(原标题:火币研究院:怎样打造一款比“头号玩家”更火的爆款区块链游戏?)
报告发布时间2018年4月16日,作者:袁煜明、朱翊邦
The report was released on 16 April 2018.
背景
Background
《头号玩家》火了。截至发文时间,该影片上线17天,累计票房逾12亿元,豆瓣综合评分8.9分。
游戏“绿洲”中,为寻找游戏开发者哈乐迪临终前留下的可继承巨额财富及“绿洲”游戏所有权的三个彩蛋而激烈竞争,其中就包括欲通过不正当手段控制“绿洲”世界的科技巨头IOI公司,最终,身为彩蛋猎人的主角韦德·沃兹,与其游戏中的四个好友,抢先集齐彩蛋,成功阻止了IOI公司的阴谋,并将游戏的所有权重新交回社区。
The film, which is based on a book by the same name as Ernst Klein, a novelist, described the collapse of the real world recession in 2045 and the obsession with VR区块链从业者来说,这部似乎在讲述“矿霸垄断”与“五个超级节点”间终极对决的电影,更像是一道曙光,让人们看到了继第一代区块链游戏“虚拟养猫”、“虚拟土地交易”之后,区块链游戏的未来。
All say that there are 1,000 Hamlets in one thousand readers, and the Oasis has led some to wonder how far this large VR game is from us, but for , it seems to be talking about the future of the chain game after the first generation of "virtual cat-raising" and "virtual land-trading".
今天,结合《头号玩家》这部电影,让我们来聊一聊,如何设计一款优秀的区块链游戏,或许,你能发现打造下一个“绿洲”爆款的秘密。
Today, in conjunction with the film First Player, let's talk about how to design an excellent block chain game, and perhaps you can discover the secret of building the next Oasis bomb.
1、一个具备鲁棒性、能抵御恶性冲击的Token体系
1. A Token system that is robust and resistant to malignant shocks
游戏可以看作我们生活的复杂现实世界的简化,现实中的经济关系及规律也适用于游戏,而一个经济体的核心便是货币。因而对于游戏来说,Token体系是一道绕不过去的槛。
The game can be seen as a simplification of the complex real world in which we live, where economic relations and norms apply to the game, and where money is at the heart of an economy. The Token system is therefore an inexorable game.
相对于传统现实世界中货币由中央银行发行,传统游戏世界中的货币大多由玩家通过打怪、做赏金任务、升级等方式获取,类似区块链的“工作量证明机制”。然而,游戏中的怪物和任务是不断刷新的,因而,只要玩家不停的刷怪、刷任务,就必然会造成货币的不断增发。而为了满足玩家对金币的需求,甚至会出现很多职业打金员、外挂等,对游戏内的经济体系造成恶性冲击。最终的结果就是很多玩家普遍感觉钱越来越不值钱,头部玩家或早期玩家,集中越来越多的资源,导致体系失衡,玩家流失。
As opposed to the traditional real world in which money is issued by central banks, the traditional world in which money is acquired by players, for example, by means of debauchery, reward missions, upgrading, etc., is similar to the “workload proof mechanism” of the block chain. However, the monsters and tasks in the game are constantly being refreshed, so that as long as players do not stop scavenging and brushing the task, they will inevitably increase the money.
传统游戏厂商为了应对游戏内在的通货膨胀倾向,采取了诸如:
In response to the inherent inflationary tendencies of the game, traditional gamers have adopted such measures as:
1)取消二级市场,所有资源只能通过与NPC直接交易获取,多见于大部分可联机的单机游戏中,但该方法会大大降低可玩性和交互性;
1) The elimination of the secondary market, where all resources can only be obtained through direct transactions with the NPC, most of which are in single-organic games that are available online, but this method will significantly reduce playability and interactivity;
2)增加金币消耗途径,与养成系统或玩法挂钩,减少货币囤积,大多见于大部分手游中,通常不适用大型MMO游戏;
2) Increase the means of consumption of the gold coins, linked to systems or games, and reduce the accumulation of the currency, most of which are found in most hand trips and are not usually suitable for large MMO games;
3)减弱已通胀的可交易货币的重要性,通过物物交易,或者稀有物充当货币等价物交易方式,例如当年的“奇迹MU”玩家通过玛雅、祝福、灵魂三类宝石进行稀有装备交易,然而该种方式也会降低经济活跃度;
3) Reducing the importance of inflationable tradable currencies, either through material transactions or through rare items acting as monetary equivalents, such as the rare equipment transactions of the “miracle MU” players of that year through the three types of precious stones of Mayan, blessing and soul, which also reduces economic activity;
4)掐断高端装备的金币消耗途径,即高端装备拾取绑定,无法交易流通,而能够交易流通的都是消耗品,或者是中低端装备,暴雪“魔兽世界”便采用该种方式,然而该方法依旧会降低经济活跃度。
(4) Disruption of the way in which high-end equipment is consumed in gold, i.e., high-end equipment is collected and tied and cannot be traded, whereas all that can be traded are consumables or medium- and low-end equipment, which is the way in which the snowstorm, the World of Monsters, is used, yet this method continues to reduce economic activity.
