How can Web3 games break through their predicament? These 3 directions are worth paying attention to

3 directions to help Web3 games overcome challenges

Source: Decrypt; Compilation: Blockchain Knight

It’s hard to say that we have reached a turning point in Web3 games, as the number of active wallets is still less than that of a regular mobile game, let alone real human players. The revenue of no new game exceeds that of early P2E games, and the funds have decreased significantly to the point where it appears to be a mistake under the hype of artificial intelligence.

However, I am more excited than ever before because Web3 games are able to maintain the status quo and even show signs of growth in such a depressed market.

Virtual reality and cloud gaming have not taken off and have never received strong support from major companies during their low periods, but Web3 games have received support from major companies in the field.

In the past few months, we have seen high-profile announcements from AAA publishers such as Square Enix, Nexon, and Ubisoft, and low-profile investments from companies like Take-Two.

Existing and newly established studios have launched Web3 initiatives, including experienced developers such as CCP, the mastermind behind the in-game economy of “EVE Online”.

Google Play has just released clear guidelines for NFT applications. Even EA (Electronic Arts) has linked itself to Web3 through a partnership plan with Nike’s dotSwoosh.

So this is good news, and these positive signals indicate that people should persevere and continue to build.

Although no one can find the best practices and there is no successful large-scale game to refer to and imitate, there are already enough good practices to provide direction for developers, which is a good thing. In this industry where failures outnumber successes, we need as many favorable factors as possible.

However, time and time again, I see developers going the wrong way and ignoring the unique opportunities of Web3.

1. Create games for a wider audience

Many frictions arise from developers forgetting the basic player segmentation. In fact, for any free game, you need to assume that over 90% of the audience will never spend in your game. They don’t need to own an NFT, but it would be great if they did.

Too many developers expect players to have a large number of crypto digital assets and NFTs when designing games, which inadvertently creates barriers for players to enter the game.

I believe there is another way to rephrase this problem, which will enlighten many Web3 developers: stop expecting all players to join the game when developing games.

Over 90% of players will never spend, and among the less than 10% of players, it can be said with certainty that consumer segmentation shows that only about 2% to 5% of players will care if their game items are on-chain.

All grand plans about secondary market trading, interoperability, and all other Web3 skills you create will be loved by 2% of the audience.

They are just as important as consumer players, but games need to be approached from the perspective of 100% consumer and non-consumer players. If you consider this in your design, you will be more successful.

2. Not all games need to be AAA games

The average development cost of a AAA game is $80 million, while “Flappy Bird” can be made by a single developer in three days.

Unless you have enough funds (and double the marketing expenses), we can now dispel the idea of competing with “Hearthstone,” “Call of Duty,” and “The Legend of Zelda” and avoid frustration.

When it is extremely difficult to get started, it makes sense to focus on AAA game players. You want those technically proficient high-value individuals to overcome all obstacles and eventually enter your game.

But now, wallets can be obtained through email, and NFTs can be purchased with credit cards. Casual games have released a large addressable audience, with faster listings and can be distributed on any platform.

I am not denying the high-quality, carefully crafted hardcore games. They are great, necessary, and on the way. However, it is best for general developers to seize the opportunities brought by new seamless technology.

3. Establish new mechanisms using Web3’s unique attributes

In EA Sports games, you buy the same player every time. But players hate it when someone tells them that the enjoyment they are experiencing is “wrong,” making them feel like fools because they are repeating the same “mistake.”

So why do we forget the amazing new mechanisms that Web3 can bring? It seems that we do not pay enough attention to the positive significance of new network technologies.

Between uninspiring P2E products and 3A-level Web2-to-Web3 ported products, we have forgotten that on-chain functionality can bring interesting new possibilities for game design, and few people are exploring these possibilities. These mechanisms have the potential for “viral spread” and create the first “killer app” for Web3 games.

I recently wrote an article introducing some yet-to-be-developed features that developers can create games that can only be completed with Web3.

How about a game built entirely around on-chain functionality? Or using dynamic NFTs to reduce the impact of items in the game. Perhaps the more skin trades, the dirtier it looks?

Some of these are experimental ideas that casual gamers may not necessarily accept, and these mechanisms may only appeal to a portion of consumer players. But we know that core players are already willing to put in extra effort for novel and interesting things, and the timing for innovative gameplay has matured.

For those critics who think that this field is already over, we need to remind them: some of the earliest free games were launched in 1999.

Over the years, developers have looked down upon them, players considered them money-making schemes and scams, and governments have tried to regulate them. All of this happened in the 18 years before the release of “Fortnite”.

The waves in gaming come and go, but Web3 represents a trend that I believe will become the foundation of some of the greatest games in the future. I think we are already starting to see some promising themes that developers can focus on and usher in the next generation of games.

We will continue to update Blocking; if you have any questions or suggestions, please contact us!

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