区块链游戏大狂热时代:圈走1/6融资 交易额2亿今日活300

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文| 铅笔道研究院 分析师 潘超星 

Wenjiang & nbsp; Pencil Institute Analyst Pan Superstar & nbsp;

“游戏领域是区块链垂直应用发展的热点,在刚刚结束的China Joy上,区块链对游戏行业的赋能也是游戏从业者关注的焦点。 

& & ldquo; game area is a hot spot for vertical application of block chains, which, on the recently concluded China Joy, are also a focus of attention for game operators. & nbsp;

截止到2018年7月25日,据DappRadar统计,目前区块链游戏已有313个,占总DAPP(697个)的44.90%,并且仍然不断增加中。现在平均每天都有区块链游戏预售与上线,随着EOS、星云链等主链上线,区块链游戏的运行载体也有了更多的选择。 

By July 25, 2018, DappRadar had 313 block-chain games, or 44.90% of the total DAPP (697), which are still growing. There are now, on average, block-chain games pre-sale and online every day, and there are more options for running a block-chain game as EOS, nebula, etc. are lined up. & nbsp;

最知名的区块链游戏是CryptoKitties(谜恋猫),这款游戏是区块链游戏中交易额最大、生命周期最长的游戏,总交易额5个月超过两亿人民币,但现在却出现了日活仅300左右的现象。 

The most well-known block chain game is CryptoKittys, the biggest and longest-life game in block chain games, with a total transaction value of more than 200 million yuan for five months, but now it's only about 300 days old. & nbsp;

基于此,铅笔道对区块链游戏行业做以分析和项目点评。

Based on this, the pencil tracks provide an analysis and project evaluation of the block chain game industry.

区块链游戏玩法分类一览:收藏交易类占比超一半?

block-chain game classification: more than half of the collection category?

区块链游戏目前可以分为模拟、养成、收藏交易、休闲、卡牌、策略、博彩类游戏等。由于很多玩家本质上是数字加密货币的投资者,所以目前市场上的项目仍以各种虚拟标的为主体的收藏交易类游戏为主,本质是在链上对游戏中的虚拟产品进行投资获得更大收益的行为。同时,因为一些游戏整体运行在以太坊上,所以游戏类型多是对以太坊算力需求不大、交互不复杂的游戏居多。

Block-chain games can now be divided into simulations, breeding, collection transactions, leisure, cards, tactics, and games of the colour. Because many players are essentially investors in digital cryptographic currencies, the items on the market are still dominated by a collection-trading game of various virtual labels, essentially by actions that generate greater returns from investment in virtual products in the chain.

数据来源:dapp.review,截止到2018.7.25?

data source: dapp.review, as of 2018.7.25?

养成类游戏:在区块链上购买具有唯一性的标的物(通常是宠物类),价值与玩家入手的时间有关,玩家手中的数字资产增值的方式是通过宠物配对产出新的个体,通过购买虚拟宠物养成繁殖之后卖出获得收益。

A class game: purchase of unique objects (usually pets) on the block chain, the value of which is related to the time at which the player enters the game, and the digital asset value added in the player's hands is generated by matching pets to produce new individuals and by selling them after purchasing virtual pets for reproduction.

收藏交易类游戏:游戏以各种标的的ERC-721代币模式到以太坊上进行交易,主要围绕虚拟资产的交易再通过让藏品绝版升值进行交易投资。游戏开发方以赚取手续费作为获利方式。

A collection of trading games: the games are traded in various subject-matter ERC-721-Domestic mode to the Etheria, mainly around transactions of virtual assets, which are invested in transactions by making the collections more valuable. The game developers profit by earning fees.

模拟类游戏:通过模拟现实生活去引导玩家在游戏中对于虚拟产品的购买,以现实中城市地理情况为模拟方式,玩家通常从购买土地并在土地的运营和价格增值过程中获得收益。

Simultaneous games: To guide players in purchasing virtual products in games through simulations of reality, using the actual urban geography as a simulation, the players usually benefit from the purchase of land and its operation and value added.

策略类游戏:玩家根据游戏规则和相应的数值规划选择合适的玩法,比起收藏交易类玩法复杂,游戏性更高,玩家的留存率也更高。玩家需要通过自己的决策自由控制游戏中的人物和自己的策略,超越其他玩家,来获取更大的收益。

Strategic game: Players choose the right game according to the rules of the game and the corresponding numerical plan, which is more complex, more playable, and more likely to retain the player. Players need to control their characters and their own strategies through their own decision-making free to outpace other players in order to gain greater returns.