“绿洲”游戏的Token体系核心为“Oasis Coin”,即“绿洲币”,该币与现实世界是割离的,用户无法把现实世界中的财富转移至“绿洲”世界,必须通过升级、完成任务、交易等方式获取,并且在“绿洲”游戏的自由战斗模式下,用户的所有数据会在被击杀后清零,积累的财富也会被击杀者获取,该模式构成了游戏中玩家主要的财富积累方式,这就使得传统游戏模式下刷怪、刷任务带来的恶性冲击不复存在,一定程度上防止了通货膨胀。
At the heart of the Token system of the Oasis game is the Oasis Coin, or the Oasis Coin, which is cut off from the real world and whose users are unable to transfer wealth from the real world to the oasis world. It must be obtained through upgrading, completion of tasks, transactions, etc., and under the Oasis free combat model, all data from the users will be cleared and the accumulated wealth will be acquired by those who are killed. This model constitutes the main way in which players accumulate wealth in the game, thus eliminating the perverse impact of the traditional game patterns and the task, to some extent preventing inflation.
绿洲币:下一个美元?
Oasis: Next dollar?
然而该种模式,也会导致超级玩家,例如五个主角,以及反派艾诺克、索兰托的出现,类似区块链体系中作恶和行善的超级节点或矿霸,而如果五个主角也都作恶呢?毕竟5000亿美金的诱惑,并不是人人都能抵抗的,针对这种情况,“绿洲”游戏并没有相关机制予以限制。
But the model also leads to the emergence of superplayers, such as the five protagonists, and the anti-Arnoc, Solanto, such as the supernode or mine magnolias who do evil and do good in the chain system of blocks, and if all five protagonists do evil, too? After all, the $500 billion temptation is not for everyone to resist. In this case, there is no mechanism to limit the “Oasis” game.
我们认为,一款区块链游戏也需要引入Token的多级分配和高阶权利机制,并诉诸于智能合约,编入代码之中,不可篡改,以此实现系统经济体系的自平衡,防止过度的单向流动。关于多级分配和高阶权力是什么,参见“火币袁煜明:我们现在处于区块链经济的1776年”。具体来说,一个游戏中超级玩家垄断了大部分Token和资源时,需要有一种机制,自动进行财富的再次分配,或者说引入更多的目标,让Token和资源在游戏中的重要性缩小。
We believe that a block-chain game also requires the introduction of multi-level distribution and high-level rights mechanisms in Token, as well as the use of smart contracts, coded and non-distorted, to achieve self-balancing in the system’s economic system and prevent excessive one-way flows. For multi-level distribution and high-level power, see “Kignnotes: We are now 1776 in the block-chain economy.” Specifically, when a superplayer in a game monopolizes most of Token and resources, there is a need for a mechanism for automatic redistribution of wealth, or the introduction of more targets to reduce the importance of Token and resources in the game.
第二、可产生消极和积极反馈的公平竞争环境
II. A level playing field that can generate negative and positive feedback
玩家应被清楚告知,其操作对于实现目标会产生消极还是积极影响。消极怠工是所有强交互类游戏都无法避免的问题:以MOBA游戏“英雄联盟”为例,其“人机对战”模式中经常充斥挂机用户,而部分用户希望通过该模式快速获取胜利而迅速赚取首胜奖励,而另一部分用户则是抱着练习英雄的态度;“匹配模式”中,也经常出现因为面临劣势局,而引发团队内部争执,迁怒他人和相互甩锅的情形,进而导致玩家消极游戏。
Players should be clearly informed whether their operations can have a negative or positive impact on the achievement of their goals. Negative failure is an inevitable problem for all powerful interactive games: the MOBA game, the Heroes Alliance, is an example of a model that is often rife with human-to-human-to-war users, while some users wish to quickly win by winning, while others have a heroistic attitude; in the Matching Model, there are also frequent cases of team-to-group disputes, angering others and dumping each other, leading to negative games for players.
