原创 Zen PANews
Original Zen PANews
作者:Xangle、CoinMarketCap
Authors: Xangle, CoinMarketCap
翻译:Zen,PANews
This post is part of our special coverage Egypt Protests 2011.
PANews获得独家授权并翻译
PANews is authorized and translated on an exclusive basis.
文章要点:
Highlights of articles:
整体来看,亚洲强劲的市场增长和以休闲/MMORPG 为中心的游戏市场的特点为区块链游戏提供了巨大的潜力。
Overall, strong market growth in Asia and the characteristics of the play market centred on leisure/MMORPG offer great potential for block-link games.
Web2 游戏公司进入区块链领域主要原因为确保新的增长引擎和通过代币筹集新资金。
The main reasons why game companies entered the block chain were to ensure a new growth engine and to raise new funds through tokens.
在经历Wemade以区块链生态Wemix为起点,推出的Mir 4 Global取得成功后,Com2us 等公司正在从layer-1基础层构建自己的区块链生态系统,并力求最大化整个生态系统产生的附加值。
After the success of the launch of Mir 4 Global, starting with Wemade's block chain ecology, companies such as Com2us are building their own block chain ecosystems from the lay layer of the Laker-1 and seeking to maximize the added value of the ecosystem as a whole.
在3A级游戏IP的支持下,游戏行业的主要参与者对区块链的采用更加保守,最显著的试验是游戏组件的代币化,例如将其角色、道具等变成 NFT。
The main players in the game industry, supported by 3A-class games IPs, are more conservative about the use of block chains, the most notable experiment being the monetization of game components, such as their roles, props, etc., into NFTs.
鉴于传统游戏厂商们将在今年发布一系列链游,这将加速区块链游戏的大规模采用,2023年或将实现区块链游戏的复兴。
Given that traditional gamers will release a series of chains this year, this will accelerate the large-scale adoption of block chain games, which will be revived in 2023.
01
亚洲,全球游戏领导者
一个巨大且快速增长的市场
亚洲拥有当今世界上最大的游戏市场,而且它仍充满增长潜力,前景广阔。根据市场研究机构Newzoo、IDC等统计,亚太地区在2022年拥有17.5亿游戏玩家,占全球总数的 55%;该地区移动游戏收入在2019年达到了720亿美元,占 2019 年全球年度游戏收入的 52%。该地区显著的人均 GDP 增长将加快提升其游戏消费能力,进一步拉高全球游戏市场份额。所有这些都解释了,亚洲为何被广泛认为是未来几十年推动全球游戏产业向前发展的驱动力。 According to market research institutions Newzoo, IDC, Asia and the Pacific had 1.75 billion game players in 2022, accounting for 55% of the global total; the region’s mobile game revenues reached $72 billion in 2019, accounting for 52% of the annual global game revenues in 2019. The region’s significant per capita GDP growth will accelerate its ability to consume and further increase its market share in global games. 三个东亚国家引领游戏行业 Three East Asian countries lead the game industry 亚洲游戏市场由中国、日本和韩国这三个东亚国家主导。全球市值前100的游戏公司中,有62家来自这三个国家。在中国,游戏行业由腾讯等大型游戏公司主导;在韩国和日本,游戏行业由游戏开发商和发行商主导。目前除了在禁止加密货币的中国,其他地区的游戏公司都对区块链技术饶有兴致,多数都已在进行区块链游戏项目的开发。下文将解释每个游戏公司都是如何将区块链技术应用到他们的游戏IP中。 In China, the game industry is dominated by large games such as tweaks; in South Korea and Japan, the game industry is dominated by game developers and distributors. With the exception of China, where encryption money is banned, game companies in other regions are now interested in block-chain technology, and most are already developing block-chain games. 硬件一直是进步的核心。日韩这两个亚洲游戏市场的领导者,在上世纪80年代最初播下了孵化街机游戏新产业的种子。后来,他们在新千禧年代的 PC端游、主机游戏以及2010年后的手机游戏中蓬勃发展,最终成为当今世界上最大的游戏市场。近些年,东南亚市场也开始加入其中,在这一部分市场里,容易上手的手机游戏往往比PC 游戏更受欢迎。 In the early 1980s, Japan and Korea, the leaders of the Asian game market, first planted seeds for the new business of incubating arcade games. Later, they flourished in the new millennium’s PC end, mainframe, and post-2010 mobile games, eventually becoming the world’s largest game market. 亚洲市场更青睐RPG游戏(Role Playing Games),而美国市场则以策略和动作类游戏为主。与策略、动作类游戏相比,RPG 更适合采用区块链技术,这也是亚洲在增长和创新方面推动区块链游戏市场的原因。 Asia’s markets prefer RPG games, while the US market is dominated by tactical and action-type games. RPGs are better suited to block-chain technology than tactical and action-type games, and this is why Asia drives the market for block-chain games in terms of growth and innovation. 02 区块链游戏在亚洲蓬勃发展的原因 最适合区块链的游戏类型是RPG(角色扮演游戏)和休闲游戏,前者能够理解并体现所有权的价值,后者因“轻量”的特点,可完全在区块链上运行。 The type of game best suited to the block chain is the RPG, which understands and embodies the value of ownership, and the leisure game, which, because of its “light” characteristics, can run entirely on the block chain. 体现数字资产所有权的价值的MMORPG MMORPG reflecting the value of ownership of digital assets 与用户单方面消费公司提供的内容的其他游戏类型不同,MMORPG (大型多人在线角色扮演游戏)是用户通过在虚拟世界中与大量其他玩家一起玩与互动来扩展和完成内容的游戏,用户在游戏中创建角色,可获得并拥有虚拟物品。相应的,整个区块链概念的核心正是实现数字资产的所有权,其NFT技术在游戏中的应用能让用户实现其资产、物品和角色的转移,从而使所有权得到充分承认。在此背景下,区块链技术和 Web3 哲学也适用于游戏内奖励系统,并可按比例补偿玩家对生态系统的贡献。 