休闲类游戏:一般以放置游戏为主,进行简单操作之后可以获取游戏结果和收益,主要从不同的道具和决策决定游戏结果。

Leisure-type games: generally based on the placement of games, the results and benefits of a simple operation can be obtained, mainly from different props and decision-making to determine the results of a game.

博彩类游戏:博彩类游戏主要是利用了区块链的智能合约功能,对于预测成为事实的项目通过智能合约进行奖励。玩法相对较为单一,游戏性不强,与非数字货币的博彩项目相比护城河不够高,易被替代。

Gambling games: Gambling games use the smart contract function of block chains to reward projects that predict facts through smart contracts.

区块链优化传统游戏方向:游戏资产复用,提高游戏透明度

与传统游戏相比,区块链游戏在社群,安全性,参与度方面都有了一定程度的优化和提升,即使现在的体验仍有局限性,也给了未来更大的想象空间。

Compared to traditional games, block-chain games have been optimized and enhanced in terms of community, security and participation, even though the current experience is still limited and gives more room for imagination in the future.

一、虚拟资产实现跨平台流通

I. Virtual asset flows across platforms

传统电子游戏有虚拟资产流通受限,各平台之间不能互通的烦恼,而当虚拟道具进行加密之后,对于各平台之间的交易和互通会得到一定的优化和提升,而风险和门槛会得到一定程度的下降。区块链可以将游戏资产抽离到游戏之外,在交易时不受平台限制。资产跨平台进行交易,用主链地址登录即可,保证了资产的安全,同时资产也可以在不同游戏当中进行复用。

Traditional electronic games have virtual asset flow limits, and there are troubles of not communicating between platforms, and transactions and exchanges between platforms are optimized and enhanced when virtual props are encrypted, while risks and thresholds are reduced to a certain extent. Block chains can remove game assets from the game and not be restricted by the platform at the time of the transaction. Asset transactions across platforms can be entered at the main chain address, ensuring asset security, and assets can be reused in different games.

二、加强游戏虚拟资产安全性保护

II. Enhancing security protection for virtual assets of the game

随着玩家为游戏付费的意愿更强,对于游戏内虚拟资产的保护意愿也更强。但目前的大型游戏当中缺乏法律监管,双方信息不对称,出现过不少诈骗案例。区块链改变支付方式和交易方式,可以弥补信息不对称的弊端,因为智能合约自动扣款,保证游戏资产的安全性。而区块链的存储方式会使虚拟资产交易更为可信,数据更加安全。

As players are more willing to pay for the game, they are more willing to protect virtual assets in the game. But there is a lack of legal regulation in the current big game, as well as as asymmetric information and numerous cases of fraud.

三、游戏机制透明,提升游戏可信度

III. Transparency of the game mechanism to enhance the credibility of the game

中心化游戏被玩家诟病的是中心化平台的源代码是非公开的,尤其在卡牌游戏中,卡牌的掉率被很多玩家质疑与公开不符。在区块链游戏中源代码公开,清晰了解庄家的优势,掉落情况可见。对于玩家来说,自己财力精力上的付出会得到应有的回报,对游戏信任度的提高将会提升玩家的体验。

Centralized games are the source code of a centralized platform that is closed, especially in card games, where card loss rates are questioned by a number of players and not openly. In block-chain games, the source code is open, with a clear understanding of the strengths of the dealer, and drops are visible. For players, their financial commitment will be rewarded, and confidence in the game will increase the player’s experience.

区块链游戏市场规模:目前日活较低,更看重未来前景

The size of the market for the block chain game at : the present day is low and looks more to the future

经过第三方咨询公司newzoo的统计与预计,2017年世界游戏工业的收入达到了1217亿美金,预计2021年这个规模可以达到1801亿美元,比2017年上升48%。新一代消费者对于娱乐的需要和对于电子设备的熟练使用让他们对于游戏的需求越来越大,对于游戏的支付能力和支付意愿也更强,在设备方面玩家更倾向于手游。随着区块链的兴起,链上游戏性的提高,游戏的市场规模增大也将带动链上游戏产业的规模。

A third-party consulting firm, Newzoo, calculated and projected that in 2017, the world's game industry will earn $121.7 billion, an estimated $18.1 billion in 2021, up 48% from 2017. A new generation of consumers is increasingly demanding games because of their need for entertainment and their proficiency in the use of electronic devices, their ability to pay and their willingness to pay.

