Web3 games that conform to Midcore Gamers are more likely to succeed (1)

Key
takeaways – Midcore Gamers are more strategic and research-oriented, and are willing to pay for achievements in-game. This highly coincides with the behavioral characteristics of Web3 users.
– Midcore Gamers with in-game payment behavior will become the paying user base in Web3 games. They are more receptive to Web3 assets, rules and ideas.
– 3A games are not suitable for the current Web3 market environment. The experience pursued by the target group of 3A games is very different from that of Web3 games; at the same time, the cost of 3A games is high, and the key path to success is unclear, which is not suitable for the Web3 market environment.
Web3 games with AAA art quality and targeting Midcore Gamers are more likely to be successful. In the current Web3 market environment, simple game mechanics + medium and low-level art quality + simple game experience have been unable to attract more game users. But Web3 games with AAA art quality and the Midcore Gamers experience are more likely to be successful.
– There are two ways for Midcore Gamers-oriented game content to succeed in the Web3 world: one is to develop blockchain-native Web3 games; the other is to add new Web3 concepts and economic incentives to Web2 games that have been verified by the market. The latter is more likely to be successful.

The fundamental reason for the fire on the GameFi track is that it can attract a large number of players in the Play-to-Earn mode, and to a certain extent solves some of the pain points of NFT, such as the lack of a complete product closed loop and the lack of a clear value evaluation model .

However, “circle-breaking” projects like Axie Infinity and StepN are currently facing a slowdown in user growth, lower player income, and even a sharp decline in assets. This also exposed some problems in the GameFi track: product homogeneity is serious, most gameplays are simple, and the economic model is based on mining, output and reproduction. This has been unable to meet the players’ higher expectations for the game, nor can it attract more Web2 users to enter. If the chain game industry cannot attract fresh blood, and cannot continuously improve the quality of content and game construction, it will face the crisis of slow development and stagnation.

With a large amount of capital entering the blockchain industry and the Web3 game track, some Web2 game publishers or game studios that have achieved success are also eager to try Web3 games. They hope to quickly enter the Web3 game track by using their rich game design experience and control of game quality, and try to join the Web3 economic incentive model. “MIR4” released by Wemix, a well-known Korean game publisher, has achieved initial results in the field of Web3.

Based on MixMarvel’s years of experience in the game industry and deep understanding of Web3, MixMarvel DAO Venture conducted research and analysis from the dimensions of game categories, game user portraits and Web3 users’ behavioral characteristics, and came to the conclusion: Compared with 3A Games (Hardcore Games), the game content for Midcore Gamers is more suitable to join the Web3 concept and succeed in the Web3 world.

Classification of Web2 Games

First, we classified traditional games from three dimensions: game category, game equipment, and game time spent by players.

Web3 games that conform to Midcore Gamers are more likely to succeed (1)

Game category

According to the game category, traditional games can usually be divided into:

Web3 games that conform to Midcore Gamers are more likely to succeed (1)

game duration

The games can be divided into:

  • Casual Games

Players usually spend 0.5-1 hour per day on this type of game.

Features of Casual Games: Simple, fun and easy to use. Before the popularity of smartphones, Casual Games focused on puzzle games that were pre-installed on mobile phones and PCs. With the popularity of smartphones and 4G/5G mobile networks, casual game categories have entered an era of diversification, and PC-side casual games are slowly being replaced. Simulation management, sports racing, and interactive stories occupy the main market of Gasual Games. In addition, Casual Games is widely recognized by the market because it does not require heavy mental activity, the game background is not complicated, and the play and stop is aimed at solving puzzles or completing repetitive actions.

  • Midcore Games

Players usually spend 1-1.5 hours a day on this type of game.

Features of Midcore Games: The elements of Hardcore Games are refined and the game threshold is lowered.Midcore Games usually abstracts the elements of Hardcore Games, simplifies the operation steps, and runs more on mobile devices. Midcore Games also has advantages that are more attractive to players, such as multiplayer experience, low hardware requirements, easy to use, inclusive themes, and strong game strategy.In terms of game time, Midcore Games does not require players to indulge in it for a long time, which is very friendly to players who lack sufficient game time. Therefore, the audience market for Midcore Games is very broad.

  • Hardcore Games

Players usually spend 2 hours or more per day on this type of game.

