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        <title>Real Player DAO (RPD)</title>
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            <title><![CDATA[Real Player Model:  
— The First Vertical Large Model Focused on Games and In-Game Assets
]]></title>
            <link>https://paragraph.com/@realplayer/real-player-model-the-first-vertical-large-model-focused-on-games-and-in-game-assets</link>
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            <pubDate>Fri, 17 Oct 2025 13:42:21 GMT</pubDate>
            <description><![CDATA[Chapter 1: Introduction — Why Gaming Needs Its Own Large Model Over the past two decades, the gaming industry has undergone massive transformation — from offline to online, from PC to mobile, and from pay-to-play to free-to-play. Today, it stands as one of the largest digital entertainment sectors in the world. According to Newzoo, the global game market surpassed $200 billion in 2024, with over 3 billion players worldwide. Gaming is no longer a niche hobby; it is a global cultural and econom...]]></description>
            <content:encoded><![CDATA[<p>Chapter 1: Introduction — Why Gaming Needs Its Own Large Model</p><p>Over the past two decades, the gaming industry has undergone massive transformation — from offline to online, from PC to mobile, and from pay-to-play to free-to-play. Today, it stands as one of the largest digital entertainment sectors in the world. According to Newzoo, the global game market surpassed $200 billion in 2024, with over 3 billion players worldwide. Gaming is no longer a niche hobby; it is a global cultural and economic phenomenon.</p><p>Yet, beneath this booming surface lies a clear contradiction: The industry keeps growing rapidly, but the player experience is becoming increasingly complicated. This problem manifests in several ways:</p><ol><li><p>Information Overload and Fragmentation Most mainstream games — especially competitive ones like League of Legends, Valorant, or DOTA 2 — release patches every few weeks. Each patch adjusts hero stats, item attributes, or map mechanics, dramatically reshaping the meta. However, players have to rely on scattered sources — patch notes, Reddit threads, Bilibili videos, or pro-player streams. The information is inconsistent and overwhelming, forcing players to spend hours verifying and learning.</p></li><li><p>Complex Mechanics and High Entry Barriers Modern games are far beyond the “press a few buttons to win” era. In Genshin Impact, players must understand character skills, artifact sets, and elemental reactions; in Elden Ring, a single boss fight can have a dozen phase changes, each requiring distinct strategies. For newcomers, these layers of complexity can feel impenetrable.</p></li><li><p>Lack of Transparency and Liquidity in Digital Assets With the dominance of “free-to-play + in-app purchase” models, virtual items have become integral assets. Skins, weapons, and cards represent identity and rarity. For example, the CS2 skin market alone generates billions in annual volume. Yet, pricing remains opaque, markets are fragmented, and players often make poor decisions due to asymmetric information.</p></li><li><p>Absence of Truly Intelligent Assistants Although AI tools like ChatGPT or Claude can answer general questions, they often fail in gaming contexts — giving irrelevant or outdated responses. They lack domain-specific training, cannot interpret live patch updates, and do not provide actionable gameplay advice. What players need is not a generalist assistant that “knows a bit of everything,” but a vertical large model — one that deeply understands games and actually helps players win.</p></li><li><p>Gaming = Entertainment + Economy With the rise of Web3, more games are integrating blockchain to tokenize in-game assets as NFTs or tradable tokens. “Play-to-earn” has become reality. However, the ecosystem remains fragmented, valuation systems inconsistent, and regulations unclear — making it difficult for ordinary players to assess risk and opportunity.</p></li></ol><p>In short, the gaming world today is richer in content but poorer in clarity. That’s why we created the Real Player Model (RPM) — a vertical large model dedicated to gaming, designed to reduce information costs, enhance player experience, and empower rational decision-making in the era of digital assets.