英雄联盟:消极游戏
Heroes Alliance: a negative game
游戏目的参差不齐、游戏体验与预期不符合是这一现象的导火索,更深层次的原因是消极游戏成本过低,缺乏有效的反馈机制导致了消极游戏行为不能被及时制裁,积极游戏行为得不到奖励,游戏中的正义不能被及时伸张。
The uneven purpose of the game, the lack of experience and expectations of the game are the triggers for this phenomenon, compounded by the low cost of the negative game, the lack of effective feedback mechanisms that result in negative play behaviour not being sanctioned in a timely manner, positive play behaviour being not rewarded and justice in the game not being served in a timely manner.
传统游戏模式下,为解决消极游戏,往往引入举报机制、秒退游戏禁入机制、逃跑率等指标。例如英雄联盟对于秒退用户的惩罚便是一定时间内不能进行游戏匹配,并可以对消极用户进行拉黑、举报等,DOTA2则是让逃跑用户在一定时间内只能参与低端局或者与同属逃跑用户的玩家进行对战。
In traditional games, indicators are often introduced to address negative games, such as whistle-blower mechanisms, stop-in mechanisms, and escape rates. For example, the Heroes Alliance punishes second-off users for not matching games for a certain period of time and for blacking out negative users, reporting, etc. DOTA2 allows escape users to participate in low-end bureaus for a certain period of time, or to fight with other escape users.
英雄联盟:举报一名玩家
Heroes Alliance: Report a player
然而,大部分情况下,检举消极游戏,暴力作弊,缺乏团队精神等等的灰色违规行为后,玩家得到的反馈只有:系统已经收到,将会认真审核,一经查实将会给予封号等等若干惩罚,感谢你的举报以及为维护游戏环境做出的贡献。同时,由于相关惩罚由中心化的主体执行,其结果是否可信,并不具备共识。
However, most of the time, after reporting negative games, violent cheating, lack of teamwork, etc., grey irregularities, the players received only feedback: the system has been received, will be scrutinized, several penalties will be imposed, such as seals, once verified, thanks for your reports and contributions to maintaining the play environment. At the same time, there is no consensus as to whether the results are credible or not, given that the punishment is carried out by a centralized subject.
对于“绿洲”游戏来说,其最大的优化便是引入了清零机制,使得用户的消极游戏和怠工行为具有极强的消极反馈,即若不认真对待,自己在游戏中的资产和数据会随时清零,逼迫玩家在游戏中时刻保持高度的沉浸度。
For the “Oasis” game, its greatest optimization is the introduction of a zero-sum mechanism, which gives users a very strong negative feedback on negative play and idle behaviour, i.e., if not taken seriously, their own assets and data in the game will always be zero, forcing players to remain highly immersed in the game at all times.
然而由于玩家水平的参差不齐,清零机制是否反馈过度,低水平玩家与高水平玩家同台竞技是否会导致部分用户陷入“归零—重启—归零”的无限循环,仍存在一定疑问,最终结果可能是部分用户因为沮丧而离开游戏。不难理解,“绿洲”游戏能够在《头号玩家》中吸引玩家一次又一次重启的原因在于现实世界的过于惨白,游戏成了人们的一切,然而对于我们所处的时代来说,这并不现实。
However, given the varying levels of players, whether the zero-sum mechanism is overreflective, whether low-level players compete with high-level players and whether some of the users are caught in the limitless cycle of “zero-to-start-zero-to-zero,” there is some doubt that the end result may be that some of the users leave the game as a result of frustration. It is easy to understand that the “Oasis” game can attract players to play again and again in First Player because the real world is too pale and the game becomes everything, but that is not realistic for our time.
区块链体系的核心在于激励,通过惩恶扬善,让好人有好报,坏人穷三代。其优势在于,可以通过去信任、透明、不可篡改以及Token激励的模式,让恶人无所遁形,善人得到应有的褒奖。
At the heart of the block chain is the incentive to reward the good by punishing the bad, giving the good good for the good, and the bad for three generations. The advantage is that the bad can be rewarded for what they deserve through a model of trust, transparency, non-frozenness and Token inspiration.