Features of Hardcore Games: Game categories are usually very competitive and require high equipment.Hardcore Games is inclined to serve the pursuit of difficult challenges or small groups of players due to its wonderful themes, exquisite painting style, unique production style, and in-depth fictionalized game plot.Most Hardcore Games are very competitive and very demanding on equipment. The types of Hardcore Games are mostly action.

Game editor Kris Graft described Casual, Midcore and Hardcore Games vividly as: Casual Gamers play games in their spare time; Midcore Gamers arrange games according to life; Hardcore Gamers arrange life according to games.

gaming equipment

According to the device of the game, the game can be divided into:

  • Console : Console games, including handheld games and console games. The content is usually dominated by 3A games;
  • PC : including digital/boxed PC games and web PC games;
  • Mobile : A game played on a smartphone or tablet.

The boundaries between Console, PC and Mobile are gradually blurring, and many cross-platform games have been launched. But depending on the needs of the players, each gaming device can play its own strengths in different types of games. But in our opinion, Console games are not suitable for adding Web3 elements. Web3 games need the support of supporting Web3 tools, such as decentralized wallets, FT and NFT trading venues, etc. At this stage, such tools do not support downloading and installation on Console devices. But with the rapid development of blockchain technology, we do not rule out that this will happen in the future.

In the following user profile analysis, we will exclude console-oriented game players.

Web2 user portrait analysis

We used Venn diagrams to cross-categorize the above game categories, and will perform a persona analysis for the overlap between them.

Casual Games+Mobile: Players neither consume nor make money, and usually use fragmented time to play games

Web3 games that conform to Midcore Gamers are more likely to succeed (1)

Casual Gamers prefer to choose free games that don’t require much attention and can be started or interrupted anytime, anywhere. They have no need to make money from the game.

  • In terms of time, Casual Games allows players to pause or quit at any time without any loss, and players can play the game at any fragmentary time. CandyCrush is a very classic Casual Game;
  • On devices, Mobile is the best option for many Casual Gamers;
  • When it comes to game consumption, Casual Gamers do not tie games to their actual financial interests.Therefore, they do not choose paid games, nor do they have any expectation of making money from games;
  • Casual Gamers don’t like to study strategies. Instead, they prefer to continuously gain a sense of achievement in the game by repeating some core game instructions or actions;
  • The Casual Gamers group is relatively stable and broad, with a high penetration rate in all game types.

We use Candy Crush Saga as a case for user analysis. “Candy Crush Saga” is a PUZ game and one of the most classic products in the American match-3 market.

User characteristics of this game: Most of the players are female, and the players are mature in age, and they dislike game fees.

  • “Candy Crush Saga” uses brightly colored candies as the theme elements. Female players account for the vast majority, and the players are between the ages of 26-54;
  • Players are more inclined to play games for free, and even if there are paid options, they will not choose easily. The ways to obtain the game life of “Candy Crush Saga” include sharing with friends on social media, paying time costs and paying. The first two methods have been proved to be used most frequently;
  • Among the players, most of them are puzzle game lovers, and most of them do not like to study game strategies;
  • It is very common for players to play during commuting and fragmentation time.

Midcore Games+Mobile/PC: Players tend to be more strategic and research-oriented, and are more willing to pay in-game

Web3 games that conform to Midcore Gamers are more likely to succeed (1)

Midcore Gamers like to study game strategy and are willing to pay to bridge the gap caused by lack of game time.

  • In terms of preferences, Midcore Gamers will also like Hardcore Games, but lack sufficient game time;
  • Psychologically, they hope to get good feelings and gains from the game in a limited time. This type of player also inherits the competitive awareness of Hardcore Gamers;
  • In terms of behavior, they are willing to make up for the lack of time through paid behavior to quickly gain in-game promotion. The in-game demand created by some game officials in a centralized way often requires players to pay for key assets. This design will attract a large number of Midcore Gamers;
  • Midcore Gamers have good game operation ability, and are good at improving the character’s attributes or ranking in the leaderboard through “governance strategies”.

Next, we will select the high-rated “Yuan Shen” for analysis. When Genshin Impact launched in 2019, it captured a core audience between Midcore Gamers and Hardcore Gamers. These users were born around the millennium when the quality of material life was rapidly improving. They began to pursue high-quality mobile games and “consumption upgrades” in games, but the mobile game market at that time did not fully meet these needs, and ” The birth of Genshin Impact filled this gap. After 3 years of iteration, although “Yuan Shen” is still an MMORPG in essence, the picture quality on the mobile side is close to that of a 3A game.