数据来源:newzoo global mobile market report 2017

data source: newzoo global mobile mark report 2017

目前,头部手游的DAU在千万级以上,例如王者荣耀的DAU在6000万左右,而区块链的头部游戏DAU最高仅几千人,并且生命周期较短,下降速度很快。在游戏规模上还有较大差距。但币圈上千万的用户规模与手游玩家的用户画像较为重合,说明区块链游戏还有很大提升空间。

Currently, there are tens of thousands of DAUs on the head, such as the King's glory DAU at about 60 million, while the DAU on the block chain has only a few thousand at the top, with a shorter life cycle and a rapid decline. There is still a big difference in the size of the game. But the size of tens of millions of users in the currency circle coincides with the image of hand-held players, suggesting that there is still much room for upgrading of the block chain game.

数据来源:dappradar.com?

Data source : dappradar.com?

以区块链游戏的交易规模看,目前的交易规模处于比较平稳的状态,但是每天的日活量也只在2000左右徘徊,并不能构成大的影响力,目前区块链游戏近7天的收入规模也只有785.44个以太币,约37万美元,在游戏行业中并不突出,目前收入规模也处于下行阶段。

In terms of the scale of transactions in block-chain games, the current scale of transactions is relatively stable, but daily activity is only around 2000 and does not constitute a significant impact. Currently, the size of block-chain games for nearly seven days is only 785.44 taels, about $370,000, which is not prominent in the game industry, and the current level of revenue is at a lower level.

区块链游戏产业图谱

与传统电子游戏的产业链相比,区块链游戏对于基础设施和支付服务方面的要求更高,因此在Dapp入口、钱包、秘钥等环节都与传统游戏产业链有所区别,因为有了虚拟资产交易,将交易独立到游戏之外,同时由于社群组织的变化,运营商的作用可能被弱化,分发平台更为重要。

Block-chain games are more demanding in terms of infrastructure and payment services than the industry chain of traditional video games, and are therefore different in terms of the Dapp portal, wallets, secret keys, etc., because of virtual asset trading, which separates transactions from the game, and because of changes in community organizations, the role of the operator may be weakened and distribution platforms more important.

在行业游戏图谱中我们可以看到,目前在区块链游戏圈的产业链发展仍不完善,产业链上下游服务都提供的相对较少,这也一定程度上导致了游戏在体验上的不完善,推广有一定程度的乏力。

As we can see in the industry game map, the current development of the industrial chain in the block chain is still incomplete, and the relatively low availability of services in the industry chain, both upstream and downstream, has contributed in part to the imperfection of the experience of the game and to a certain level of weakness in its promotion.

区块链游戏投融资热度:垂直行业中吸纳较多融资?

block chain game financing heat: More financing in the vertical industry?

据不完全统计,目前区块链游戏行业已经吸纳融资6.1亿人民币,不包括ICO以及游戏预售,在铅笔道DATA(投资人可下载铅笔道APP使用) 统计的区块链行业总体融资额中约占1/6,主要以代币投资为主,在总体投资,而融资和ICO募资主要应用的方向有网络基础设施建设,游戏版本更新和优化,招募人才等。

According to incomplete statistics, the block chain game industry currently absorbs RMB 610 million in financing, excluding ICOs and pre-sale games, and accounts for about one sixth of total block chain financing in the pencil channel DATA, which is used by investors to download pencil lines APP, mainly in currencies, and in the overall investment, the main areas of financing and ICO fund-raising are network infrastructure development, game version updating and optimization, recruitment of talent, etc.

数据来源:铅笔道DATA

data source: pencil channel DATA

游戏开发商披露的融资较少,游戏制作方可以通过预售获利,大厂下的工作室也有资金支持,在游戏的过程中通过代币的交易也可以获得手续费,对于融资的要求不高。但区块链产业链上其他环节,如解决方案提供商、分发平台、基础设施等仍受投资机构关注。

Game developers disclose less financing, they can profit from pre-sale sales, they have financial support in their studios, and they can charge fees for transactions in tokens during games. But other links in the sector’s chain of industries, such as solution providers, distribution platforms, infrastructure, etc., are still of interest to investment agencies.

