Heartbroken by Yuga, I decided to never touch games again, until... If Yuga hadn't gotten into gaming, he wouldn't have invited that person from Blizzard; if he hadn't come, the collaboration with improbable wouldn't have been interrupted, I wouldn't have sold my mechs, my team assets wouldn't have gone to zero, and if they hadn't gone to zero, I wouldn't have had to write desperately. If I don't write... that's impossible. Anyway, it's all Yuga's fault, but now I'm back. Let's dive in! ⬇️ Looking back, Yuga's ambition for gaming, apart from the founder's childhood dream of a handheld console, really has nothing else. To get into gaming, he created the APE chain, built Otherside which he couldn't support, and pushed HV-MTL, a game he doesn't even play... wanting to do everything himself, but ended up doing nothing well. Honestly, making games is hard, and making Web3 games is even harder; many people haven't grasped this simple truth. GameFi, after being forcibly tagged with 'Fi', has increased in difficulty by several levels. Ordinary casual games only need to be fun, and that's enough. But once you add 'Fi', sorry, sometimes how fun it is doesn't matter; making money is what really counts. This refers to the economic model, and technically, it's even more troublesome. On which chain do you make games? ETH? No way, right? Even a game of Go would lag... Layer 2? Recently, some ultra-fast chains have indeed emerged, showcasing games, but we're still far from a true gaming chain. The ideal situation is that a game can issue its own chain. You read that right; I've thought this through carefully. Only in this way can the technology and economic model be perfectly combined, without needing a complex dual-token model or being constrained by the fluctuations of the main chain's token or even Gas prices. As a game company, I've burned through all my money making games; you want me to create a chain? I'm just making a small game! Forget it, I'll just find a public chain and rely on others. That's the current situation. Then, we face the biggest problem in the industry right now: reinventing the wheel. The wheel I'm talking about is attracting users. There aren't many Web3 users, but the customer acquisition cost is extremely high. After painstakingly putting the game on-chain and shakily rolling out a half-baked economic model, suddenly I think: where are the users? I've talked to many friends who make games; they prefer to start up on platforms like Steam in Web2. Why? Because it solves all problems in one place. Steam has a complete, mature technical framework that makes it easy for developers to integrate games, a huge player base, and a unified global payment interface. Money + People + Platform, all set; all that's left is to make a good game, each relying on their own skills, and then we can get rich with a game like 'Black Wukong'. But things seem to get complicated in Web3. There are indeed some so-called gaming chains, but most are closed and used for their own purposes. Truly thinking from the perspectives of developers, the market, platforms, and users is rare. Many people say @b3dotfun is a bit like the Web3 version of Steam, so I quickly pushed this to a friend from the former Shanda Games to see if there were any money-making opportunities. Half an hour later, he replied, "So awesome, let's launch a chain on B3, modify my previous game, and push it up." I was confused; shouldn't the Web3 version of Steam be about submitting a game, getting a grant, and creating a market collaboration to attract users? Launching a chain? Can B3 even launch a chain? Reluctantly, I pulled up the B3 Doc and studied it word for word, also extracting some key points for reference for friends who make games or want to make games. I suggest saving it so you don't lose it when you need it (dog head). In summary: B3 is an open gaming superchain. Let me elaborate. In terms of underlying technical architecture, @b3dotfun is built on the Base settlement layer and implemented through @Calderaxyz technology, optimized as a Layer 3 specifically for on-chain games. It's a bit convoluted, but the gist is that it's a game-specific chain built on the Base chain, highly customized to facilitate developers in doing a lot of development on it. B3 aims to create an open ecosystem that supports the development of various games, communities, protocols, and on-chain tools. This is a grand vision, but it truly provides developers with a complete set of tools. This is worth listing out; otherwise, you might think I'm just rambling. Since it's on Base, it follows the EVM system, but after customization, B3 can provide developers with game SDKs, nodes, wallets, indexing, cross-chain bridges, oracles, browsers, multi-signatures, abstract accounts, and even data analysis... just ask for everything, and with this set, you can launch a chain in a day, right? (Just kidding) The Base chain has most of the characteristics needed for a gaming chain, such as high performance, low cost, security, and scalability. B3 is smart; in fact, Base is indeed the fastest-growing public chain. Base has also been seeking a narrative opportunity, a label, and gaming is quite good. With the technology in place, what about the money? Don't think B3 is just a dry chain-launching tool; it's thought this through thoroughly. B3 itself raised $21 million in seed funding, with investors including Pantera Capital, BitScale Capital, etc., and $B3 is the most important asset within the ecosystem. $B3 cleverly incentivizes players and developers through governance, trading, staking, and developer support, building a cyclic development ecosystem, with 34.2% of the tokens allocated here. Notably, $B3 can act as currency in games to purchase items, unlock skills, and if developers customize the chain, they can also issue their own tokens or even define Gas. This is the embodiment of open gaming. Technology, money, and what else? People. In B3's token economics, a significant portion is allocated to players to attract them to participate in games, but that's not enough. B3 has come up with three ways to solve this. 1. Pull users directly. Early on, they used various mini-games to let users earn points and attract users. After TGE, these can be redeemed for airdrops, and then they continuously incentivize users with token rewards, staking, and governance to attract new users and keep them active. 2. Pull traffic directly. To avoid early fragmentation and dispersal of traffic, B3 created @bsmntdotfun as a traffic entry point, which can also be seen as a model room. If developers don't want to launch a chain, they can directly submit games here to be listed, allowing developers to onboard immediately at launch, and the platform can focus its efforts on big tasks. 3. Pull in big players directly. A gaming public chain without top-tier CP and IP is also unconvincing; you can't wait; you have to take the initiative. So InfiniGods (Godchain) came, Parallel (Prime Chain) came, and Mighty Bear also came. These heavyweight collaborations are not just for show; they are the foundation for B3's rapid launch. Genius idea! With money, technology, and users all laid out for you, the model room is also built; now all that's left is to onboard more games. // Don't say you act early; there are always early movers. Just when I was feeling pleased with myself, I checked the data... 6 million players, over 80 games, and the number of $B3 token holders reached 2 million, the highest number of token addresses on the Base chain, wtf... No worries, this shows it's lively; I told my friend, md, let's compete with these people! This is a soft-core popular science article. Through this article, you can have a basic understanding of the following knowledge: ▰ The three major issues of GameFi ▰ B3's innovative solutions ▰ How to launch a chain (not really) Author: anymose | A soft-core popular science writer <End of full text>
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