community Marketplace and 5173.com.
The blockchain token financial model really helps to reshape the internal economic climate of the game and suppress the inherent inflationary inclination of the game. To begin with, the economic model of blockchain online games can set a complete consensus, instead of an opaque market that is constantly issued; second of all, an open and pleasant ecology won't just tilt towards krypton gamers, and the value of the game can be shown within the value-added from the token On; once again, all gamers can cooperate with one another for the wealth of the game, not only the competitive connection between you and the vulnerable, the inspiration and experience of the players may also be improved.
Blockchain is expected to bridge the space between different online games and realize cross-platform circulation at the resource level. In the original game era, online games are not interoperable, and player inputs, items, possessions, etc. cannot be transferred and transformed, and the sunk price of players is definitely high. Within the blockchain world, it isn't just that possessions can be moved and circulated between various games within the same blockchain, but between various blockchains, we can also recognize the circulation and exchange of game possessions through cross-chain strategies. The assets stated here could be game tokens, sport props, or any important virtual assets such as game IP.
2. Tries and breakthroughs in 2018-2019 2.1 Pattern: The blockchain sport industry continues to be in its infancy
The industry currently involved in blockchain games mainly includes two classes, one is traditional game producers that test water within the blockchain field, and the other is Xingxin professional blockchain game designers. Because of the uncertainty of policies and regulations and the resistance of payment and channels, what of traditional sport companies in the field of blockchain games are only a small part of their own business, and they are even in the conceptual phase. Xingxin's blockchain the administrators remain in a hard phase of exploration, with less game customers and limited sport categories. There is absolutely no phenomenon-level explosion. Generally speaking, blockchain games remain in an exceedingly early stage, that is reflected in inadequate competition, fewer sport users, less funds investment, and sensible contract security that urgently must be standardized.
Insufficient competition
The blockchain sport industry chain is currently in its embryonic form, which may be split into: 1. Infrastructure and developer tools; 2. Blockchain sport distribution platforms and areas; 3. Blockchain online games; 4. Cross-game digital asset trading market ; 5. Peripheral tools and services. Nevertheless, the current industrial chain is not perfect, the income model of each link is not crystal clear, no profit-making impact has been formed, and the best company hasn't yet formed, and there is still too little sufficient competition in each hyperlink. At present, the interaction of each link within the blockchain game business chain is not very close, forming a situation of fighting one another. At exactly the same time, in the lack of key links such as game distribution, the complete industry has not been able to form a joint pressure to market its development. On the other hand, the traditional sport industry chain includes a clear department of labor and has been occupied by top players. At the end of 2016, there were 3,000 designers, publishers and vendors in the world except The far east, but 90% of them have become extinct due to competition. In China, the quantity is definitely 20,000, but 80% of its income is currently occupied by Tencent and NetEase.
Few sport users
At present, the average daily active customers of blockchain Dapp is just about 160,000. Compared with the 2 2.3 billion sport users in the original game world, you can find millions of internet surfers, and there is still a significant distance. Because the third-party Dapp information website uses day-to-day activity because the default ranking foundation, the project celebration will mostly use daily activity information to attain the reason for the list, therefore the current daily activity number is incredibly watery, and the true value after verification may only end up being about 10%. In addition, from the viewpoint of transaction volume, 10% of customers lead 80%-90% of deal volume, and some players have a strong willingness to pay, which may bring extremely high ARPU values.
Furthermore, most customers of blockchain online games are mainly speculators in gambling games, and you can find very few true game customers, which also reflects the lack of good content in blockchain online games. At present, the B-level or C-level online games of traditional online games are at the very best in the field of blockchain online games. Without good content, it is extremely hard to attract traditional players of vast sums. There are insufficient users and it is impossible to catch the attention of more and much better developers. At present, both gamers and developers remain within the start-up phase, and there is an urgent dependence on an explosive sport to complete the ice-breaking journey. The basis of consensus is definitely users, and the basis of asset value is also customers. If it is only acknowledged in a little area, its value cannot be extended.
Less funds investment
The early development of an excellent game takes a lot of cash and time. The introduction of blockchain games has only lasted several years. It is still insufficient time to produce a real masterpiece. More importantly, the industry lacks financial support. Among the three major business models in the web era, gaming is an object sought after by capital. According to incomplete data, the institutional investment amount of the complete blockchain game business is less than 200 million US dollars, while the average annual funding scale of the original game industry before ten years is approximately 3 billion US bucks. The gap is definitely obvious. At present, there is no demonstration aftereffect of popular games in the market, and it is difficult for traders to see the profit return of blockchain sport companies from an investment perspective, so that they are cautious. If blockchain online games can be favored by capital and launch their development potential, they will rapidly promote the introduction of the entire business.