数据来源:铅笔道DATA

data source: pencil channel DATA

游戏项目按照日均用户排名

game items ranked by average daily user

在对项目进行评价的过程中,铅笔道研究院从平均7日每日用户量进行排序,并对项目进行简单点评:

In the course of the evaluation of the project, the Institute sorted the project from an average of seven days of daily users and made a simple evaluation of the project:

数据来源:dappradar.com 信息截止到2018.7.29 

data source: dappradar.com as of 2018.7.29 

*哈希世界运行在私有链上,日活不被第三方网站监控,单独列出

The Hashi World operates on a private chain and is not monitored by a third-party website and is listed separately at .

项目评价:作为目前区块链游戏当中日活最高的游戏,CryptoKitties开创了区块链养成游戏的玩法,截止到2018年4月30日总交易额为43067.04 ETH,约2亿人民币,也是目前生命周期最长的区块链游戏。游戏将币的交易性和休闲游戏性进行结合,但目前由于玩法单一,被不少投资者当做资产交易和投资平台,而且由于先购买者有先发优势,目前投资价值已经下降,所以游戏的日活也在下降,从超过14000日活的最高点下降到仅300,由于游戏完全在以太坊上运行,在交易量大时很容易造成拥堵影响体验。

Project evaluation: As the most active game in the current block chain game, CryptoKittys created the game of block chains, with a total transaction value of 43067.04 ETH as at 30 April 2018, which is about 200 million yuan, the longest-lived block chain game. The game combines currency trading and leisure games, but is currently used as asset trading and investment platforms by a large number of investors due to a single game, and the value of the current investment has declined as a result of the pre-buyer's advantage, from a peak of more than 14,000 days to only 300, and because the game is fully operating in the Taiku, it can easily cause congestion when the volume is large.

项目评价:在玩法上Etheremon做出了更多的尝试,他们对标的是pokemon go,一个热度较高的AR收集游戏。在游戏中,玩家在野外的探险也增加了游戏性,此外,多种小怪物的配置和不同维度属性的配合也增加了游戏性。前端的美工较好,增加了用户体验。目前游戏已经上线。但是计划的VR/AR玩法还没有上线,只是用文字描述游戏流程。战斗可以获得代币,对玩家有经济上的激励。目前,Etheremon还在进一步修正游戏流程,如加入组队玩法,增加游戏平衡度等等。

Project evaluation: Ethemon has made more attempts at playing. They're labeled Pokemon go, a higher-heated AR collection game. In the game, the player's adventures in the field have also increased playability. In addition, the configuration of a variety of little monsters and the combination of dimensions have increased playability. Better front-end art has increased user experience. The game is now online. But the planned VR/AR play is not online.

项目评价:SLG 策略类型是这款游戏的创新所在,对于代币收益的重新分配也激励了玩家继续游戏,游戏通过战斗、博彩、道具锻造等玩法引起玩家持续氪金的欲望。游戏由于投资属性明显,也有高开低走的情况,在后期道具费用提高的情况下,投资价值下降,游戏用户显著减少,交易额有一定的下降,一些用户使用外挂机器人也是影响体验的一个因素。

Project evaluation: The SLG strategy type is the innovation of the game. Redistribution of token gains also motivates players to continue playing, and games create a desire for constant kryptonium through games such as battles, games, games with props, etc. Because of the obvious nature of the investment, there are also highs and lows, lower value of the investment, a significant reduction in the number of users of the game, a certain reduction in the value of the transaction, and the use of robots by some users as a factor influencing the experience.

项目评价:RPG类型玩法是Ether Online的创新性,游戏主要利用区块链保障数字资产的安全性,而宠物对于战斗力的加成也使游戏有了更复杂的玩法,同时实现了游戏资产增值,减少了CryptoKitties在游戏中只为投资而购买的投机性。Ether Online只将资产上链,创建订单gas由玩家支付 而开宝箱的gas则由开发者支付,为玩家减少手续费。但是数字资产的交易过程中仍然面临交易成本高,游戏体验不流畅等问题,游戏上线之后日活一直在下行。

Project evaluation: The RPG type of game is an innovative one for Esther Online, which uses the block chain to secure digital assets, while the addition of pets to combat power has made the game more complex, while adding value to the game's assets and reducing the speculative nature of CryptoKitty's purchases for investment only in the game. Ether Online only links assets up, creates orders to be paid by the player, while the developer pays the gate to open the treasure box and reduces the fees for the player. However, the transaction of digital assets still faces high transaction costs, the game experience is not fluid, and the day after the game goes down.