Now, the high-rated “Genshin Impact” is still the main driver of the MMORPG category, accounting for more than 95% of the market, and it has also won the TGA 2021 Best Mobile Game Award.

The characteristics of users of this game: There are many two-dimensional players, and they are willing to pay for characters without sufficient game time.

  • Mostly young people (under 24);
  • There is overlap with the players of “Hang Kai 3” and “Tomorrow’s Ark”;
  • In the player composition, there are some Console gamers, but the main group is still more inclined to use Mobile. Such players have a certain appreciation for games, but are not familiar with the 3A game mode;
  • Players are willing to pay for drawing game characters. For example, characters with beautiful vertical paintings, smooth movements and excellent dubbing will attract a large number of players to extract their favorite characters;
  • Players will learn and exchange game strategies in the game forum;
  • Tends to use fragmented time for entertainment, and can freely control the rhythm of the game.
  • Hardcore Game+PC: Players have superb operating skills, low willingness to pay, and prefer to obtain game assets and upgrade levels through pure play

Hardcore Gamers have superb game operation skills and are reluctant to pay for in-game props, but they can purchase advanced hardware equipment to enhance the game experience.

Web3 games that conform to Midcore Gamers are more likely to succeed (1)

Hardcore Games usually have high hardware requirements, and its players prefer to use high-definition monitors, sensitive control devices, high-end PCs and the latest stand-alone to enjoy a long-term gaming experience;

  • Players often read game-related information (keep abreast of new versions of software and hardware) and participate in game community discussions;
  • Hardcore Gamers prefer highly competitive and complex games, they tend to challenge and master the operation and game tasks of the highest difficulty level;
  • Hardcore Gamers tend to gain in-game achievements by improving their skills to outwit other players.Most of them are perfectionists who want to enjoy the full game content;
  • Among all game types, Hardcore Gamers have the highest engagement and game loyalty, are willing to spend more time in the game, and have a relatively fixed player base.

We chose World of Warcraft (MMORPG) developed and published by Blizzard Games for analysis. The game is nearly 20 years old, but still has nearly 5 million players actively subscribing in 2022.

The characteristics of users of this game: male players are the majority, they have low willingness to pay in the game, and they pay more attention to the sense of achievement obtained through operating skills and high rankings

  • Male players occupy the vast majority of the game;
  • The age of players is younger, and the main age group is 18-34 years old;
  • Players have high requirements for equipment and hope for an immersive experience;
  • There are many deep players, and their game online time is generally very long. In addition to the monthly card, players will not have more investment in the game, hoping to rely on their own efforts and game experience to get the fun and sense of achievement in the game;
  • “World of Warcraft” also has rib players (players who sell gold coins and realize it), in addition to monthly cards, they will sell and realize the game gold coins they get.

According to the above survey, we can find that MMORPG spans the categories of Midcore Games and Hardcore Games . But MMORPGs perform differently in different categories, which we will outline from both gaming devices and player preferences.

First of all, in terms of equipment, MMORPG games belonging to Midcore Games are mostly Mobile; MMORPG games belonging to Hardcore Games are more PC games.

Secondly, from the perspective of player preference, the MMORPG games belonging to Midcore Games support portable Mobile devices and game mechanics that can be paused at any time, so that players can use fragmented time to participate in the game when the game time is not sufficient. Players are also willing to pay for characters or equipment that can improve their skills. Although its picture quality is still inferior to that of Hardcore Games’ MMORPG, it has gained a wider user base than Hardcore Games’ MMORPG due to its portability.

MMORPG games belonging to Hardcore Games will attract more players who like to immerse themselves in games for a long time because of their support for PC devices and ultra-high-quality games. At the same time, they are reluctant to pay for props in the game, but prefer to prove their ability through their own game operations.

Game content for Midcore Gamers is better suited to incorporate Web3 concepts and elements

We compared the behavioral characteristics of the players screened in the previous article with Web3 users, and found that Midcore Gamers highly overlapped with Web3 users. They are all strategic players and willing to pay for the product. And after these users enter the Web3 world, they will become the basic group of paying users in the game.

Midcore Gamers highly overlap with Web3 user characteristics

First, let’s look at the behavioral characteristics of Web3 users.