第三、开放、分布式、分叉自由的虚拟世界
III. THE OPEN, DISTRIBUTION, FREEDOM OF FREEDOM
传统游戏的数据均存储在中心化服务器上,不透明,游戏厂商拥有绝对的主导权,当游戏厂商改变游戏规则时,用户只能选择被动接受。当然,用户也可以寄希望于私服,即自己架设服务器,或者去玩别人开设的私服,当年风靡全国的“热血传奇”,便有不下千款私服存在过。
The data from traditional games are stored on centralised servers, not transparent, and the players have absolute ownership, and when the players change the rules, the users can only accept passively. Of course, users can also hope for their own personal uniforms, i.e. to set up their own servers or to play with other people's personal suits, and there are no less than a thousand personal suits that exist in the country at that time.
私服和官服,理论上只存在合法与否的区别,然而私服往往会更加追求“极端的快感”,其代价便往往是大大缩短的游戏寿命。并且,架设私服的前提是拥有游戏的源代码,当年各大“热血传奇”私服的源头来自2002年9月,“热血传奇”官方意大利服务器的源代码意外泄露,之后流入中国,便开启了一发不可收拾的道路。
There is a theoretical difference between private and official uniforms, which tend to be more “extreme” than “extreme pleasures,” often at much shorter cost to the game’s life. Moreover, private suits were built on the premise that they had the source code of the game, and the source of the various “hot blood legends” came from September 2002, when the source code of the official Italian server was accidentally leaked and then moved into China.
然而私服依旧是中心化运行的,同时由于没有约束,服务器宕机、数据回档、恢复数据、多机负载等等问题甚至比官服更严重。
However, the personal clothing remains centralized and, in the absence of constraints, the problems of servers, data retrieval, data recovery, multiple loads and so forth are even more serious than the official uniform.
传奇私服截图
Legendary Psychic Screenshot
另一条道路便是“分叉”,游戏史上著名的“分叉”来自“《阿瑟王的召唤》(Asheron's Call)”,该游戏与《无尽的任务》(Ever Quest)和《创世纪在线》(Ultima Online)同时期运营,可以说是史上最伟大的角色扮演类网游之一,积累了强大的社群基础。
The other road is the “segregation”, the famous “segregation” in the history of the game from “Asheron's Call”, which operates simultaneously with Ever Quest and Ultima Online as one of the greatest players in history, building a strong community base.
然而2016年底,该游戏的开发商Turbine公告称,《阿瑟王的召唤》将于2017年1月31日停止服务,结束17年的历史使命。当游戏厂商强行关闭游戏时,社区开始聚在一起并开始记录所有的游戏信息,他们捕获了超过1.32亿个数据包,包含超过2.24亿条游戏信息,他们只能从这些数据中一点一点重新创建游戏服务器,举步维艰。
At the end of 2016, however, Turbine, the developer of the game, announced that King Arthur’s Call would cease service on 31 January 2017 and end its 17-year historic mission. When the players forced the game to close, the community began to gather together and record all the game information. They captured more than 132 million data packs containing more than 224 million games, from which they could only recreate a game server and struggle.
阿瑟王的召唤:游戏停服前最后一刻
King Arthur's call: the last moment before the game stops.
“绿洲”游戏是去中心化的,虽然电影中,哈乐迪与主角的对话中提到了关闭整个游戏的开关,然而在原著中,“绿洲”游戏采用了一种新型的容错服务器矩阵,游戏可以从它连接到的每一台计算机中获得额外的算力,并支持并行处理多达500万用户的需求,不会产生系统崩溃或者延迟等问题。
The Oasis game is decentralised, and although the openings of the entire game are mentioned in the film, during Halleday's conversation with the protagonists, in the original, the Oasis game uses a new array of faulty servers that can get extra arithmetic from each computer it connects to, and support parallel processing of the needs of up to 5 million users without creating system breakdowns or delays.
并且,让人不禁猜想的是,玩家们戴上的眼镜,或许就是未来的浓缩型计算机,连入游戏网络并为系统提供算力,这就构成了用户进入游戏的门槛—为游戏运行提供底层支持。
Moreover, it is inconceivable that players wear glasses, perhaps future enrichment computers, to connect to the network of games and provide arithmetic for the system, which constitutes the threshold for users to enter the game - to provide bottom-level support for the running of the game.