项目评价:作为一个·养成类游戏,以太镇和其他模拟类游戏玩法相近,都是通过模拟经营的方式取得收益激励,和模拟人生类游戏玩法相近,有一定的同质化。另一方面,游戏已经于8月2日正式上线,用户量已经上涨到游戏项目中的第一位,还是有一定的玩家关注度。优秀的美术也是玩家关注的亮点。

Project evaluation: As a ·, a game of class that is similar to that of other games in Tai Town and other simulations, it is a profit-making incentive, similar to that of life games, and a certain homogeneity. On the other hand, the game is officially online on August 2, and the number of users has risen to the top of the game, with some player attention. Excellent art is also a bright spot for players.

项目评价:游戏模仿了Megapolis的玩法。模拟经营类的游戏是收藏类养成类区块链游戏的升级,比这类游戏更加有游戏性。因为玩家手中的建筑是可以通过游戏和策略进行升值,而不仅仅是凭借先发优势进行投资,类似于传统经营类游戏的玩法,但因为有了数字加密货币和智能合约可以保证资产的安全性和游戏带来的数字货币的高额收益。游戏的创造性和自由度比起RPG游戏性更强,但先发优势造成的土地溢价可能会导致日活逐渐下降。

Project evaluation: The game imitates Megapolis's game. Simulation-type games are the upgrading of collection-based block chain games, which is more playable than such games. Because the buildings in the player's hands can be appreciated through games and strategies, rather than just investment based on pre-emptive advantages, similar to traditional games, but because digital encryption and smart contracts can guarantee asset safety and high returns from digital currency.

项目评价:太空指挥官是区块链游戏中少见的沙盒类MMO游戏,游戏设置较为完备,玩家可以从中进行探索和道具实验,玩法相比于养成和收藏类有更多变化。而制作和探索带来的代币奖励也激励玩家对游戏投入更多精力和代币。游戏内变动的数字货币价格也使游戏经济变得更加复杂,沙盒类游戏比起其他游戏数值玩法更为复杂,用户粘性较强。但游戏目前仍在数字资产预售阶段,在上线之后是否能有应有的体验还待观察。

Project evaluation: The space commander is a sandbox-type MMO game that is rare in block-chain games, and the game is well designed, from which players can explore and test props, and play with more variation than their nutrients and collections. And the token incentives that come from production and exploration also motivate players to invest more energy and money in the game. The digital currency price changes in the game also complicate the game economy, with sandbox games being more complex and more sticky than other game values.

项目评价:熊猫大陆的玩法与CryptoKitties类似,是养成可以繁殖的宠物并进行交易的收集类玩法,养成类游戏的生命周期较长,也可以更快速的上线获取收入。但是同质性较高,对于玩家来说,这类游戏的游戏性不高,他们在其中更看重的还是虚拟宠物的投资价值,所以上线之后交易量总体而言处于下降阶段。

Project evaluation: The Panda Continent, similar to CryptoKittys, is a collection-type game that produces and trades reproducing pets, has a longer life cycle, and can generate income more quickly on-line. But the homogeneity of these games is relatively low for players, and their value of investment in virtual pets is more important among them, so the volume of transactions is generally declining when they go online.

项目评价:哈希世界在私有链上运行,利用LBS机制让玩家的虚拟土地资产在其中获得增值,这类游戏门槛低,玩家上手快,又因为有了代币的激励,玩家留存率相对较高。且土地确权之后还可以发展多种玩法,如挖宝、偷菜等。而且通过广告赞助,哈希世界已经实现了盈利。但是由于没有上链所以游戏的延续性较差,而HSC的价值也并没有上到交易所进行确认。

Project evaluation: Hashi World operates on private chains, using the LBS mechanism to add value to players’ virtual land assets. Such games have low thresholds, faster players, and have relatively high retention rates because of a token incentive.

区块链游戏面临痛点?

block chain game is in pain?

目前区块链游戏面临的问题是游戏同质性过高,投资性大于游戏性,所以很难收割重度用户,而产业链上对于游戏开放商的支持仍然不足,游戏日活较低生命周期较短也是因为这个因素。

The current problem with block-chain games is that they are too homogenous and more investing than playing, so it is difficult to harvest heavy users, and there is still insufficient support for open players in the industrial chains, because of this factor.