</p><hr><p>Chapter 2: Vision — Play Smarter, Own Fairer</p><p>The role of players in the gaming universe is transforming. In the past, they were content consumers — buying games, spending money, clearing levels. Now, as games grow in complexity and economic depth, players have become co-creators, community builders, and asset holders.</p><p>The vision of the Real Player Model (RPM) can be summarized in eight words: “Play smarter, own fairer.”</p><hr><ol><li><p>Play Smarter — The Intelligent Game Assistant</p></li></ol><p>The essence of gaming is play — yet modern games demand tremendous learning effort:</p><ul><li><p>After each patch, players must analyze reworked stats and study hours of guides.</p></li><li><p>Boss fights have layered mechanics that require repeated trial and error.</p></li><li><p>In competitive games, new “metas” emerge every few days, exhausting even veterans.</p></li></ul><p>Most players spend more time researching than enjoying the game.</p><p>RPM’s mission is to make AI a natural companion for every player:</p><ul><li><p>When a new patch drops, RPM instantly analyzes all changes and delivers clear insights: “In Patch 13.5, X is the strongest ADC because Y.”</p></li><li><p>When a player gets stuck, they can ask: “How do I beat this boss with only free gear?” RPM gives the optimal, step-by-step strategy.</p></li><li><p>For competitive players, RPM reviews match data and provides personalized improvement tips: “Your Flash usage rate is 20% lower than top players — that’s the key factor reducing your win rate.”</p></li></ul><p>In essence, RPM lowers the information barrier and lets every player truly enjoy the fun of gaming.</p><hr><ol><li><p>Own Fairer — Transparent Digital Asset Ecosystem</p></li></ol><p>Virtual assets now mirror real-world economics. Skins, weapons, and collectible cards hold real value through rarity and demand. Yet today’s markets suffer from:</p><ol><li><p>Opaque Valuation: the same item may be priced wildly differently across platforms.</p></li><li><p>Fragmented Liquidity: players must jump between multiple exchanges or gray markets.</p></li><li><p>Uncontrollable Risk: newcomers often fall victim to misinformation or predatory pricing.</p></li></ol><p>The solution lies in AI-driven valuation and trading assistance:</p><ul><li><p>RPM aggregates multi-market data to build cross-platform pricing models.</p></li><li><p>It evaluates scarcity, trade volume, and volatility to suggest fair price ranges.</p></li><li><p>It tailors buy/sell recommendations to player intent — whether collecting, investing, or competing.</p></li></ul><p>Moreover, RPM bridges RWA (Real-World Assets) with gaming assets — allowing physical items (e.g., collectible cards, game merchandise) to be traded alongside NFTs and digital skins in one interface.</p><p>This cross-domain fusion finally creates a fair market for gamers:</p><ul><li><p>No more hidden information asymmetry.</p></li><li><p>No more reliance on gray-market middlemen.</p></li><li><p>Every trade becomes transparent and traceable.</p></li></ul><hr><ol><li><p>Player-First — The DAO Principle</p></li></ol><p>The founding spirit of Real Player DAO is to turn players from passive participants into active decision-makers.</p><p>Under RPM’s DAO governance model:</p><ul><li><p>Players can submit game data, test strategies, and contribute to model improvement.</p></li><li><p>They can share in ecosystem revenue — from trading commissions to RWA investment returns.</p></li><li><p>Most importantly, their collective voice guides RPM’s evolution.</p></li></ul><p>Our ambition is not merely to build a product, but to create an ecosystem where:</p><ul><li><p>Players are both users and contributors.</p></li><li><p>The model is both a tool and a companion.</p></li><li><p>Gaming becomes not just entertainment, but a network of value creation and fair sharing.</p></li></ul><hr><ol><li><p>Vision Summary</p></li></ol><p>“Play smarter, own fairer” is not just a slogan — it’s our blueprint for the next era of gaming:</p><ul><li><p>AI lowers the cost of learning and mastery, restoring the joy of play.</p></li><li><p>RWA + AI ensures transparency and liquidity for digital assets.</p></li><li><p>DAO governance gives power back to players, making them the true Real Players.</p></li></ul><p>That is the purpose of the Real Player Model (RPM) — not merely a model, but a bridge to the next generation of the gaming ecosystem.