Unlike the other types of games offered by the user's unilateral consumer company, MMORPG (the large multi-person online role-playing game) is a game in which users expand and complete content by playing and interacting with a large number of other players in the virtual world, creating a role in the game, and having access to and owning virtual objects. Correspondingly, at the heart of the whole block chain concept is the realization of ownership of digital assets, and the application of its NFT technology in the game allows users to achieve the transfer of their assets, goods and roles, thereby allowing full recognition of ownership. In this context, block chain technology and Web3 philosophy also apply to incentive systems within the game and can be proportionally compensated for the player's contribution to the ecosystem. 以Kakao Games的 MMORPG《ArcheWorld》为例,该游戏使用了区块链技术,NFT的应用使得用户能够真正拥有资产、物品和角色。用户通过住房、耕种和交易生产内容,与其他用户互动,并获得扩展游戏的奖励。这表明该游戏将用户视为生态系统的贡献者或组成部分,应获得公平的奖励份额,而不仅仅是消费者。通过这种方式,《ArcheWorld》意在寻求促进生态系统发展的参与方式并改善游戏体验。 The MMORPG of Kakao Gomes, for example, uses block chain technology, and NFT applications enable users to have real assets, goods and roles. Users interact with other users through housing, farming, and trading content, and get rewards for extended games. This suggests that the game treats users as contributors or components of ecosystems and should receive a fair share of incentives, not just consumers. “轻量级”休闲类游戏 Lightweight Leisure Game 休闲类游戏拥有会话时间短、操作简单的特点,例如最突出的 Candy Crush 和 Anipang。由于整体硬件规格相对较低,亚洲历来更偏爱休闲游戏。Hero Blaze: Three Kingdoms 是 2021 年围绕 P2E 概念并在韩国以外走红的游戏,也是一款休闲 RPG 游戏。目前区块链的可扩展性仍然存在问题,L1 和 L2 区块链的可扩展性水平无法处理大型游戏数千万笔交易,但已能满足相对低规格的休闲类游戏需求。与其他类型相比,设计简单的休闲游戏需要的交易相对较少,并且可以上链。 Hero Blaze: Three Kingdoms is a 2021 red game around the P2E concept and outside Korea, and is also a leisure RPG game. There are still problems with the scalability of the current block chains, and the level of scalability of the chains of L1 and L2 does not handle the tens of millions of large games, but already meets the relatively low-level demand for leisure-type games. Compared to other types, designing simple leisure games requires relatively few transactions and can be connected. 休闲游戏收入中广告收入占据高比例的特点也与区块链相契合。在游戏应用启动或游戏过程中,广告通常以横幅的形式在屏幕顶部或底部出现。RPG游戏意图让玩家在游戏内进行消费支出,而休闲游戏则试图吸引尽可能多的用户,让他们接触广告并向广告商收取费用——因此,游戏的次数越多,广告收入就越高。Axie Infinity、Hero Blaze:Three Kingdoms 和 MIR4 Global 展示了应用内广告和区块链游戏的结合,这些游戏可以快速在亚洲建立重要的用户群,从而产生强大的协同效应。 The high proportion of advertising revenue in recreational games is also consistent with block chains. In the course of game applications or games, advertisements usually appear on top or bottom of the screen in banners. The RPG game is intended to allow players to spend their consumption in the game, while the leisure game seeks to attract as many users as possible, to expose them to advertising and to charge advertisers — so the more often the games are played, the higher the advertising income. Axie Infinity, Hero Blaze: Three Kingdoms and MIR4 Global displays a combination of internal advertising and block-link games that can quickly create important user groups in Asia and thus create strong synergies. 传统游戏行业进军链游市场的出发点 The point of departure for the traditional game industry to enter the chain market 从更实际的意义上讲,上述游戏公司进入区块链游戏市场主要有两个原因,即确保新的增长引擎和通过代币筹集资金。对于需要确保新增长引擎的中小型游戏公司而言,它们不像已建立起品牌的大游戏公司那样,通过其独特和成熟的IP就可获得稳步上升的营收,因而进入区块链游戏的新兴市场将是一个极具吸引力的选择。此外,对于这些中小型公司而言,将区块链元素注入其现有 IP 的成本远低于制作 AAA 级游戏,后者需要花费大量资源、时间和高达 1 亿美元以上的成本。 For small and medium-sized game companies that need to ensure new growth engines, they will have a steady rise in revenue through their unique and mature IPs, and will therefore be an attractive option for emerging markets to enter block chain games. Moreover, for these small and medium-sized companies, the cost of injecting block chain elements into their existing IPs is far less than the cost of producing AA-class games, which cost much resources, time, and more than $100 million. 即使从筹集新资金的角度来看,区块链游戏也可以作为一种替代方式,为过去将股票 IPO 作为其第一筹资来源的 Web2 游戏公司吸引额外资金。游戏公司已在通过直接在公开市场上出售其代币或在代币发布前吸引私人投资来筹集资金,如Wemade、Com2uS 和 Neowiz,他们通过其代币分别筹集了 2.5 亿美元、2500 万美元和 1200 万美元,筹集的资金可用于建立区块链开发人员团队、构建他们的layer1区块链以及保护新内容 IP。 Even from the point of view of raising new funds, block-chain games can be an alternative way to attract additional funds for the Web2 game companies that used to use stock IPOs as their first source of funding. Game companies have already raised funds by selling their tokens directly on the open market or attracting private investment prior to their publication, such as Wemade, Com2uS and Neuwiz, through which they have raised $250 million, $25 million and $12 million, respectively, through their tokens, which can be used to build blocks development teams, build their liner 1 chain, and protect new content IPs. 03 链游战略一:构建完整的区块链生态系统 MIR4 Global 发现区块链游戏的可能性 Mir4 Global discovered the possibility of block chain games 虽然很多P2E项目在经历短暂的生命周期后就夭折了,但它们成功吸引了海量用户,展示了区块链游戏的潜力。