然而,“绿洲”游戏并未提供分叉机制,游戏是天才工程师哈乐迪设计好的,核心的源代码也并未公开,否则,IOI公司事实上完全可以“分叉”出一款同样的游戏,甚至可以直接知道彩蛋的解密方法,而不必费尽心机破解哈乐迪留下的三个彩蛋从而获取“绿洲”游戏的控制权了。
However, the Oasis game does not provide for forklifting mechanisms, and the game is designed by talented engineer Haroldy and the core source code is not publicly available. Otherwise, IOI would in fact be well placed to “screw” the same game, even knowing directly how to declassify the eggs, without having to take control of the Oasis game by trying to crack the three eggs that Halotti left behind.
我们认为,区块链时代游戏的核心之一便是开源和分叉自由,分叉是摆脱中心化暴政,分道扬镳开创自己社区的基本机制,也是将权力交给用户、社区的最佳方式。
We believe that one of the cores of the games of the block chain is the freedom to open up and to part, which is the basic mechanism for moving away from the central tyranny and breaking up their own communities, as well as the best way to hand power over to users and communities.
比特币不缺少拥护者,而当社区无法就扩展性解决方案达成一致时,比特币现金出现,增加了核心社区没有同意的新功能。
Bitcoin does not lack supporters, and when communities are unable to agree on an expansionary solution, bitcoin cash emerges, adding new functions to which the core community has not agreed.
而如果“绿洲”游戏的结局,是IOI获取了游戏控制权呢?此时分叉机制依旧使得用户可以复制一款类似的游戏,而不必受索兰托的摆布,而对于希望另辟蹊径的人来说,只要你能获得拥护者,你分叉的游戏就能运作下去。而对于游戏本身来说,分叉也是让品牌和IP影响不断扩张的一种手段,当年“热血传奇”的经久不衰,也正是源于私服的病毒生长。
And if the Oasis game ends with IOI gaining control of the game? At this point, the split-off mechanism still allows users to copy a similar game without being at the mercy of Soranto, and for those who want to find another way, your split game works as long as you have a champion.
第四、可无限进行子世界(子链)扩展的交互世界网(链网)
IV. INTERACTIVE WORLD NETWORKS (SETNETS) FOR EXPLOITABLE EXPLOITATION OF THE SUB-WIDE (sub-chains)
副本(Instance)是传统大型MMO游戏的常见设定,系当初暴雪在2003年发布“魔兽世界”游戏时提出的一种特色玩法。副本为一定数量的玩家提供了一个不受他人干扰地进行探索、冒险或对战的场所。
The copy is a common setup for the traditional large MMO game, which was introduced by snowstorms in 2003 when they released the "World of Monsters" game. The copy provides a space for a certain number of players to explore, take risks or fight without interference from others.
该种机制的设计,曾是“魔兽世界”风靡全球的原因,通过与亲友玩家组队(后期衍生出专门为副本等活动而生的公会),通过精巧的配合与协作,击杀一个又一个剧情故事中的高难度BOSS,例如伊利丹、巫妖王阿尔萨斯等,为无数玩家带来的极大成就感。
The design of the mechanism, which was once the global cause of the “world of monsters”, has generated a great sense of achievement for countless players through the formation of teams of family and friends (later-born associations for activities such as copies), and through sophisticated collaboration and collaboration, the killing of difficult Boss in one story after another, such as Iridan, King Alsace and others.
然而,传统中心化游戏模式下,玩家往往会比预期更快地体验完开发者精心准备的内容,开发者永远跟不上玩家的脚步。
However, in traditional centred games, players tend to experience the carefully prepared content more quickly than expected, and developers will never be able to keep pace with the players.
虽然多数副本有内置的难度调整机制,然而时间长了,略显繁复的副本攻坚战带来的乐趣就会大大减少,从而导致用户在新的资料片更新之前,找不到目标。另外,由于副本的迭代和开发依赖于游戏厂商,开发、迭代进度的压力往往会让副本设计不可能这么完美地在难度和乐趣之间达成平衡,一旦新的资料片不达预期,往往会面临用户的大量流失,而“魔兽世界”在“巫妖王之怒”资料片后尽显的颓势也证明了这一点。
Although most copies have built-in difficulty adjustment mechanisms, the pleasure of a slightly heavy copy attack will be greatly reduced over time, leading users to lose their targets before the new documentaries are updated. Moreover, because the duplication and development of copies depend on gamemakers, the pressure of development and iterative progress often makes it impossible for a copy design to strike such a perfect balance between difficulty and pleasure, as the new documentaries often face a significant loss of users when they fail to meet expectations, as evidenced by the weakness of the “Word World” after the “Word King's Wrath” material.
