
Blockchain + games, the combination of a new technology endowed with many imaginations and the most active traffic portal, its development can't help but make people daydream.
Technology continues to innovate, and in the process of transforming from the traditional Internet to the mobile Internet, games have undoubtedly enjoyed the first wave of dividends. Similarly, when the trend of blockchain strikes, blockchain games have also become a scene proposition that practitioners have been repeatedly discussing.
Blockchain + games, the combination of a new technology endowed with many imaginations and the most active traffic portal, its development can't help but make people daydream.
Technology continues to innovate, and in the process of transforming from the traditional Internet to the mobile Internet, games have undoubtedly enjoyed the first wave of dividends. Similarly, when the trend of blockchain strikes, blockchain games have also become a scene proposition that practitioners have been repeatedly discussing.
People always have doubts about the development prospects, opportunities and challenges of blockchain games. In view of this, on September 5th, at the POD conference hosted by Odaily and strategically co-organized by 36Kr Group, Niu Fengxuan, founder of the Dapp ecological platform DappReview, delivered his speech.
Niu Fengxuan first gave his data: from January to May this year, 339 blockchain games on Ethereum generated more than 230,000 transactions in Ethereum (nearly 1.1 billion to 1.2 billion RMB), with a total of 110,000 addresses (number of players = number of addresses) played these games, and each address recharged an average of 2 Ethereum (nearly 4,000 RMB).
Niu Fengxuan believes that blockchain games also exist in the 1.0 and 2.0 eras. In the 1.0 era, blockchain games grew wildly, developers were mainly individuals and small teams, financial attributes were strong but game attributes were weak, and players were mainly speculators. And in May of this year, the era of 2.0 started, and small and medium-sized game manufacturers entered the market quickly; excellent graphics; enhanced gameplay; pre-sales first and rapid development; early dividends and quick profits; However, due to the performance problems of the public chain and the inconvenience of payment tools, the experience still has a very large gap compared with centralized games.
He pointed out that blockchain can certainly bring value to games: game assets are owned by players and can be used across games, game rules are transparently uploaded to the chain, and players and developers reach a consensus on interests. But it is only a technology and tool, blockchain games still have to return to the essence of the game - fun.
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The following is the transcript of Niu Fengxuan's speech:
Good afternoon everybody! In the last roundtable forum, I saw many bigwigs sharing their views on landing applications. Here we pick a very subdivided vertical industry, that is, blockchain games, and talk about what happened in the past year.After I came out of CryptoKitties, I personally spent 200 Ethereum playing various games. Played until August, and experienced more than 300 games on Ethereum and EOS.
This number is very scary.
in addition,Looking at the past mobile games, the ARPU value reached 200, that is, the average payment amount of users reached one or two hundred, which is already a very scary figure. Players in the blockchain world are more able to recharge, with an average recharge amount of 4,000 RMB per person. The growth rate of players in the past few months, from November last year to the middle of this year, had an average of about 2,000 monthly active users at the beginning, and reached an average of about 6,000 in April and May, and between 6,000 and 8,000 fluctuate between.in addition,
The number of transactions and the gas fee are a negative correlation.why? Everyone knows that every transaction in Ethereum costs a transaction fee. The higher the transaction fee, the less willing players are to make transactions. Because it is possible to sell an item for only 10 yuan, but the transaction itself will cost 15 yuan in transaction fees. Such an operation is completely against common sense. I wouldn't spend $15 in transaction fees just to sell a $10 item. Therefore, the gas fees in January and May were very high, and the number of transactions also declined. In April, the gas fee was very low, and the number of transactions showed an upward trend.
Judging from the data of the game, the head effect is very obvious.
There are only 16 games with a turnover of more than 1,000 Ethereum, and only 6 games with a turnover of more than 10,000 Ethereum. From the perspective of players, there are a total of 24 Ethereum games with more than 1,000 players; there are only 2 Ethereum games with more than 10,000 users: one is CryptoKitties and the other is Fomo3D. From last year to this year, a total of nearly 100,000 addresses have played this game, which is by far the game with the largest number of users.