这足以吸引各种公司开始构建具有区块链元素的游戏,主要由需要新增长引擎以摆脱发展停滞的中小型 Web2 游戏公司领导,韩国的 Wemade就是一个主要例子。2021年第3季度,Wemade基于现有IP “MIR”系列推出了一款具有P2E元素的新游戏《MIR4 Global》,使得Wemade第四季度的销售额环比增长近两倍。它成为推动其他 Web2 游戏公司(如 Netmarble、Com2uS 和 Neowiz)进入区块链游戏行业的成功案例。 While many P2E projects have died after a short life cycle, they have succeeded in attracting large numbers of users and demonstrating the potential of block-chain games. This is enough to attract companies to start building games with block-chain elements, mainly led by small- and medium-sized Web2 games that require new growth engines to break out of stagnating development. South Korea’s Wemade is a major example. In the third quarter of 2021, Wemade launched a new game with P2E elements based on the existing IP “MIR” series, MIR4 Global, making Wemade’s sales ring nearly double that of the fourth quarter. Wemade:韩国区块链游戏领导者 Wemade: Leader of the Korean block chain game Wemade成立于 2000 年,是一家韩国游戏公司,市值 20 亿美元,拥有热门游戏 IP“热血传奇”。WeMade 从 2015 年到 2020 年平均年收入达到 1 亿美元。2021 年,由于其基于区块链项目“Wemix”的区块链游戏“Mir 4 Global”的成功,使得公司收入大幅增长至 3 亿美元。与Axie Infinity类似,《Mir 4 Global》具有很强的P2E特性,在菲律宾、泰国等亚洲国家获得了用户的喜爱。该游戏创下了 140 万的并发用户数和 620 万月活跃用户的记录,为 WeMade 的增长做出了贡献。 Wemade was founded in 2000 as a Korean game company with a market value of $2 billion and a popular game, IP Thermoblood legend. WeMade earned an average annual income of $100 million from 2015 to 2020. In 2021, with the success of the block chain game “Mir 4 Global” based on the block chain project “Wemix”, the game contributed to the growth of We Made. Mir4 Global 的成功可归因于以下几个因素: The success of Mir4 Global can be attributed to the following factors: 借力热门游戏IP《热血传奇》 Let's play the hot game IP The Heated Blood Legend. 在加密货币牛市期间引入游戏赚钱 (P2E) 机制 Introduction of game-making (P2E) mechanisms during the encrypt currency cattle market 以低交易费用提供用户友好的服务 Provision of user-friendly services at low transaction costs 通过使用“热血传奇”IP,与现有的 Web3 原生区块链游戏相比,Mir4 Global 能够提供具有竞争元素的游戏,例如故事情节和图像。在加密牛市期间发布游戏也为 Mir4 Global 和 Wemix 提供了有利的环境,导致代币价格上涨,P2E 利润增加,用户更多,最终代币价格呈现上涨的正循环。此外,利用 Klaytn 的侧链允许用户以较低的费用使用区块链基础设施,Wemix 能够避免 Axie 过去经历的高额Gas费用。 By using the Hot Blood Legend IP, Mir4 Global can provide games with competing elements, such as storylines and images, compared to the existing Web3 primary block chain game. The release of games during the encrypted cattle market also provides an enabling environment for Mir4 Global and Wemix, leading to price increases, higher P2E profits, more users and, ultimately, a positive cycle of rising currency prices. In addition, Wemix can avoid the high Gas costs experienced by Axie, using the Klaytn side chain to allow users to use the block chain infrastructure at a lower cost. 与 Axie Infinity 等其他 P2E 游戏类似,随着其治理代币 WEMIX 的价格见顶并开始回落,Mir4 Global 的游戏周期开始下降。作为回应,WeMade 将其战略从单纯的 dApp 游戏开发商转变为推出自己的名为“WEMIX Chain”的第 1 层区块链,该区块链从以太坊分叉出来并构建了一个完整的区块链生态系统。该公司现在计划将其其他主要游戏 IP,如“AniPang”、“Mir M”和“Icarus M”加入“WEMIX Chain”,创建 WEMIX 区块链生态系统,而不是在 Klaytn 上以侧链形式开发区块链游戏。 Similar to other P2E games such as Axie Infinity, the Mir4 Global game cycle began to decline as the price of its governing token WemIX peaked and began to fall. In response, WeMade changed its strategy from a simple dApp game developer to a rollout of its first block chain, known as WemIX Chain, which was separated from Ether and built a complete block chain ecosystem. The company now plans to add its other major games IPs, such as AniPang, Mir M, and Icarus M, to WemImIX Chain, creating the WemIX sector chain ecosystem, rather than developing a block chain in the form of a side chain at Klaytn. WeMade 推出自己的链有几个原因,但最重要的是最大化跨区块链产生的附加值。在使用 Klaytn L1 基础设施时,必须向 Klaytn 支付区块链费用,并且必须将代币交易所等交易产生的收入支付给其他 DEX 和 NFT 市场。但是,随着“WEMIX Chain”(Layer 1)、“Wemix Play”(游戏平台)、“Wemix.Fi”(DeFi服务)和“Wemix Dollar”(稳定币)的推出,Wemix现在可以直接运营和扩展其整个区块链生态系统。 