Insufficient security
Because of the huge stream of funds in some games, they are often the mark of hacker episodes. EOS security situations occur frequently, including FFGame, DEOSBET, EOS Happy Slot machine, FairDice, EOSDice, and EOSBet, which includes suffered probably the most losses. The simple congestion feature of Ethereum in addition has become a means of chasing profits. The last winner from the Ponzi sport Fomo3D, where the champion of the main element purchase took aside the prize money, was the consequence of artificially generating rubbish smart contracts, resulting in a surge in Ethereum Gas fees and congestion, thus winning the game and getting huge bonuses.
The security of blockchain online games does not just rely on the actual security of the general public chain system, but a lot more on the wealthy experience and security awareness of sensible contract designers. Blockchain games are usually deployed for the chain, and the code is visible to everyone. Hackers will get vulnerabilities in an exceedingly targeted manner, that is much simpler than the black box model of centralized games. Therefore puts forward higher requirements for agreement developers, and it is urgent to determine contract security development standards on the market.
2.2 Trend: The blockchain sport industry is attaining momentum
Although the present blockchain game business continues to be in its infancy and lacks high-quality content, it really is difficult to catch the attention of real game customers, especially traditional sport players with an enormous stock. However, the introduction of the blockchain sport industry before year in addition has shown a positive side and it is expected to slowly move on monitor.
Industry data is definitely positive
On the whole, the quantity, turnover, and number of customers of blockchain online games are boosting in 2019. In the first half of 2019, the number of new Dapps was 1,114, a rise of more than 60% in comparison to 2018. The amount of active Dapps is definitely 1,887, and online games including gambling account for a lot more than 70%. The total Dapp transaction volume achieved 11.1 billion U.S. bucks, which about 8.5 billion U.S. bucks in sport turnover including gambling, while Dapp turnover in 2018 was just 5 billion, which really is a rapid growth. In the first half of 2019, there were 1.7 million active Dapp users, a rise of more than 20% from 2018. From Physique 6, we can see that January 2019 may be the highest period of Dapp transaction volume, and it generally remained steady from February to June.
Increased sport diversity
As CryptoKitties opened the door to blockchain online games, setting a record of 14,000 day-to-day live addresses and a complete transaction volume of 200 million yuan, dog development games are all the rage, attracting traditional game designers and blockchain sport developers to check out suit. But this is not a blockchain sport in the tight sense. It is more about displaying the freshness of blockchain deal attributes and exclusive characteristics of possessions.
Subsequently, gambling online games using smart contracts have emerged within an endless stream, such as Fomo3D, Tronbet, etc. At present, such games still account for about 70% of all blockchain online games. The customers of blockchain online games are currently mostly industry memory customers, and gaming online games focus on the speculative nature of current customers.
In addition, there's also several blockchain game designers who are attempting more fun online games in other directions. For example, cards symbolized by "Gods Unchained", strategy online games symbolized by "Cloud Fighting Dragon", RPG online games symbolized by "My Crypto Heroes", MMO online games symbolized by "Super Player", etc. Although there is still a certain gap between your screen and the operability and the original games, the category of the complete blockchain game is definitely slowly enriched, and the game content can be more and more critical.
The public string is more diversified and the ecology is continually improving
At the start of the development of blockchain online games, only one general public string of Ethereum supported Dapp. After that, EOS and TRON increased strongly, and general public chains such as Ontology, IOST, Dfinity, and Zilliqa furthermore made efforts within the ecology of Dapp programs, especially in online games. According to data from DappReview, the three main public chains of Ethereum, TRON, and EOS account for a lot more than 90% of the market share, slowly widening the space with other general public chains.
Although Ethereum still has a crystal clear advantage in the number of Dapps, it's been surpassed by TRON and EOS in the number of users and deal flow. At present, the stream of Defi financial Dapps on Ethereum has accounted for 60%, surpassing sport Dapps and becoming a new pressure for Ethereum. TRON and EOS rapidly acquired a lot of users and deal moves by virtue of video gaming online games. TRON and EOS are positioned as application-level general public chains, with high TPS, transactions could be verified in 3-5 mere seconds, and game consumer experience is way better.