魔兽世界资料片变迁:从燃烧的远征到德拉诺之王
The Worm World Information Film: From the Expedition of Burning to the King of Delano
“绿洲”游戏的开发者哈乐迪为用户精心准备的三个彩蛋,即可以理解为三个独立的“副本”,由于难度极大,环环相扣,并且完成副本的激励极高,因而在很长的一段时间内,用户的粘性都很强,也出现了专门为寻找彩蛋的IOI公司,就可以理解为一个公会。然而这也不禁让人发问,当三个彩蛋任务完成,主角荣登积分榜首之后,后续游戏玩家,至少一大部分游戏中被称为“彩蛋猎手”的重度玩家,其粘性和激励该通过什么方式保证?
The developer of the Oasis game, Haroldy, has carefully prepared three separate eggs for the user, namely, three separate copies, which, because of their great difficulty, the interlocking links, and the high incentive to complete copies, are very sticky for the user for a long time, and the IOI company, which is specializing in the search for the egg, can be understood as a community. But it also raises questions as to the way in which, when the three egg missions are completed, the lead players are proud to be at the top of the scoreboard, the follow-up game players, at least in a large part of the game, the heavy players known as the egg hunters, can be sure of their stickyness and motivation.
头号玩家:哈乐迪的三个彩蛋
Number one player: Halardy's three eggs.
我们认为,一款优秀的区块链游戏,理应是具备自我繁殖能力的。
We believe that an excellent block chain game should have the capacity to reproduce itself.
它应当允许玩家根据自己的需求,利用游戏编辑器创作新玩法或者关卡,进行副本或子世界的拓展,副本或子世界可以有各自的治理方式和游戏规则,甚至有自己独立的Token。所有的副本或子世界与主世界一起,共同构成了一个可无限扩张的交互世界网。而玩家,也会因为场景的持续迭代,而持续保持新鲜感,并继续留在游戏中。
It should allow players, according to their needs, to create new games or levels using game editors, to expand the copy or subworld, to have their own ways of governance and rules of the game, and even to have their own independent Token. All copies or subworlds, together with the main world, together constitute an infinity of an interactive world network. And players, because of the continuous overlap of the scene, will maintain a sense of freshness and continue to remain in the game.
第五、链上(虚拟)流向链下(现实)的价值交互
V. Value interactions between the chain (virtual) and the chain (realistic)
传统互联网时代,游戏中的虚拟资产,包括游戏装备、皮肤、坐骑等的归属权实际并不属于用户,而是归属游戏厂商。对于游戏厂商来说,装备等游戏物品不过是一串可以随意更改的代码,并且,游戏厂商为了自己的利益,并不允许虚拟资产向现实资产流动转化,只允许用户的现实资产向虚拟资产流动转化,即用户人民币充值,用户购买游戏道具等行为。
In the traditional Internet age, virtual assets in the game, including game equipment, skin, cycling, etc., are not actually owned by the user, but rather by the gamemaker. For gamemakers, items such as equipment are just a string of codes that can be changed at will, and, for their own benefit, they do not allow virtual assets to move to real assets, but only to allow the user to move to virtual assets, i.e., the user’s renminbi, the user’s purchase of instruments, etc.
根据“战网使用条款”第2条,用户在任何情况下均不得:未经运营方和/或暴雪授权,收集游戏内货币、物品或资源用于线下出售;或者通过提供线上服务在线下收取报酬,例如代练行为。
Under article 2 of the articles on the use of the war net, users are under no circumstances allowed to collect money, goods or resources for sale under the line without authorization from the operator and/or snowstorm, or to collect payments online through the provision of on-line services, such as surrogate behaviour.