一、游戏同质化严重

I. SERIOUS CONTROL OF THE GAME

从目前区块链游戏的类型来看,养成收藏类游戏占据了绝对较多的领先地位。很多游戏只是把游戏的前端主体进行变化,对于游戏玩法方面并无创新。而不少玩家购买游戏内道具是基于投资需求,对于游戏性上要求不高。

In terms of the type of block-chain games currently in use, collection-based games occupy an absolute higher level of leadership. Many games simply change the front-end subjects of the game, and there is no innovation in game-playing.

另一方面,由于集中在链上的算力所限,也无法承载需要较多功能的游戏,目前国内对于ICO和数字货币交易也有限制,对于游戏来说有着比较大的不稳定因素。

On the other hand, there are currently limitations on ICO and digital currency transactions in the country, which are more volatile for the game, owing to the fact that the concentration of computing power on the chain does not carry games that require more functionality.

二、很多游戏并没有利用区块链的特点进行优化

II. Many games do not optimize with the characteristics of the block chain

区块链对于游戏行业的优化主要表现在通证和智能合约提升的效率,以及组织社群的革新。而很多区块链游戏并没有达到这方面的要求。例如组织架构上的改变,自己发行代币,产品设计中要把所有用户容纳到一个社区中利用经济学方式进行激励等,交易机制和架构和传统游戏没有区别,这些游戏对于区块链无法篡改,提升交易效率的特点利用效率不高。

And many block-chain games do not meet this requirement. For example, changes in organizational structure, the issuance of money, the inclusion of all users in product design as incentives for using economics in a community, the trading mechanisms and architecture, and traditional games, which are inexcusable for the chain and inefficient for the efficient use of transactional features.

三、游戏投机性较高,体验不佳造成热度迅速下降。

Thirdly, the high speculative nature of games and poor experience have resulted in a rapid decline in heat.

目前区块链游戏DAU可以保持在100以上的也不到10家,与目前头部手游千万级的DAU存在较大差距,即使是头部的游戏CryptoKitties,DAU最高也只在14000左右,而且很快下降。

The current block chain game DAU can be maintained at more than 100 and not at 10, and there is a large gap between the current tens of thousands of levels of DAU, even with CryptoKittys, the top of which is only about 14,000, and is rapidly declining.

区块链游戏的投机效应较为明显,而目前游戏门槛过高,需要下载安装钱包,在利用以太坊购买时还需要花费手续费,更让用户没有持续游戏的兴趣。并且投资价值只惠及先入场的玩家,在游戏后期玩家失去了购买道具的激励。游戏生命周期无限缩短,玩家留存率低。

The speculative effects of block-chain games are more evident, and the current game threshold is too high, requiring the downloading and installation of wallets, as well as the use of Ether to buy them at the expense of the user’s interest in continuing the game. And the value of the investment benefits only pre-entry players, losing incentives to buy props at a later stage of the game.

四、产业链发展不完全

IV. Incomplete development of the industrial chain

产业链发展不全面也是区块链游戏的一大障碍,对于游戏行业来说,除了游戏开发商之外,运营商、虚拟资产交易平台、媒体等等都是产业链上的一部分。而区块链游戏在资产交易、代币支付方面与传统中心化游戏在产业链上有所不同,而这部分的链接体验较差,需要玩家多重付费并进行等待,而一款具有游戏性的游戏需要游戏相关产业链更加完善,基础设施、支付平台和相关引擎的配合支持等等。

Incomplete industrial chain development is also a major barrier to block chain games, for which, in addition to game developers, operators, virtual asset trading platforms, media, etc., are part of the industry chain. Block chain games differ in terms of asset transactions, currency payments, and traditional centrifugal games in the industry chain, which have less experience with linkages, require multi-paying and waiting by players, and a play-related game requires better chains of related games, better infrastructure, payment platforms, and associated engine support, etc.

五、游戏落地情况不佳

V. The poor state of play

和很多区块链行业的垂直应用一样,区块链游戏目前很多都处于预售阶段,并没有正式让玩家上线进行操作,很多游戏甚至是在预售阶段预售相应道具之后有卷款跑路的情况。对于作为区块链游戏来说,成为一款具有游戏性可以吸引玩家而不仅仅是为了投资的游戏,还需要更长时间的开发和实验。

As with many vertical applications in the block chain industry, many block-chain games are currently in a pre-sale phase, without formally placing players on line, and many games even have rolls following the sale of the corresponding props during the pre-sale phase. For a block-chain game to be a playable game that attracts players and not just invests, it will take longer to develop and experiment.