  • Strong transaction type, usually by paying to get income

Web3 players aim for “Play-to-Earn” and have a strong desire to earn real money. They will pay for the initial assets in the product, and even be willing to invest more assets in the mid-term to upgrade the level to get more benefits. Web3 users pay special attention to the economic system of the game, but do not have high requirements for the gameplay and style of the game itself.

  • Flexible thinking, with a certain economic knowledge base

A complete set of economic systems for Web3 games involves knowledge of market economy and financial monetary theory. In order to earn real income in the game, players need to have a certain financial knowledge base and be able to have a basic judgment on the trend and trend of the product.

  • Young, good at researching tokens and economic strategies

Web3 players tend to be younger, and they have more energy to keep learning and researching the continuously developing blockchain technology and application scenarios. Especially for Web3 games with the economic system as the core, young players are more interested in studying the economy and trading strategies.

  • Pay special attention to your own property rights

Web3 players attach great importance to the decentralization mechanism of the game. Under the decentralization mechanism, the game is no longer centrally managed by the issuer, but all rights are fairly distributed to ensure that players’ assets in the game are confirmed (including asset ownership, creation and use rights, and game governance rights). Wait). Asset ownership allows players to freely trade and circulate their assets; creative rights allow players to co-create the game, and it can even be said that players jointly determine the future form of the game; game governance rights are directly linked to governance tokens, usually Next, the governance token is the certificate for players to participate in voting governance.

Based on the highly overlapping behavioral characteristics of Midcore Gamers and Web3 users, we believe that Midcore Gamers-oriented game content is more suitable for adding Web3 elements and concepts, such as adding rules for FT and NFT assets, and making game assets more public through smart contracts. Transparency, players really have ownership of assets, etc. And Midcore Gamers will have a very high acceptance of Web3 assets, rules and concepts due to its strong willingness to pay and policy research preferences.

Why 3A games are not suitable for the current Web3 market environment

Definition of 3A games

3A games generally refer to high-cost, high-quality, high-volume single-player games, which are an American standard. 3A games are actually a market concept, and the industry has not made such a classification for the game itself. The earliest application of the concept of 3A games in the game industry was in Console games, and later it evolved into the PC version. So why do we say that game content for 3A players is not suitable for the Web3 concept? The root cause should be analyzed from the business model of 3A and the psychological characteristics of players.

The player’s psychological characteristics and business model of 3A games determine that it cannot be integrated with the Web3 concept

The target users of 3A games pursue immersive experience, which is very different from the experience brought by Web3; the cost of 3A games is high, the key path to success is unclear, and it is not suitable for the market environment of Web3.

  • The AAA player group pays more attention to the game experience, not the transaction

The 3A game player group does not match the Web3 user profile. 3A game players are more concerned about the immersive experience of the game plot and gameplay. They are less sensitive to the content of financial strategies such as economic system and asset trading, and cannot adapt to the strong financial attributes of Web3. There are even some players who resist Web3 games with their own financial attributes.French game developer Ubisoft tried to include NFT assets in the game, but the plan was cancelled due to player boycott.

  • In terms of business model, the time and capital cost invested in 3A cannot adapt to the rhythm of rapid iteration of Web3

3A games have requirements on quality, volume and input cost. To make a popular 3A game, it is necessary to achieve the ultimate in picture fineness, game fluency and granularity at the same time, which requires developers to invest a lot of time and capital costs. The blockchain industry is an industry with rapid iterations of underlying technologies and application scenarios. It is not suitable for games that take too long and cost too much capital.

But if a game with 3A quality (trait art quality, not game design philosophy) is aimed at Midcore players, such a game will definitely succeed.

Web3 games with AAA art quality and targeting Midcore Gamers are more likely to succeed

However, we are not denying 3A games outright. The movie-level art quality of 3A games is something that all other categories of games need to learn from and learn from. In the current Web3 market environment, simple game mechanics + medium and low-level art quality + simple game experience have been unable to achieve the goal of attracting more game users. But Web3 games with AAA art quality and the Midcore Gamers experience are more likely to be successful. No player will refuse an immersive gaming experience, even Web3 players who pay more attention to asset trading.

MixMarvel DAO Venture believes that games with 3A quality (here refers specifically to art, not game design concepts) and oriented to Midcore Gamers, whose core concepts and economic cycles are in the interests of players, are the easiest to be widely accepted and have a higher probability to obtain successful. If the quality standard of 3A can be established in the field of Web3, it will be a subversive change in Web3 games.