WeMade rolls out its own chain for a number of reasons, but most importantly, maximizes the value added from the cross-sectional chain. In using the Klaytn L1 infrastructure, Klaytn must be paid for block chain costs and must be paid to other DEX and NFT markets for the revenue generated by transactions such as the currency exchange. But, with the introduction of “WemIX Chain” (Layer 1), “Wemix Play” (gaming platform), “Wemix.Fi” (DeFi services) and “Wemix Dollar” (stable currency), Wemix can now directly operate and expand its entire chain ecosystem. WeMix Play 目前提供 23 款游戏,包括基于《热血传奇》的 Mir 4 Global 和 Mir M。这些游戏目前分别拥有 30 万和 15 万并发用户,与 Web3 原生游戏相比是一个可观的数字。虽然目前加上计划发布的游戏数量才共有 34 款,与最初的 100 款上线目标相去甚远,但 WeMix 正准备发布来自 Web2 的热门 IP,例如《Anipang》《Mu Legends》和《Icarus M》。这些游戏的发布有望进一步巩固 WeMix 作为区块链游戏平台的地位。 WeMix Play currently offers 23 games, including Mir 4 Global and Mir M based on The Heated Blood Legend. These games currently have 300,000 and 150,000 co-users, respectively, which is a significant number compared to the Web3 original game. While 34 games are now added to the planned number, which is far from the original 100 online targets, WeMix is preparing to publish popular IPs from Web2, such as Anipang Mu Legenders and Icarus M. The release of these games is expected to further consolidate the status of WeMix as a platform for block-link games. Netmarble将区块链技术融入其核心IP Netmarble integrates block chain technology into its core IP Netmarble 是一家大型韩国游戏公司,成立于 2000 年,市值为40亿美元。公司拥有《Seven Knights》《Let’s Get Rich》等热门游戏IP。作为其新增长战略的一部分,Netmarble选择了区块链作为新的增长引擎,通过基于Klaytn(即将扩展到以BNB链为首的多链)GameFi为导向的平台,以双轨方式进入区块链市场Marblex 和基于 BSC 的娱乐导向平台 FNCY。Marblex 在 2022 年推出了三款区块链游戏,创造了 1300 万用户和 2250 万游戏下载量的惊人记录。该平台将在 2023 年实现又一次飞跃,推出一款利用其核心 IP“Let's Get Rich”的游戏。 Netmarble, a large Korean game company, was founded in 2000 with a market value of $4 billion. The company owns popular games, such as the IP of Seven Knights, Let's Get Rich. As part of its new growth strategy, Netmarble has chosen block chains as a new growth engine through its GameFi-led platform, based on Klaytn (which is to be expanded to a multi-chain headed by BNB), which has two-track access to Marblex and the BSC-based entertainment-oriented platform FNCY. Marblex launched three block-link games in 2022, creating an amazing record of 13 million users and 22.5 million game downloads. 2022年,Netmarble推出了三款利用其IP的区块链游戏,分别是《A3:Still Alive》,《Ni no Kuni:Cross Worlds》和《King of Fighters:Arena》。“A3”是一款 MMORPG游戏,在采用区块链技术后,收入增长了 7 倍,DAU 增长了 6 倍,留存率增长了 2 倍以上。这是通过为用户提供激励以及通过游戏来挖掘 MBX 代币来实现的,是只有区块链游戏才能提供的独特功能。 In 2022, Netmarble launched three block-chain games using its IP, A3:Still Alive, Ni no Kuni: Cross Worlds and King of Lighters: Arena. “A3” is a MMORPG game, with revenue increasing sevenfold, DAU increasing sixfold and retention increasing more than two times. This is a unique function that can be provided only by block-chain games by providing incentives to users and by playing to dig MBX. 另一款大型多人在线角色扮演游戏“Ni no Kuni”是去年最赚钱的移动区块链游戏,超过“Mir4 Global”,在包括美国在内的 27 个国家/地区的两个应用市场中均进入前 10 名。该游戏的30天留存率呈现提升(+4%),并保持着稳定的代币价格,与开采的游戏代币数量相比,游戏内销毁率为 95%。可持续的代币经济学问题已被确定为第一代区块链游戏发展的制约因素,而“Ni no Kuni”通过将坚实的游戏内容与只能在区块链游戏中实现的代币池相结合,提供了解决方案,展示了区块链游戏的潜在可持续性。 Another large multi-person online role-playing game, Ni no Kuni, was the most profitable mobile block chain game in the past year, surpassing the “Mir4 Global” and entering the top 10 in both application markets in 27 countries/areas, including the United States. The 30-day retention rate of the game increased (+4 per cent) and maintained a stable currency price, with 95 per cent destruction within the game compared to the number of coins mined. Sustainable monetic economics issues were identified as constraints to the development of the first-generation block chain, while Ni no Kuni provided solutions by combining solid game content with a monetic pool that can only be achieved in the sector chain game, demonstrating the potential sustainability of the sector chain game. Netmarble 计划于今年第二季度推出《Meta World: My City》,该游戏采用了全球累计下载量达 1.5 亿的“Let's Get Rich”IP。其将棋盘游戏与房地产元宇宙相结合,玩家可以将土地和建筑物作为 NFT 进行交易,并通过房地产投资以游戏代币的形式获得收益,类似于韩国人气手游《Blue Marble》。区别于现有的 Web3 房地产游戏仅允许用户购买房地产,“Meta World”基于已建立全球知名度的 IP,并且提供独特的内容,有望获得成功。 Netmarble, which plans to launch MetaWorld: My City in the second quarter of this year, uses a global cumulative download of 150 million "Let's Get Rich" IP. It combines board games with the real estate meta-cosm, where players can trade land and buildings as NFTs and gain profits through real estate investments in the form of games tokens, similar to Korea's Blue Marble. Unlike the existing Web3 real estate game, which allows users only to buy real estate, “Meta World” is based on an IP that has built global visibility and offers unique content that is promising success. 