In terms of ecological design, on the main one hand, each general public chain has particular funds to motivate and assistance Dapp developers, and also provide them with a publicity system to help market promotion. Alternatively, ecological supporting amenities such as wallets and general public chain particular exchanges have been continuously improved, generating an ecological shut loop for that project, that is beneficial to the project and the general public string itself, and is a positive cycle of mutual promotion.
2.3 Attempt: traditional sport manufacturers test water blockchain game
Blockchain online games solve sport fairness, virtual resource confirmation and circulation, and token financial incentives through sport chaining. The reasoning has basically been recognized. The passion of blockchain technologies has attracted more and more domestic and international game producers to enter. Specifically after the start of Crypto Kitties, it offers attracted plenty of attention. Different developmental blockchain online games have been launched and the gameplay is continually innovating. At present, the top traditional game producers all possess blockchain games come out, but each manufacturer's positioning from the blockchain in the game is different. It could be mainly split into a small part of the content for the chain "chain non-sense" game, the overall In line with the blockchain technology and the token economy, the "chain ultimate" game and the games between your two, the distinction is mainly because of the variations in the cognition and promotion strategy of each manufacturer for the blockchain.
Domestic Web giants Tencent and NetEase possess an earlier layout within the blockchain field, plus they also launched blockchain games previously. On Apr 23, 2018, Tencent Online game Innovation Studio room and Tencent Blockchain jointly launched Tencent's very first blockchain sport "Let's Capture Monsters". The internal beta version premiered in 2018, and the general public beta will undoubtedly be officially launched for several gamers in 2019. The game is mainly based on elements such as LBS (location-based providers), AR (augmented reality), blockchain, and intra-city social interaction, plus a social development sport with "monster searching" because the primary gameplay. The primary gameplay of the game is definitely AR exploration, and the blockchain is a gameplay in the game, that's, the "exclusive kitty" system in the game (the ball player can only uncover the system after reaching degree 22). Blockchain components within the "exclusive kitty" system are usually mainly shown in three factors: First, the total number of era 0 cats is definitely constant (640,000), and will never be released. Blockchain guarantees that the total number is constant and cannot be copied. In the first days of the game, closed beta gamers quickly matched rare felines by virtue of these familiarity with the game. The price of a cat was raised to a lot more than 1,000 yuan. Nevertheless, most cat dealings in today's market are only a few yuan or perhaps a few cents, and the effect of making money decreases rapidly. . 2nd, non-generation cats can also be chained. According to gene combinations, nonzero generation felines can reach hundreds of billions of varieties. If players want to pair their non-zero-generation felines for breeding or sell them in stores, they need to use the product "Number of Days" to report the cats for the blockchain. At present, you can find 4.11 million felines on the string and about 5 million on-chain dealings have been produced. Third, the past and present lives of every kitty could be inquired. In the game, the life of the cat is documented using blockchain streaming info, and each kitty can inquire about its birth information, transaction info and reproduction info.
The cat investing market between gamers and gamers spawned by blockchain components is of excellent significance. Generally speaking, the props bought from traditional game department stores are all formally sold, and gamers cannot directly industry between players. Nevertheless, "Catch Monster Together" starts a platform for free trade between gamers and gamers in the game. Reported to be a breakthrough. That is due mainly to the characteristics from the blockchain, which allows all cats for the chain to complete the process of asset confirmation, and can demonstrate its uniqueness, making on-site transactions a natural process.
At present, the price of obtaining cat-catching bells for 0-era cats is mainly between 200-400 sport factors (about 20-40 yuan). Except for generation 0 felines, non-generation 0 felines can directly use game coupons to purchase cats within the mall. The price range mostly runs from 5 to 200 yuan. The price of a cat depends upon the genes it carries, and it is measured from the gain impact it provides to the ball player: the first type, particular genes bring particular skills, for example, a cat carries the energy imprint gene, then the player is searching monsters There is an 8% possibility of obtaining the rune +1 (the role from the rune would be to upgrade the demon nature), and through mating, the gene could be inherited to the next generation of felines. The second kind has cool pictures and spell-casting results. For instance, some gamers like felines with image genes such as "folding hearing" and "gentle gaze", and for example, some players possess "Magic of Love" and "Super Mask". Favored by skill effects. In short, the more powerful and scarce the genetic skills a kitty carries, the more valuable it really is. The more popular the genetic image and effect, the more valuable it really is.