区块链游戏未来发展趋势

future trends in block-chain games

目前区块链游戏仍然处于刚起步阶段,未来如果想要在区块链应用的垂直领域中进行深挖,则更需要利用区块链更多的优势和特质,增加用户体验。更多的从业者和产业链上更多的支持也会游戏有更大的发展空间。

The block chain game is still in its infancy, and in the future there is an even greater need to use more advantages and characteristics of the block chain to increase user experience if deeper digging is to be done in the vertical areas of the block chain application. More practitioners and more support on the industry chain will also have greater development space.

一、大IP游戏可利用区块链来发行DLC等福利

i. Large IP games can use block chains to distribute benefits such as DLC

游戏行业的盗版和虚拟资产的不安全性会破坏玩家的游戏体验。区块链可以增加玩家数字资产的安全性,同时也能增加DLC的付费优越性,通过区块链为用户打造专属用户的游戏道具,关卡和设置等可以提升用户体验。在交换方面,也可以将道具分开交易,相比于之前的账号交易方式更加具有保障。

The piracy and insecurity of virtual assets in the game industry can undermine the player’s game experience. Block chains can increase the security of players’ digital assets, while also increasing the pay-as-you-go advantage of the DLC, increasing the user’s experience by creating exclusive user devices for users through block chains, level checks, etc. In exchange, props can also be traded separately, which is more secure than previous account transactions.

而这样的DLC或者数字收藏品的出现让卡牌类游戏在区块链中也有了更多的应用前景,同时,一些重视外观和道具类的游戏同样在交换方面可以应用区块链相关的元素。

The emergence of such a DLC or digital collection allows card games to have more application prospects in the block chain, while some games that focus on appearance and props can also apply elements of the block chain in exchange.

二、游戏之间利用区块链复用资产

II. Reuse assets using block chains between games

区块链游戏注重的是资产的安全性,从可行性来说,资产跨平台交易的情况目前已经实现,部分游戏已经可以将CryptoKitties和CryptoCountries的资产进行复用,不让玩家的虚拟资产闲置。实现各游戏之间的联动,可增加游戏的留存率和可玩性。例如CryptoCuddles可以将CryptoKitties中的猫应用于战斗。

Block-chain games focus on the security of assets, and asset-cross-platform transactions are now achievable in terms of feasibility, with parts of the games that can reuse CryptoKittys and CryptoCountries assets to keep the player's virtual assets idle. Connectivity between games can increase the retention and playability of the game. For example, CryptoCuddles can apply the cat in CryptoKittys to combat.

三、社交属性进一步在游戏中发挥

III. Social attributes are further played in the game

区块链对于组织方式的革新是技术的优势,可以增加社群里玩家的互动,社群互动可以增加玩家对于游戏的粘着率。而这类互动方式更适合棋牌类游戏,增加的信任度也会让玩家增加对游戏的粘性。社群提升玩家的参与感,让区块链游戏不再变成一种投资者的行为,而是得到游戏性和满足感的游戏。

Block chains are a technological advantage for organizational innovation, increasing the interaction of players in the community, which increases the player’s stickyness to the game. Such interactions are better suited to board games, and increase the player’s trust in the game. Communities increase the player’s sense of engagement, so that the block chain game is no longer an investor’s act, but a game of playability and satisfaction.

四、游戏自己发行代币将成为趋势

IV. The game itself will be a trend in the distribution of tokens

目前很多的区块链游戏一方面为了节省开发成本,另一方面为了提升用户体验,没有发行自己的代币,但是只有具有原生代币才可以拥有更多的玩法,有了代币才可以更灵活的在游戏当中运用经济学对于玩家进行更好的经济激励,鼓励用户参与游戏完成管理任务。相反,如果一直依附在已有生态中发展可能会受到一些局限。

Many block-chain games now do not issue their own tokens to save development costs on the one hand, and to enhance the user’s experience on the other, but only with native ones can have more play, and they can be more flexible in using economics to provide better economic incentives for players and encourage users to participate in the game’s management tasks. On the other hand, there may be some constraints if they remain dependent on existing ecosystems.

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If you need a copy of the article, please contact the pencils in the pencils (micro sign: qianbidao2018) to obtain an authorization, or we will be held accountable in accordance with the law.

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