This game is called Encrypted Robot, and it started pre-sale in January this year, with pre-sale treasure chests. This game is to open the treasure chest to get the equipment. The equipment is the accessories of the robot. The accessories form a robot, and the players can PK between the robots. This game had a pre-sale from the end of January to mid-February, and 3,900 treasure boxes were sold in the pre-sale, and the company promised not to issue more treasure boxes. These 3,900 treasure chests were sold for 1,100 Ethereum, and the price at that time was almost 7 million pre-sale amount. This means that before this game is played, it can already earn seven or eight million yuan in revenue. Later, the transaction volume of this game declined, and the game became cold.There are 2,500 users playing more than 5 Ethereum games; most players still focus on experience. The cycle of games is relatively short. There are only 33 games with more than two months, accounting for 11%. Most games have a lifespan of less than a week.From November last year to April this year, we think it is the blockchain 1.0 era. It has several characteristics:
First, it grows wildly; second, developers are mainly individuals and small teams; third, the financial attribute is relatively strong, and the game attribute is relatively weak; fourth, game players are mainly speculators.This industry is developing very fast, and there are many challenges in it, and everyone knows the challenges.
You can see that after May this year, more and more high-quality games have appeared,
We think we have entered the 2.0 era, what does it represent? Many small and medium-sized game developers have entered the market, with excellent graphics, enhanced gameplay, and diversified game types; games are released through pre-sales, and then slowly and quickly iterate; many games have enjoyed early dividends and can quickly earn money in the industry Early dividends; there are many investment and financing opportunities in the industry.
The first game above is an investment of 500,000 yuan, with a net profit of 4 million yuan in the first month. The following game won the weekly prize and monthly prize in the Nebulas competition. After completing the competition, he received an angel round investment of RMB 5 million. Some games consider the poor performance and weak experience on the chain, so they have made a lot of trade-offs and put the gameplay off the chain, but the token economy in the game is carried out on the chain.(Above) During the five weeks of pre-sale of this game, a total of 5,000 Ethereum pre-sales were collected, and the pre-sales were card packs. We did an analysis of its data, and more than 2,000 users participated in the pre-sale of the game. This game company has received investment, and four VCs have invested a total of 2.4 million US dollars in capital injection. So it can be seen that this game is already a very well-formed game with high playability and high gameplay. It's hard to imagine that the game hasn't come out yet. Traditionally, it takes six months to polish a game. This game will be available to everyone at the end of this year. The pre-sale will start in mid-July this year. As of today, there have been more than 5,000 Ethereum card pre-sales, and now this The amount is still increasing.
What value can blockchain bring to games?
First, game assets are owned by users and can be circulated anytime, anywhere; second, game assets can be used for secondary purposes; third, game developers, players, and communities can generate interest consensus, players and users, and games The developers work together to operate the game; fourth, the game rules are on the chain, fair and just, and the mechanism is transparent.Back to the end, the essence of the game. In fact, the blockchain is just a tool and technology. It is not a game that uses the blockchain to be NB and fun. The game itself must have a fun game before it can be made into a fun blockchain game.
The final state of the blockchain implanted in the game is insensitive to the user side. We have a props and equipment for playing games, these things can be traded at will, and can interact with anyone. The client does not need to know that blockchain technology is used, he only needs to use it independently. Just like playing games with a mobile phone today, no one cares why the game is played at such a fast speed, but you can see that the opponent hit me, and I was attacked almost in real time.The same is true for the blockchain. It is just a technology, and the essence of the game still needs to be fun.In terms of time, today I speak very quickly. We are DappReview, we have written many in-depth reviews of blockchain games, and we are a company that conducts in-depth reviews of blockchain games and blockchain applications. We have helped three blockchain games complete fundraising, and we have also done many industry reports. For all the content I talked about today, there is a detail of more than 20,000 words