当其他一些大型游戏公司因担心损害其 IP 而对整合区块链技术犹豫不决时,Netmarble 通过利用其核心 IP 走了一条不同的路线,并在去年发布的三款区块链游戏中取得了不错的成绩。Netmarble 打算通过发行第三方游戏来扩大其作为区块链游戏发行商的影响力,鉴于 Netmarble强大的发行能力,人们对其这方面的业务寄予很高的期望。Netmarble通过大胆尝试和反复试验,开发出自己的区块链游戏设计诀窍和成功公式,将其定位为区块链游戏市场的潜在领先公司。 When other large game companies hesitated to integrate block chain technology for fear of damaging their IPs, Netmarble took a different route by using its core IP and made good results in the three block chain games released last year. Netmarble intends to expand its influence as issuer of block chain games by issuing third-party games, with high expectations for its operations given the strong distribution capacity of Netmarble. Netmarble, by bold attempts and repeated trials, developed his own block-chain design know-how and successful formulas to position it as a potential leader in the block chain market. Com2uS :构建 XPLA,Cosmos 生态系统的杀手级内容候选者 Com2uS: Killer Candidate for Building XPLA, Cosmos Ecosystems XPLA 是一个使用CosmosSDK区块链,由韩国中型游戏公司 Com2uS 开发的游戏平台。Com2uS 成立于 2007 年,是一家主要开发休闲手游的公司,随着 2010 年代智能手机的出现,手游行业大幅增长,它成长为一家中型游戏公司。尤其是Com2uS于 2014 年发布的手游IP《Summoner's War》在全球范围内大受欢迎,将公司的销售额提升至 5 亿美元,市值提升至 10 亿美元。 XPLA is a game platform developed using the CosmosSDK block chain and developed by the Korean medium game company Com2uS. The Com2uS was established in 2007 as a major player in the development of leisure hand trips, and with the advent of smartphones in 2010, the hand-held industry grew significantly into a medium-sized game company. In particular, the hand-held IP Summer's War, published by Com2uS in 2014, is a global popularity, raising company sales to $500 billion and raising the market value to $1 billion. 鉴于 Com2us 在游戏行业发生向移动设备的关键转变时保持领先地位的出色业绩,该公司似乎已经在当前向区块链和 Web3 的过渡中发现了机会。在区块链的众多元素中,Com2us 一直专注于将“所有权”转移给用户。从这个意义上说,其区块链整合的首选游戏类型是用户能在游戏中保有资产的RPG游戏,以及游戏经济相对容易建立的休闲游戏。 Given the excellent performance of Com2us in maintaining a leading position in the game industry at a critical shift to mobile devices, the company appears to have found opportunities in the current transition to block chains and Web3. Among the many elements of the block chain, Com2us has been focusing on transferring “ownership” to users. In this sense, the preferred type of game in which the block chain is integrated is the RPG game, where users can retain assets in the game, and the leisure game, which is relatively easy to create in the play economy. Com2us 的 Web3 战略可以分为两部分:一是推动基于 Cosmos 的 Layer 1 生态系统的增长,以及将自己的内容纳入 XPLA。尽管在去年 Terra 和 FTX 垮台后,该战略的前一部分在总体路线图时间表上有所延迟,但预计开发人员的基础设施(例如 EVM 兼容性、Solidity-CosmWasm 集成和 Layer2 解决方案开发)将于今年年底完成。 The Com2us Web3 strategy can be divided into two parts: promoting the growth of the Cosmos-based Layer 1 ecosystem and integrating its content into XPLA. Although the first part of the strategy has been delayed in the overall road map schedule since the collapse of Terra and FTX last year, it is expected that the infrastructure of the developers (e.g., EVM compatibility, Integration-CosmWasm and Layer2 solution development) will be completed by the end of this year. 至于后半部分的策略,今年上线XPLA的dApp阵容已经在一定程度上被勾勒出来。Com2us计划于今年第三季度推出Chronicle的区块链版本,该游戏属于过去八年累计收入达30 亿美元的《Summoner's War》的 IP 之一,以及还将在今年上半年上线《Minigame Heaven》等三四款休闲游戏。这使我们相信,在内容严重短缺的 Cosmos 生态系统中,XPLA将有可能成为杀手级游戏内容平台。尤其考虑到为了在日益激烈的 Layer 1 竞争中生存下来,该公司计划最大化自己的 IP 内容,并正在为外部 dApp 载入所需的基础设施制定路线图,例如,XATP 引入、增强的 EVM 兼容性、IPFS存储节点,Layer2支持等。 As for the strategy for the latter part, this year’s online XPLA’s dapp array has been sorted to some extent. Com2us plans to launch the Chronicle block chain version in the third quarter of this year, one of the IPs of Summer's War, which has accumulated revenues of $3 billion over the past eight years, as well as three or four leisure games, such as Minigame Heaven, which will be on line in the first half of this year. This leads us to believe that in the Cosmos ecosystem, where there is a serious shortage of content, XPLA could become a platform for killer-level games. 不过,在以太坊 L2 已成为主流开发选择的情况下,选择 Cosmos 生态系统仍是一个挑战。Cosmos 生态系统可能需要比以太坊生态系统更多的基础设施开发,从而构成资源池碎片化的风险。不过,XPLA可能很难满足希望在本机rollup或链上开发服务的开发人员的需求,这进一步增加了维护基础设施的成本。此外,区块链技术的采用仍缺乏切实成果,这会是游戏开发商今年在网络上启动项目时所面临的一项艰巨任务。 