战网使用条款:限制性行为
Article on the use of the war net: Restrictive acts
然而即便如此,依旧难挡火爆的网络游戏场外市场和源源不断的虚拟资产向现实资产流动转化。5173.com是中国最大的网络游戏场外交易平台,涵盖游戏金币交易、装备交易、账号代练、账号租赁、账号交易等,成立于2002年11月,并曾于2011年试图香港冲击上市,根据当时公开数据显示,5173.com年注册用户超4,000万,平均日交易标的约为80万笔,实际日交易量约16万笔,2010年交易金额就已达70亿元人民币,交易规模仅次于淘宝商城和京东商城。
Even so, the online out-of-the-field market and the constant flow of virtual assets are hard to resist. 5173.com, China’s largest off-the-grid trading platform, covering game gold transactions, equipment transactions, account codes, account leases, account number transactions, etc., was established in November 2002 and tried to hit Hong Kong in 2011. According to public data at that time, 5173.com registered more than 40 million users, with an average of about 800,000 transactions per day, with about 160,000 transactions per day in real terms, with a transaction amounting to 7 billion yuan yuan in 2010, second only to Treasure and Gyeongdong.
然而5173.com仍面临较大的法律和灰色地带风险,游戏道具的产权很不明晰,用户购买后的权益也不能得到保障。
However, 5173.com still faces greater legal and grey zone risks, and the ownership rights of game objects are unclear and the rights and interests of users are not guaranteed after purchase.
网络游戏场外交易平台:5173.com
Network out-of-the-field trading platform: 5173.com
网易是国内第一家自己运营场外市场的游戏厂商。为应对旗下网游“梦幻西游”火爆的场外交易,保障玩家权益,杜绝诈骗等行为,网易于2008年2月18日,推出官方游戏虚拟物品线下交易平台“藏宝阁”,相当于默认虚拟物品向现实资产转化的合法性,成为当年网游界的一个创举。
The Internet is the country’s first to operate its own off-site market. In response to off-the-spot transactions, to protect players’ rights and eliminate fraud, and so on, it was easy for the Internet to launch, on February 18, 2008, the virtual items-under-the-line trading platform of the official game, the Treasure House, which is tantamount to defaulting on the legitimacy of the virtual goods’ transformation into real assets, and became an innovation in the Internet.
然而,藏宝阁的推出,虽然一定程度上解决了5173.com等第三方平台面临的风险问题,也间接导致了游戏币的贬值:由于网易的信用背书,藏宝阁在线下交易中所占的比重也越来越提高,越来越多的职业玩家开始通过藏宝阁出售游戏币,而由于游戏币的同质性,价格战成了唯一的促销手段。
However, the launch of the Treasure House, while partially addressing the risks faced by third-party platforms such as 5173.com, has also indirectly led to the devaluation of the playing currency: as a result of web-friendly credit endorsements, the share of transactions under the Treasure House is increasing, a growing number of professional players are starting to sell the playing currency through the Treasure House, and because of the homogeneity of the playing currency, prices have become the only promotional tool.
网易藏宝阁:梦幻西游币交易订单?
Net Treasure House: Monroe-Swiss Exchange Order?
“绿洲”游戏切断了现实世界资产进入虚拟世界的途径,即现实世界的货币不可以转化为虚拟世界的Token,杜绝由于“人民币玩家”过多而导致的游戏币贬值,避免重蹈网易藏宝阁的覆辙。
The Oasis game has cut off the way real world assets enter the virtual world, where real world currencies cannot be converted into virtual world Token, eliminating the devaluation of games due to the excessive number of renminbi players, and avoiding a repetition of the legacy of the Internet Treasure House.
然而,虚拟世界资产可以进入现实世界,例如主角用在游戏中获得的Token购买了一套现实中的游戏装备,我们合理设想,这一套设备,是不能通过现实世界中的货币直接购买的,而这种模式将更大激励玩家在游戏中努力,而不是通过成为“人民币玩家”来获得优势。
However, virtual world assets can enter the real world, for example, where the protagonist buys a set of real-world game equipment with the Token that he acquired in the game, and it is reasonable to assume that this set of equipment cannot be purchased directly through the currency of the real world, a model that will provide greater incentives for players to work in the game, rather than gain advantage by becoming “people's dollar players”.
区块链时代,我们能做的更多。就如同《头号玩家》中五个正义主角之一的黑人艾奇—“绿洲”游戏中最好的机械师,其发明的钢铁巨人等虚拟物品,就可以通过智能合约存储在区块链上进行确权,所有权归属艾奇,由艾奇通过私钥控制和自由转让。
In the block chain era, we can do more. Just like the best mechanic in the Black Aichi-Oasis game, one of the five righteous protagonists of the First Player, the invention of steel giants and other virtual objects can be stored on the block chain through smart contracts, with ownership vested in Aitch, controlled and freely transferred by Achi through his private key.