</p><hr><p>Chapter 3: Product Positioning</p><hr><p>3.1 What Is the Real Player Model (RPM)</p><p>The Real Player Model (RPM) is a vertical large model dedicated to the gaming domain. Its mission is not to be a general-purpose AI that “knows a little bit about everything,” but rather to deeply understand the language, logic, and asset systems of the gaming ecosystem — and to provide players with truly valuable assistance.</p><p>RPM serves as both a personal assistant for players and a collaborative partner for game studios and platforms. It can provide real-time strategic support during gameplay, and offer accurate valuation and trading guidance for virtual assets outside of the game.</p><p>Compared with general-purpose AIs like ChatGPT, RPM’s core strengths lie in its depth and precision:</p><ul><li><p>Depth — It comprehends patch mechanisms, tactical logic, card synergies, and asset valuation models specific to games.</p></li><li><p>Precision — It provides actionable, verifiable insights rather than vague or fabricated responses.</p></li></ul><p>In short, RPM is a large model built <em>for players</em>.</p><hr><p>3.2 How RPM Differs from General Large Models</p><p>Mainstream general models face three key limitations when applied to gaming:</p><ol><li><p>Lack of Real-Time Updates</p><ul><li><p>ChatGPT can answer general knowledge questions, but struggles with time-sensitive ones like “Who is the strongest ADC in League of Legends patch 14.2?” because it lacks access to live patch data.</p></li></ul></li><li><p>Lack of Domain Depth</p><ul><li><p>A general model might know a character’s skill names, but not how their stats interact or how to optimize tactical compositions. For example, in Genshin Impact, elemental reactions involve complex numerical interactions — something generic models can’t meaningfully analyze to give optimal team suggestions.</p></li></ul></li><li><p>Lack of Asset Awareness</p><ul><li><p>A general model can describe how a skin looks, but not assess its fair market price or compare listings across trading platforms.</p></li></ul></li></ol><p>RPM is designed precisely to solve these shortcomings:</p><ul><li><p>It connects directly to live patch data and market feeds to ensure real-time accuracy.</p></li><li><p>It is trained on dedicated gaming knowledge graphs and player behavior datasets to ensure depth and expertise.</p></li><li><p>It integrates valuation and trading logic to ensure fairness and transparency.</p></li></ul><hr><p>3.3 The Three Core Roles of RPM</p><ol><li><p>Strategy &amp; Knowledge Assistant</p><ul><li><p>Provides instant, version-specific tactical recommendations.</p></li><li><p>Explains the deeper impact of patch updates.</p></li><li><p>Translates complex game mechanics into clear, actionable guidance.</p></li></ul></li><li><p>Script &amp; Action Generator</p><ul><li><p>Converts natural language into compliant in-game operations.</p></li><li><p>Enables players to issue voice or text commands to generate battle plans or assistive automation.</p></li><li><p>Reduces learning curves and allows more players to get started faster.</p></li></ul></li><li><p>Asset &amp; Market Advisor</p><ul><li><p>Offers fair valuations for items, cards, and skins.</p></li><li><p>Supports cross-platform price comparison and transaction recommendations.</p></li><li><p>Protects players from losses due to information asymmetry.</p></li></ul></li></ol><p>Together, these three roles form RPM’s closed-loop value chain — from “how to play” → “how to play better” → “how to own fairly.”</p><hr><p>3.4 Value for Different User Groups</p><p>For Players:</p><ul><li><p>Beginners: Quickly learn game mechanics and lower entry barriers.</p></li><li><p>Intermediate Players: Improve skills and increase win rates.</p></li><li><p>Veterans / Pros: Analyze tactics and save research time.</p></li><li><p>Asset Holders / Collectors: Access transparent and fair price benchmarks.</p></li></ul><p>For the Industry:</p><ul><li><p>Game Developers: Integrate RPM via APIs to enable narrative generation, NPC intelligence, or gameplay balancing tools.</p></li><li><p>Platforms: Use RPM’s valuation engine to enhance market liquidity and fairness.</p></li><li><p>Communities: Contribute to data curation and validation through DAO mechanisms.