However, the choice of the Cosmos ecosystem remains a challenge when Etheria L2 has become the mainstream development option. Cosmos may need to develop more infrastructure than Etherm ecosystems, thus creating a risk of fragmentation of the resource pool. However, XPLA may find it difficult to meet the needs of developers who wish to develop services on the network or on the chain, which further increases the cost of maintaining the infrastructure. 04 链游战略二:在选定的游戏 IP 上测试区块链 在大中型游戏公司大力引领韩国区块链游戏生态系统形成的同时,大型 Web2 游戏公司对区块链技术的整合采取了更加谨慎的态度。有人指出,这种沉默归结于:与大型游戏公司的销售额相比,区块链市场的规模要小得以及游戏厂商的核心IP可能因区块链战略而受到损害。 While large- and medium-sized games are leading the Korean block chain ecosystem, large Web2 games take a more cautious approach to the integration of block chain technology. It has been pointed out that this silence is due to the small size of the block chain market compared to the sales of large games companies, and to the fact that the core IP of the gamemaker may be compromised by the block chain strategy. NEXON:让《MapleStory》成为一个 30 年的区块链游戏 NEXON: Make MapleStory a 30-year block chain game 去年夏天,在 Xangle Adoption 会议的第一场会议上,Nexon 首席运营官 Kang Dae-hyun 在演讲中将 Nexon 描述为“一家让不可持续的游戏可持续发展的公司”。事实上,Nexon 的游戏 IP《Dungeon & Fighter》 和 《MapleStory》分别有 17 年和 20 年的历史,这两个IP收入占公司年收入 30 亿美元的近一半,并仍在稳步增长。Nexon显然是一家专注于创造可持续且长期存在的游戏的重量级游戏公司。 Last summer, at the first session of the Xangle Adoption Conference, the CEO of Nexon, Kang Dae-hyun, described Nexon as " a company that makes unsustainable games sustainable." Indeed, the games of Nexon, IP Dungeon & Lighter, and MapleStory, have been 17 and 20 years old, respectively, and these two IP revenues account for nearly half of the company's annual income of $3 billion and are still growing steadily. Nexon 的区块链战略是尝试将区块链技术整合到服务中,但不会对整个企业产生影响。公司将测试这是否会增加用户数量或延长游戏寿命。特别是 Nexon计划推出的带有区块链元素的《MapleStory N World》,是一个以“让成功的游戏更具可持续性”为明确目标的项目。为此,该公司决定放弃它曾经试图控制的领域。最值得注意的是,其计划将“任务”等各种游戏元素去中心化,以建立一个游戏创作者生态系统,并使用户能够在区块链生态系统中玩原生的内容。 Nexon’s block chain strategy is to try to integrate block chain technology into the service, but it does not have an impact on the enterprise as a whole. The company will test whether this will increase the number of users or extend the life of the game. 区块链技术(特别是 NFT)和代币经济学将被用作支持这种自我维持生态系统形成的手段。据报道,MapleStory N 计划在 2023 年的某个时候推出。如果 MapleStory 采用区块链在游戏中成功推动了创建一个创作者生态系统,从而增加游戏的生命周期和收入,那么对于那些在是否采用区块链的问题上而犹豫不决的游戏公司来说,这将起到引导作用。 MapleStory N is reportedly scheduled to be launched sometime in 2023. If MapleStory succeeds in creating a creative ecosystem in the game, thereby increasing the life cycle and income of the game, it will guide game companies that are hesitant to adopt a block chain. Kakao Games:在区块链游戏平台BORA融入新IP Kakao Games: Integrating the new IP into the BORA platform of block chain games Kakao Games 是韩国科技巨头 Kakao 旗下市值为30亿的游戏部门,其最初通过利用Kakao的移动消息应用程序 KakaoTalk (市场份额达到 95%)作为平台,并通过以流行的 Kakao Friends 角色为卖点的休闲手机游戏,实现了高销量增长。如今,Kakao Games已成功扩展到多种类型,例如 MMORPG 和模拟游戏,年收入达 9 亿美元。 Kakao Games, a three-billion-dollar game sector under the banner of Kakao, a technology giant in Korea, initially achieved high sales growth through the use of Kakao's mobile message application KakaoTalk (a 95% market share) as a platform, and the popular Kakao Friends role as a recreational mobile phone game. Today, Kakao Games has successfully expanded to a variety of types, such as MMORPG and simulation games, with an annual income of $900 million. 作为其新业务组合的一部分,Kakao Games 运营基于跨链的区块链游戏平台 BORA。2022年,BORA分别以《ArcheAge》和Kakao Friends的IP为主题,推出MMORPG《ArcheWorld》和休闲体育游戏《Birdie Shot》。在测试了区块链技术在两种截然不同的游戏类型中的应用后,BORA得出结论,游戏经济相对容易设计和修改的休闲游戏与区块链具有更好的协同作用。从 2023 年第二季度推出超休闲游戏开始,BORA 将在 2023 年第二季度至 2024 年第一季度推出各种类型的休闲游戏,包括益智、体育和社交赌场游戏。 As part of its new business portfolio, Kakao Games operates the BORA platform, which is based on cross-chained block-chain games. In 2022, BORA launched the MMORPG ArcheWorld and the Leisure Sports Games Bird. After testing the application of block-chain technology in two distinct types of games, BORA concluded that there are better synergies between leisure games and block chains that are relatively easy to design and modify in the game economy. From the second quarter of 2023 to the second quarter of 2023, BoRA will launch various types of leisure games, including intelligence, sports and social casino games, from the second quarter of 2023 to the first quarter of 2024. 对于 Kakao Games来说,2023 年将是在休闲游戏中引入和测试各种代币经济学以最终确定成功的代币经济学模型的一年。Kakao Games只有找到自己的出路,证明一个可持续的模式,才能更积极、大胆地将区块链应用到旗下的大IP中。 