The “Genshin Impact” we mentioned earlier is a case that fits this type of game. Although some people have classified it as a 3A game, there are also many skeptical voices, such as some senior 3A game players, who do not recognize this classification. However, we believe that the game “Genshin Impact”, which is close to the AAA standard in terms of picture quality, is worthy of attention and research by the Web3 game team.

How to Incorporate Web3 Concepts in Game Content

There are two ways to add Web3 elements and ideas to game content for Midcore Gamers:

  • Develop blockchain-native Web3 games based on the existing Web3 game design concepts and design frameworks, as well as the characteristics of Web3 users;
  • Transform or reshape the Web3 concept for Web2 games that have been proven by the market.

The second path proved to be more likely to succeed. Market-proven games are usually manifested as healthy user data models after the game goes online, good feedback from players on gameplay, and recognition of the quality of game content. Such games have repeatedly polished and demonstrated the details, and already have a market scale and user base in the Web2 field.

In terms of development time, a game can take up to several years from concept to design, to development, repeated debugging, and then to its official launch. The popular Third-Personal Shooting game “Fortnite” has experienced 6 years of polishing. Compared with developing a new Web3 game from scratch, adding Web3 design and concepts on the basis of Web2 games that have been proven by the market, and innovating business and business models can save development time to the greatest extent.

From the point of view of distribution, games with existing user bases are easier to establish market scale than games that need to re-explore the user market.

The MMORPG game “MIR4” developed and published by Wemade, a well-known Korean game publisher, is a game that has successfully transformed from Web2 games to Web3 fields. As a classic IP, “Legend of Blood” has a history of 20 years, and has accumulated a large number of loyal players with existing game feelings and spending power. The Web3 game “MIR4” based on the transformation of “Legend of Blood” successfully occupied the Web3 market at the beginning of its release. “MIR4” will be officially launched in late August 2021. After going live, Wemade saw a surge in revenue, active players, and transaction volume. In 2021, Q3 Wemade achieved a revenue of 63.35 billion won, a year-on-year increase of 16.9%. The number of monthly active users of the Wemix platform in September reached 28,000, an increase of more than 10 times compared to August; the platform transaction volume reached 2.91 million US dollars, a 156-fold increase compared to August. 

end

The Web3 gaming industry is already full of contests. From South Korea’s Wemade successfully released MIR4, to France’s Ubisoft’s attempt to issue NFT; from British Web3 game developer Oxalis Games to obtain $4.5 million in financing from Supercell and Animoca Brands for the development of Web3 game “Moonfrost”, to Japanese games The giant Square Enix sells more than 50 IPs such as “Tomb Raider” and “Final Fantasy” to enter the blockchain industry, and even the Chinese game giant Tencent has invested in the Australian NFT startup Immutable… Most people are Concerned about the issue that the blockchain industry needs games to be implemented. But has anyone thought about why games also need blockchain?

MixMarvel DAO Venture gave its own answer – the empowerment and spirit that blockchain can empower.

The blockchain assigns the ownership of assets to players, and this ownership guarantees the rights of players. Driven by equity, game publishers have shifted to the role of service rather than the dominant position in traditional games. This kind of rights and interests creates an ecological environment for Web3 game players to co-create, co-govern, and co-exist – whether it is game design or ecological governance, all players need to make decisions together. Players are no longer the cold data in the eyes of traditional game manufacturers, nor the identity of customers, but the main body with a sense of rights. People’s subjective initiative can be brought into full play in Web3 games, allowing users to truly own their own achievements in this extraordinary and distinctive experience.

In the process of game research, we noticed that the unique social attributes of MMO games coincide with the concept of creating an immersive social experience advocated by Metaverse. We also found that the natural in-game economic cycle system of MMO games may bring new transformative forces to Web3 games. These are interesting topics that deserve long-term discussion. Therefore, we have curated a series of reports on the topic of Web3 game design, which will tell the story of Web3 game design from different perspectives. It is also possible for us to deliver our practical results to the market at the end of the topic.

Posted by:CoinYuppie,Reprinted with attribution to:https://coinyuppie.com/web3-games-that-conform-to-midcore-gamers-are-more-likely-to-succeed-1/
Coinyuppie is an open information publishing platform, all information provided is not related to the views and positions of coinyuppie, and does not constitute any investment and financial advice. Users are expected to carefully screen and prevent risks.

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