</p></li></ul><hr><p>3.5 Product Positioning Summary</p><p>Real Player Model (RPM) = Strategy Assistant + Script Generator + Asset Advisor</p><p>It is not merely an AI tool — it is a new bridge between players and games:</p><ul><li><p>Helping players enjoy games with less friction.</p></li><li><p>Making virtual asset trading transparent and trustworthy.</p></li><li><p>Creating new collaboration opportunities between studios and communities.</p></li></ul><p>If a general large model is like an encyclopedia, then RPM is the player’s personal strategist — a true “Game Master AI.”</p><p>Chapter 4: Core Feature Modules</p><p>The Real Player Model (RPM) is not designed as a “general-purpose chatbot.” It targets the three core needs of players:</p><ol><li><p>How do I play? (Strategy &amp; Knowledge Assistant)</p></li><li><p>How do I execute? (Script Generation &amp; Assist)</p></li><li><p>How do I own? (Assets &amp; RWA System)</p></li></ol><p>Around these needs, RPM’s core features are organized into four modules:</p><hr><p>4.1 Module One: AI Game Assistant</p><p>This is RPM’s most immediate value. Today, nearly all popular games update regularly; a single stat tweak can invalidate old guides overnight. To stay current, players often must:</p><ul><li><p>Read tens of thousands of words of official patch notes;</p></li><li><p>Sift through community threads to separate signal from noise;</p></li><li><p>Watch hours-long guide videos.</p></li></ul><p>The experience is inefficient and discourages many casual players.</p><p>RPM’s solution:</p><ul><li><p>Automatic Patch Parsing: Extracts numeric changes within minutes of release and flags which adjustments materially impact the meta.</p></li><li><p>Instant Strategy Generation: Combines historical match data with pro play insights to produce clear tactical recommendations.</p></li><li><p>Personalized Recommendations: Tailors playstyles to a player’s habits and character preferences.</p></li></ul><p>Use cases:</p><ul><li><p>League of Legends: Ask, “Who’s the strongest mid laner in patch 14.2?” RPM returns the latest picks with reasons.</p></li><li><p>Genshin Impact: Say, “Build me a budget-friendly Pyro team,” and RPM outputs the lineup, artifacts, and rotation.</p></li></ul><p>Result: players spend less time hunting information and more time enjoying the game.</p><hr><p>4.2 Module Two: Script Generation &amp; Assist</p><p>Modern games demand high operational complexity. In CS2, a single match can require hundreds of precise actions; in Elden Ring, a boss may demand dozens of perfect dodges and combos. For many, that’s stamina and reflex tax, not pure fun.</p><p>RPM’s solution:</p><ul><li><p>Natural Language → Actions: Speak or type commands—e.g., “Write a flash-entry combo script”—and AI generates the corresponding key sequence.</p></li><li><p>Compliance Guardrails: A built-in whitelist of publisher APIs and rules outputs only permitted macros and assist actions, avoiding “cheatware.”</p></li><li><p>Layered Assistance: From teaching scripts (instructional, step-by-step) to execution scripts (automated assist), adjustable by game and user context.</p></li></ul><p>Use cases:</p><ul><li><p>Valorant: “Generate a timed flash + push flow for Haven A site,” and RPM returns a time-stamped playbook.</p></li><li><p>Monster Hunter: RPM produces a “3-minute speedhunt” action plan and explains it step by step.</p></li></ul><p>Through scripting, RPM becomes both operations coach and execution assistant.</p><hr><p>4.3 Module Three: Assets &amp; RWA System</p><p>Game assets have evolved from cosmetic to digital wealth. From purely aesthetic skins and mounts to financially flavored cards, gear, and items, in-game assets are now investment and collectible vehicles—carrying emotional value and powering real market activity.</p><p>Yet today’s markets remain opaque and fragmented:</p><ul><li><p>The same asset can differ by 30%+ in price across platforms.</p></li><li><p>Rare items are overhyped, with scant reliable data on fills and liquidity.</p></li><li><p>Players lack cross-market pricing and valuation tools, relying on gut feel.</p></li><li><p>In some Web3 games (e.g., NFT cards), issuer control or data silos erode trust.</p></li></ul><p>RPM’s answer: give virtual assets a real-world price anchor.</p><ol><li><p>Valuation Engine Build dynamic pricing models from dimensions such as historical trades, scarcity, level, stat strength, and market depth, producing fair price bands and volatility alerts.