For Kakao Gomes, 2023 will be the year in which various monetic economics are introduced and tested in leisure games to finalize successful monetic economics models. Kakao Gomes will only be able to demonstrate a sustainable model by finding its own way to be more active and bold in applying block chains to large IPs under the flag. Square Enix - 首款区块链游戏《Symbiogenesis》即将推出 Square Enix - The first block chain game, Symbiogenesis, is about to be launched Square Enix 是一家领先的日本游戏公司,其核心 IP 最突出的包括《Final Fantasy》(最终幻想)和《Dragon Quest》(勇者斗恶龙)。与过去该公司利用其核心 IP 生产主机游戏系列不同,它已成功转型至移动端,其移动游戏收入现已占游戏总收入的一半即是证明。在成功转向移动端之后,Square Enix 最近提出将区块链游戏作为中长期增长战略。在 2023 年的新年致辞中,Square Enix 首席执行官松田洋介(Yosuke Matsuda)强调了区块链游戏的增长潜力——脱离了游戏公司单方面提供游戏的动力,并促进了游戏内用户驱动的增长。 Square Enix is a leading Japanese game company, whose core IP is most prominent among which are Final Fantasy (the ultimate fantasy) and Dragon Quest. Unlike in the past, the company used its core IP production host game series, it has been successfully transformed to a mobile end, as evidenced by its income from mobile games, which now account for half of the total game income. After a successful shift to the mobile end, Square Enix recently proposed block-chain games as medium- and long-term growth strategies. In his New Year message in 2023, Square Enix, Chief Executive Officer, Yosuke Matsuda, emphasized the growth potential of block-chain games — moving away from the power of the game companies unilaterally and promoting user-driven growth within the game. 目前正在开发中的《Symbiogenesis》体现了这一愿景,其有望成为Square Enix 推出的首款全新区块链游戏。目前透露细节仍然很少,只知道Symbiogenesis 将在 Polygon 区块链上启动,以及其将是一款基于 10,000 个 NFT 并拥有自己宇宙的 NFT 游戏。尽管区块链在其旗舰 IP“最终幻想”和“勇者斗恶龙”中的部署尚未敲定,但新年消息似乎预示着可能会从《Symbiogenesis》开始开发和发行更多区块链游戏。 This vision is embodied in Symbiogenesis, which is currently being developed and which is expected to become the first-ever new block chain game launched by Square Enix. The details are still scarce, only knowing that Symbiogenesis will be activated on the Polygon block chain, and that it will be a NFT game based on 10,000 NFTs and owning its own universe. Although the chain of blocks has not yet been finalized in the deployment of its flagship IP “Final Illustratives” and “Ray Dragons”, New Year’s news seems to suggest that more block chain games may start to be developed and distributed from Symbiogenes. 在全球 100 强游戏公司中,约 70% 位于亚洲。我们调查了这些公司,以分析他们的区块链采用计划。结果表明,韩国游戏公司处于开发区块链游戏的最前沿。(请参阅下表。) About 70% of the 100 strong game companies around the world are located in Asia. We looked at these companies to analyze their block chain plans. The results show that Korean game companies are at the forefront of developing block chain games. (See table below.) 日本的游戏公司虽然起步较晚,但他们拥抱区块链技术的立场与韩国公司并无太大区别。虽然没有游戏公司专门从事区块链Layer 1 业务,但日本游戏行业的许多主要品牌,包括世嘉(SEGA)和万代南梦宫(Bandai Namco),都通过作为游戏公链Oasys的验证者间接参与了 Layer 1 业务。万代南梦宫还宣布计划通过投资区块链初创公司将其独特的 IP 与其粉丝联系起来。作为这一规划的第一步,万代南梦宫投资了区块链游戏开发商 Gangbusters Ltd.。 Japan’s game company, though late, has a position of hugging block chain technology that does not differ much from that of Korean companies. While there is no game company specializing in block chain Layer 1, many of Japan’s major brands in the game industry, including SEGA and Bandai Namco, are indirectly involved in Layer 1 through their certification of the game chain Oasis. 05 其他大公司不愿选择区块链的原因 市场仍旧太小且担心知识产权可能受到损害 The market is still too small and concerned about the possible erosion of intellectual property rights. 事实上,与大型游戏公司的年收入相比,区块链游戏市场产生的收入微不足道。据 Newzoo 称,2021 年全球游戏市场达到 1750 亿美元。领先的游戏制造商,如任天堂(149 亿美元)、动视暴雪(88 亿美元)、美国艺电(56 亿美元)和 Nexon(25 亿美元),都在新冠疫情期间创下了历史新高的业绩。相比之下,区块链市场产生的收入微不足道。几乎代表整个区块链游戏市场的游戏《Axie Infinity》2021 年和 2022 年的累计销售额不足 13 亿美元,如今其月收入更跌至约 100 万美元。同样,Wemade的MIR4 Global同期累计销售额也仅为1.4亿美元,与通常在大型游戏公司看到的销售额相比并不可观。总而言之,区块链游戏市场太小,无法引起传统 Web2 游戏公司的注意。 According to Newzoo, the global market for games reached $17.5 billion in 2021. The leading game manufacturers, such as Nintendo ($14.9 billion), Vigilance Snow ($8.8 billion), U.S. Art and Electricity ($5.6 billion) and Lexon ($2.5 billion), have all made historically high performances during the new crown epidemic. By contrast, the revenue generated by the segment chain market is negligible. The game market, Axie Infinity in 2021 and 2022, represents a market for block games as a whole, with a cumulative sales volume of less than $1.3 billion, has now fallen to about $1 billion. Similarly, Wemade’s MIR4 Global’s cumulative sales for the same period were only $140 million, which is not significant compared to the sales normally seen by large game companies. 