另外,包括玩家为虚拟世界制作的个性化的角色、物件、美术素材等的UGC内容,都可以进行确权并在游戏中通过Token交易,甚至在现实中,变成真实。第一次,玩家的权益可以得到保障,真正实现从“Pay-To-Play”到“Free-To-Play”,再到“Play-To-Earn”的转变。
For the first time, the player's rights can be safeguarded, and the transition from Pay-To-Play to Free-To-Play can be made to Play-To-Earn.
如果说,传奇属于第一代“Pay-To-Play”点卡付费游戏的典型,而英雄联盟是第二代“Free-To-Play”道具付费游戏的巅峰,而这两者依旧是链下(现实)价值流向链上(虚拟)时代产物。未来,区块链游戏有望成为引领“Play-To-Earn”模式,即链上(虚拟)价值流向链下(现实)的急先锋。
If legends are typical of the first generation of Pay-To-Play card-paying games, the Heroes Alliance is the culmination of the second generation of Free-To-Play prop-paying games, both of which remain (virtual) value-flowing (real) to the chain. In the future, block-chain games are expected to be the vanguard of leading “Play-To-Earn” models, i.e., value-flowing (virtual) value-to-the-chain (real) to the chain.
而这一次,游戏的商业模式又将面临大的变革,我们大胆猜想,游戏的运营模式或许会从最早的点卡收费、到道具收费,逐步演变为交易手续费抽成:虚拟资产让玩家自行定价,其他玩家自行购买,游戏商收取交易抽成,实现了玩家、CP和运营商三者的共赢,三者都得到了最公平的收益。
And this time, the business model of the game will face major changes, and we dare to assume that the operating model of the game may evolve from the earliest cards to prop charges to transaction fees: virtual assets will be priced by the players themselves, other players will be bought by the players themselves, the players will receive the transaction, the players, the CPs and the operators will win together, and all three will receive the most equitable benefits.
总结:
Summary:
区块链对游戏的改造,并不在于其体验和玩法,而在于为游戏设定更为开放、公平和互信的环境和机制。而上述五点,归纳起来即:
The transformation of the block chain to the game is not about its experience and play, but about creating a more open, equitable and mutually trusted environment and mechanism for the game. These five points, taken together, are:
1、宏观上具备开源、分布式及自由分叉的扩展能力;
1. Macro-based expansion capacity of open source, distributed and free fork;
2、微观上具备子世界的无限自我繁殖能力;
Micro-boundary self-reproductive capacities of the sub-world;
3、经济上,需拥有一套具备鲁棒性、能抵御恶性冲击的货币体系;
3. Economically, there is a need for a monetary system that is robust and resilient to malign shocks;
4、运行上,需创造一个可产生消极和积极反馈的公平竞争环境;
Operationally, there is a need to create a level playing field that can generate negative and positive feedback;
5、价值变现上,是链上到链下价值流动的商业模式思维。
5. Value realization is a business model thinking of value flows from chain to chain.
总之,区块链所带来的游戏理念改变是让人期待的,然而为了区块链而制作的游戏也是无法被市场所认可的,要真正实现“绿洲”,还需要依赖VR等软硬件发展的支持。另外,区块链技术对游戏行业的改造也不是一簇而就的,我们可能会经历:
In short, the change in concept of the game brought about by the block chain is desirable, but the game produced for the block chain cannot be accepted by the market, and the real “Oasis” needs to be supported by software and hardware development, such as VR. Moreover, the block chain technology is not a one-size-fits-all transformation of the game industry, and we may experience:
1、游戏货币上链(防止游戏开发商随意修改参数导致恶性通胀);
1. The upper chain of the game currency (to prevent a game developer from changing parameters at will leading to hyperinflation);
2、虚拟资产上链(非标)Token ERC-721,实现链上到链下价值流动);
2. Virtual asset upper chain (non-target) Token ERC-721, moving value from chain to chain;
3、游戏逻辑上链(智能合约驱动游戏运行);
3. Logical chain of games (intellectual contract-driven games running);
4、游戏整体上链这四个阶段。
4. The four stages of the entire upper chain of the game.
其说是设计一款游戏,不如说是现实世界的复刻和理想化。当区块链不断改变我们的现实生活,或许游戏,真的到了换一种思维去构造的时候了……
It's about designing a game, more about reminiscent and idealizing the real world. When the chain of blocks constantly changes our real life, perhaps it's time for the game to come up with a new way of thinking...
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