</p></li></ol><ul><li><p>For traditional markets (CS2, Dota 2, PUBG skins/cosmetics): analyze historical fills and volumes.</p></li><li><p>For on-chain assets (e.g., Cards, Parallel, Gods Unchained, Sorare): track on-chain trades and holder distribution in real time.</p></li><li><p>Generate asset-specific valuation curves and scarcity indices.</p></li></ul><ol><li><p>Cross-Market Aggregation Aggregate major marketplaces for unified quotes and smart comparison:</p></li></ol><ul><li><p>Support Cards, OpenSea, Immutable, Steam Market, Magic Eden, Blur, etc.</p></li><li><p>Show consolidated quotes, trend lines, and liquidity scores.</p></li><li><p>Visualize buy–sell spreads and potential profit windows.</p></li></ul><ol><li><p>Natural-Language Trading (AI Voice/NLP Trading) Query and trade by voice or text:</p></li></ol><ul><li><p>“Buy me a Messi card under $200.”</p></li><li><p>“Show the latest trend for Parallel ‘Tesseract’ rares.”</p></li><li><p>“Sell my Legendary Nikola Jokić NFT at 5% under market.”</p></li></ul><p>RPM translates these into cross-market API operations for one-tap orders or listings.</p><p>Use cases:</p><ul><li><p>Case 1: <em>CS2</em> Skin Market A player wants an AK-47 “Redline.” RPM fetches quotes from Steam, Buff, CSMoney, analyzes liquidity and fees, and recommends the best venue and timing.</p></li><li><p>Case 2: <em>NBA 2K</em> Card Mode “Is LeBron’s Legendary card a buy now?” RPM synthesizes 30-day trade trends, issuance, and usage rates into investment advice with risk flags.</p></li><li><p>Case 3: On-Chain Card Games (<em>Cards / Parallel / Gods Unchained</em>)</p><ul><li><p>On Cards, RPM monitors each NFT’s historical appreciation, holder concentration, and depth.</p></li><li><p>In Parallel, it forecasts upward potential for rares based on deck meta, season updates, and new releases.</p></li><li><p>In Gods Unchained, it provides on-chain valuations and deck ROI simulations to optimize configurations.</p></li></ul></li></ul><hr><p>RWA Mapping Mechanism</p><p>RPM links in-game assets to real-world asset logic, creating a virtual–real value mapping layer:</p><ul><li><p>RWA-ization of Game Assets: Rare skins, limited cards, and equipment NFTs are standardized into on-chain “digital RWAs” via RPM. These can be staked, fractionalized, and traded—forming a genuine financialization channel for game assets.</p></li><li><p>Reverse Mapping of Real Assets: Tokens, card funds, or team revenue in gaming ecosystems can map to real financial claims (e.g., fund shares, IP rights), closing the Game–RWA loop.</p></li></ul><p>Core Values</p><ul><li><p>Transparency: Unified pricing and on-chain provenance reduce manipulation.</p></li><li><p>Fairness: Cross-market aggregation eliminates “info-gap harvesting.”</p></li><li><p>Intelligence: AI-driven trading and recommendations boost capital efficiency.</p></li><li><p>Scalability: Future integrations for on-chain finance (staking, collateral, yield sharing) to realize “Game Asset = Digital RWA.”</p></li></ul><hr><p>4.4 Module Four: Knowledge Graph &amp; Data Engine</p><p>RPM’s intelligence stems not only from “the model,” but from its data backbone. We build a 3D knowledge graph for games:</p><ol><li><p>Mechanics Graph</p><ul><li><p>Game → Character → Skill → Equipment → Map → Boss</p></li><li><p>Relations include counters, synergies, drop rates, cooldowns, etc.</p></li></ul></li><li><p>Version Graph</p><ul><li><p>Every patch change is recorded and bound to related characters and mechanics.</p></li><li><p>Players can trace why “ADC got stronger in 13.5.”</p></li></ul></li><li><p>Asset Graph</p><ul><li><p>Each item/skin/card has a unique ID linked to price, issuance, and scarcity.</p></li><li><p>Combined with cross-market data to form a panoramic asset view.</p></li></ul></li></ol><p>Purpose:</p><ul><li><p>Make AI answers verifiable (sources, versions, logic).</p></li><li><p>Avoid the “hallucinations” common to general LLMs.</p></li><li><p>Feed reliable data into scripting and asset modules.</p></li></ul><hr><p>4.5 Feature Summary</p><p>RPM = the all-round gaming assistant:</p><ul><li><p>Strategy Assistant: Answers “how to play,” anytime.</p></li><li><p>Script Generator: Solves “how to execute.”</p></li><li><p>Asset Advisor: Explains “how to own.”</p></li><li><p>Knowledge Graph: Ensures every answer is grounded.