大型游戏公司的另一个考虑因素是区块链和代币经济学的整合可能对其有价值的 IP 产生潜在的负面影响,这些游戏 IP 通常是他们的主要收入来源,并且作为长期摇钱树,在很长一段时间内持续产生可观的利润。在见证了 Axie Infinity 和 STEPN 等极其短暂的 P2E 游戏案例后,将 P2E 元素引入他们现有的游戏并不是一件容易的事。例如,Krafton 是一家市值 70 亿美元的韩国游戏公司,其大部分销售额严重依赖于其热门射击游戏《 PUBG:BATTLEGROUNDS》,据了解该公司目前就并无将区块链技术融入该IP的计划。 Another consideration for large game companies is the potential negative impact that the integration of block chains and token economics may have on their valuable IPs, which are often their main source of income and, as long-term money-shaking trees, continue to generate significant profits over a long period of time. Having witnessed such extremely short P2E games as Axie Infinity and STEPN, it is not easy to introduce P2E elements into their existing games. Krafton, for example, is a $7 billion Korean game company whose sales are heavily dependent on its popular shooting game, PUBG:BATTLEGROUNDS, which is known to have no current plans to integrate block chain technology into the IP. 部分采用区块链试水 Partially test water using block chains 即便如此,仍有一些大型 Web2 游戏制造商谨慎地寻求引入区块链以克服这些不利因素。在日本上市的韩国游戏公司 Nexon 计划通过将 NFT 等区块链元素应用于其占 Nexon 收入约 25% 的“MapleStory” IP 来发布 《MapleStory N》。韩国的NCSOFT也计划通过在其代表游戏《Lineage》(天堂)的IP中注入区块链元素,进军北美和欧洲市场。这些公司的一个共同点是,他们的战略均是通过在规模不足以产生任何公司范围影响的服务上试水,来验证区块链技术应用的可行性,他们将对引入的元素是否会导致用户数量或游戏寿命增加进行测试。 Even so, there are a number of large Web2 game manufacturers who carefully seek to introduce block chains to overcome these disadvantages. The Korean game company Lexon, which is listed in Japan, plans to release MapleStory N by applying elements of block chains such as NFT to “MapleStory” IPs, which account for about 25% of NFT revenues. One common point of these companies is that their strategy is to test whether the imported elements will lead to an increase in the number of users or in the lifetime of the game. 其中,Nexon 的 MapleStory N 是备受期待的 IP 之一,因为它是一个植根于“让成功的游戏更具可持续性”的项目。Nexon 表示,它正在引入区块链,让这款已经问世二十余年的游戏成为一款更加持久的游戏。它将其 Web3 元素定义为 MapleStory IP 的去中心化,以启用和支持生态系统中用户自愿生成的各种社区来驱动游戏,而区块链技术(包括 NFT)和代币经济学将被用作支持它们的手段。假设将区块链引入游戏将有助于构建创作者的生态系统,最终导致游戏寿命和销量的增加,在这种情况下,对于那些不愿在游戏中采用区块链的游戏公司来说,可能将吹起一股变革之风。 Among them, the MapleStory N of Nexon is one of the most expected IPs, because it is a project rooted in “making successful games more sustainable.” Nexon states that it is introducing block chains to make the game, which has been in place for more than two decades, a more permanent game. It defines its Web3 element as the decentralization of MapleStory IP to enable and support the voluntary generation of communities in the ecosystem to drive games, while block chain technology (including NFT) and monetic economics will be used as a means of supporting them. Assuming that the introduction of block chains into the game will contribute to the creation of the creator’s ecosystem, ultimately leading to an increase in the lifetime and sales of the game, in which case, for those game companies that do not want to use block chains in the game, it may blow a changeful wind. 06 结论 2023年,区块链游戏行业预计将更加强劲,Web2行业将发布更多的Web3游戏,首先是Wemade在2023年1月发布的MIR M。Netmarble的《Meta World》和Com2uS的《Summoners War》计划分别在2023年第二季度和第三季度发行,而Nexon的《MapleStory N》和Square Enix的《Symbiogenesis》预计将在今年内推出。区块链游戏将把游戏质量提升到一个新的水平,与之前发布的不完全成功的P2E游戏相比,有可能推动Web3游戏的大规模采用。 In 2023, the sector is expected to become stronger and the Web2 industry is expected to release more Web3 games, starting with Wemade's MIR M in January 2023. Netmarble's MetaWorld and Com2uS' Summers War are scheduled to be released in the second and third quarters of 2023, respectively, while Nexion's MapleStory N and Square Enix's Symbiogenes are expected to be launched this year. The block chain games will raise the quality of the game to a new level and may promote the large-scale adoption of the Web3 game compared with the previously released less successful P2E games. 亚洲的许多游戏开发商正在开发区块链游戏,他们采用了不同的策略和方法。他们看到了游戏和区块链技术之间的潜在协同作用,区块链技术让用户拥有自己的数据,并允许他们进行交易。另一个可能的机会因素是,迅速崛起并具有竞争力的中国游戏企业由于相关规定而无法进入区块链市场。尽管自2022年上半年STEPN推出以来,区块链游戏行业在大规模采用方面相对缓慢,但我们希望拥有开发能力和资源的传统Web2游戏公司推出区块链游戏,将在加密行业带来协同效应。 Many game developers in Asia are developing block chain games, using different strategies and methods. They see potential synergies between the game and block chain technology, which allows users to have their own data and allow them to trade. 原标题:《链游报告:亚洲将会成为区块链游戏的引擎》 Original title: Serial Travel Report: Asia will be an engine for block-chain games
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