Tencent's "Let's Capture the Demon" is a typical "string senseless" sport. Blockchain technology just supports one kind of gameplay, and gamers will not feel the lifetime of blockchain during the game. There is absolutely no use threshold for customers, no need to register a budget or manage personal keys, and the game's playability and general harmony are not compromised. "Let's catch monsters with each other" had a lot more than 2 million reservations before it proceeded to go live, and the first month it proceeded to go live was over 300 million yuan. It's the only new sport that introduces blockchain elements on the list of TOP10 monthly profits in China. Nevertheless, after occupying the very best position of AR sport list for a short time, the game has fallen to a lot more than 100, and its own stamina is vulnerable. Moreover, the game currently will not provide a blockchain browser for everyone to query related info on the string. The "blockchain" aspect in the game will not affect the primary gameplay and experience of the game. It is more of an effort and icing for the cake. .
NetEase is also active in blockchain programs and online games. In earlier 2018, following the death from the blockchain pet project "Netease Lucky Cat", a blockchain-based value sharing system "NetEase World" was rapidly launched. First, residents obtained black expensive diamonds by participating in planetary actions, and black expensive diamonds were available. Consumption and exchange on the planet. The activities to getting black diamonds include not only online games, but also searching information, inviting buddies, logging directly into apps, etc. The game is definitely dominated by web page online games and mini-games, with numerous kinds, including role-playing, technique, etc. Gamers can earn factors by playing games, and the game itself has nothing to do with the blockchain. "NetEase World" is truly a traffic system that can be applied the token financial model.
On Sept 5, 2018, NetEase's terminal sport "Near Water Cool" announced the intro of blockchain technologies. In the game scene, players can buy game possessions "Fuxi Tongbao" through "mining", becoming the first blockchain technology app Of large-scale customer games. On Sept 7th, the "Fuxi Tongbao" perform was officially launched in "Reversing Cold". The quantity of Fuxi Tongbao is definitely 163 million parts, which 73 million parts are usually mined through mining, with a set output of 50,000 parts each day. The output decreases by 50% every two years, and 90 million parts belong to the development team. Players who achieve degree 3 and comprehensive the prerequisite jobs are eligible for mining. Fuxi Tongbao won't support virtual currency exchanges for fiat currency transactions, but it will be able to circulate in additional online games under NetEase in the foreseeable future. The price of all servers will undoubtedly be unified through the relatively constant "Fuxi Tongbao". The application of "Fuxi Tongbao" really helps to prevent sport studios and large entrepreneurs from bidding up prices and speculating currency in the game, ensuring the game experience, preventing the loss of gamers, and safeguarding the protection of gamers' game possessions. Additionally it is a discovery and beneficial attempt. Although "Fuxi Tongbao" has launched a blockchain internet browser, it has simple functions and poor usability. The possessions of ordinary customers are not shown on the string. This also reflects from the medial side that ordinary gamers still lack the fundamentals of asset listing. The cognition and interest of people require further enlightenment schooling.
In addition, 360, Baidu, and Xiaomi all launched blockchain-based pet development games. Some other domestic game companies have also announced plans to build up blockchain games, such as Sanqi Mutual Amusement, Landkong Interactive, Kaiying System, and Tianshen Amusement. In view from the restrictions of policies and regulations, the blockchain online games developed by traditional manufacturers remain running on their own private chains or alliance chains. The game deal mechanism and style architecture remain controlled from the manufacturers, and there is no essential distinction from traditional online games. Centralized blockchain sport. However, the visitors halo of traditional game makers is definitely apparent. Whether its purpose is to raise popularity or even to promote other products, it can play a certain role in popularizing blockchain.
Foreign traditional sport developers have more diverse actions within the blockchain field, not merely being more complex in game development, but also making more accomplishments in infrastructure design and cooperation with blockchain companies. The most active explorations in direction of blockchain games are usually game companies from america and Japan. France's Ubisoft and South Korea's Netmarble are also active. American companies mainly enter the field of blockchain online games by releasing blockchain game platforms and cooperating with blockchain project parties. EA launched a self-developed blockchain system and will straight seamlessly connect to a lot of its online games. Atari, a big game company, has made chain changes to two mobile games through cooperation with blockchain startup Animoca Brand names. "Fortnite" creator Epic Games and the blockchain game distribution system The Abyss achieved a cooperation agreement, planning to catch the attention of more game designers in to the blockchain world.
The existing blockchain online games in Japan furthermore mainly revolve around two factors. One is to use blockchain because the underlying technical support of the game, and to assure the transparency and ownership of game gamers' possessions through blockchain technologies. Sony is
A block chain sport "Plague Hunter" was approved on PS4, which really is a turn-based strategy sport that utilizes the mode of game possessions on the string, & most of the rest of the game content continues to be offline. The other is to assistance the issuance of in-game possessions on the string. Whether it's the ASOBI released by ASOBIMO MO that supports the investing of a variety of digital content, or the precious metal coin released by EverSystem in Cryptoninja, the issuance of tokens is roofed in an important part of the content. That is due mainly to the Japanese government's relatively reduce blockchain Policy atmosphere. Unlike domestic companies, foreign game companies tend to start from the more difficult blockchain platform to create a complete ecosystem for designers by building the actual platform. Generally speaking, foreign companies spend more focus on the polishing and design of the root facilities for blockchain online games, unlike Chinese sport manufacturers who spend more focus on applications.
In addition, excellent developers from traditional game manufacturers are usually positively embracing the blockchain. Rudy Koch, formerly responsible for top masterpieces such as "Contact of Duty" and "World of Warcraft" by Activision Blizzard, established Mythical Game, concentrating on the introduction of blockchain games. , Offers acquired 16 million US dollars in funding, and plans to start a massively multiplayer video game (MMO) "Blankos" in the 3rd quarter of this year. It supports both Personal computer and Mac versions. It is targeted at mainstream players and has now turn into a million popular gamers. The game trailer was performed. I believe that as more and more excellent developers dedicated to creating high-quality content enter, we can expect the real explosion of blockchain online games.
2.4 Discovery: Let blockchain games achieve the masses
Although the information of blockchain online games in 2019 is definitely improving and relocating towards a pattern of continuous development, and we see the potential of blockchain online games to subvert traditional games, the industry wants to really break out and turn into a new growth point for the whole game industry. It's important to attract a lot more users from beyond your circle to make blockchain games achieve the people. But this is also probably the most difficult at present, and it is urgent to split through some important bottlenecks.
Lower obstacles to entry
Currently, blockchain online games are usually dominated by cryptocurrency customers, who are currently acquainted with blockchain proprietary principles such as wallets, private tips, and tokens. But also for traditional customers, these will certainly become obstacles to entry, restricting the migration of traditional game world customers to blockchain online games. For example, the majority of games based on Ethereum require gamers to set up a Metamask budget and purchase the gas consumption of Ethereum token ETH as a smart contract. MetaMask just supports the Stainless internet browser and another specific niche market browser, and the expense of Ethereum gas usage cannot be disregarded. This enrollment and payment procedure filters out several users. Even though it is a no-Gas, "totally free" EOS model, it is actually necessary to buy EOS very first and pledge a degree of EOS to effectively register a merchant account, and the bandwidth, CPU and Ram memory resources within the network have to pledge EOS. That is undoubtedly an enormous threshold for "Xiaobai" customers.
In addition, unlike the original Web centralized "account-password" model, the assets within the blockchain are comprised of the "public key-private crucial" system. Only the user is the owner of and controls the private crucial. Once the personal key is lost, it will not be Obtain it back. That is very different from the way traditional Internet surfers depend on centralized institutions to help keep their passwords, and customers should try to learn and understand. Using the increase of general public chains, users have to manage more and more account private tips, which also increases the threshold and trouble for customers to participate in different public string platforms Dapp.
With the build up of experience of blockchain game designers, they recognized that the threshold of use efficiently hindered the access of users, so that they all proposed marketing solutions. For instance, Tencent's "Let's Capture the Demon" provides some motivation. This game is definitely aimed at customers of traditional cellular phone games. Even though usage of blockchain is a big feature, it cannot be an obstacle for gamers to play. To begin with, the blockchain components are well built-into the gameplay. The token is definitely given the image of a dog cat. An individual doesn't need to control the private crucial. The gas usage becomes a rechargeable item "number of days". The event is to report the pet kitty in the zone. In the blockchain, this transforms the on-chain exchange into a acquainted item recharge mode for players. At exactly the same time, players can choose whether to utilize the blockchain, from pushed acceptance to active choice.