</p></li></ul><p>These four modules reinforce each other to form a complete loop, delivering intelligence across both entertainment and asset dimensions.</p><hr><p>Chapter 5: Technical Architecture</p><p>The goal of RPM is to deliver real-time, accurate, transparent, and secure intelligence to players and studios within a complex gaming ecosystem. To achieve this, we designed a four-layer architecture: Data Layer → Model Layer → Interaction Layer → Compliance &amp; Security Layer.</p><hr><p>5.1 Data Layer: A Digital Mirror of the Game World</p><p>Data is RPM’s core fuel. Unlike general LLMs that rely on broad internet corpora, RPM’s data sources are vertical and specialized:</p><ol><li><p>Official Mechanics Data</p><ul><li><p>Dev patch notes, change logs, official wikis.</p></li><li><p>Skills, item attributes, map mechanics, quest logic.</p></li><li><p>Parsed via NLP pipelines to extract numeric diffs and compare with prior versions.</p></li></ul></li><li><p>Player Knowledge Data</p><ul><li><p>Community guides, match analyses, curated Reddit/Bilibili/Twitter threads, pro stream transcripts.</p></li><li><p>Tactics, team comps, counterplay.</p></li><li><p>Dual curation (human + AI) to ensure high quality, low noise.</p></li></ul></li><li><p>Asset &amp; Market Data</p><ul><li><p>APIs from major marketplaces (e.g., Cards, OpenSea, Steam Market).</p></li><li><p>Prices, volumes, scarcity, liquidity.</p></li><li><p>Stored in time-series databases for trend prediction and cross-market comparison.</p></li></ul></li><li><p>User Interaction Data</p><ul><li><p>Questions and usage logs within RPM (with user consent and after anonymization).</p></li><li><p>Improves the model’s grasp of real user needs.</p></li></ul></li></ol><p>Additionally, we maintain versioned archives: all data is timestamped and versioned. So when answering “How should ADC be played in 13.5?”, the system cites that version’s data, not a mix with the latest.</p><hr><p>5.2 Model Layer: A Vertical Large Model Built for Games</p><p>RPM’s intelligence foundation is a vertical LLM, optimized in three stages:</p><ol><li><p>Pretraining &amp; Fine-Tuning</p><ul><li><p>Start from open-source LLMs (e.g., LLaMA, Qwen) for general language capability.</p></li><li><p>Instruction-tune with domain corpora (patch notes, guides, market data) to boost expertise.</p></li></ul></li><li><p>Retrieval-Augmented Generation (RAG)</p><ul><li><p>Store patches, guides, and market intel in a vector database.</p></li><li><p>On query, retrieve first, then generate—ensuring timeliness and traceability.</p></li></ul></li><li><p>Knowledge Graph &amp; Logical Reasoning</p><ul><li><p>Build a game knowledge graph (skills, gear, bosses, counters, drops).</p></li><li><p>Use a graph DB (e.g., Neo4j) to enable reasoning:</p><ul><li><p>Example: If a patch nerfs a skill → the hero’s win rate drops → related item usage may also decline.</p></li></ul></li></ul></li></ol><p>Future Multimodality:</p><ul><li><p>Upload a map screenshot → RPM recognizes it and outputs tactical advice.</p></li><li><p>Upload an item icon → RPM identifies rarity and optimal synergies.</p></li></ul><hr><p>5.3 Interaction Layer: Natural Language as a Service</p><p>Design principle: let players use AI like chatting.</p><ul><li><p>Text: Mobile app, mini programs, PC extensions.</p></li><li><p>Voice: In-game voice queries, e.g., “Recommend a dragon-slaying comp.”</p></li><li><p>Wallet Integration: Bind on-chain wallets; support natural-language trading (buy/sell).</p></li><li><p>Multi-Platform: PC, console, mobile—future VR/AR support.</p></li></ul><p>Goal: a “play-anywhere” game assistant with seamless interactions in any context.</p><hr><p>5.4 Compliance &amp; Security Layer: Safeguarding Long-Term Growth</p><p>The biggest risk of AI in games is being flagged as a cheat. RPM is built with compliance and security first:</p><ol><li><p>Whitelist Mechanism</p><ul><li><p>Per-game compliance scopes embedded.</p></li><li><p>Example: allow hotkey tips and macro assists; disallow unfair exploit scripts.</p></li></ul></li><li><p>Transparent Traceability</p><ul><li><p>Every answer links to data sources (e.g., patch URLs, market snapshots).</p></li><li><p>One-click verification to avoid AI hallucinations.</p></li></ul></li><li><p>Trading Compliance</p><ul><li><p>Partnerships with marketplaces; adherence to KYC/AML.</p></li><li><p>Risk prompts for high-risk assets.</p></li></ul></li><li><p>User Privacy Protection</p><ul><li><p>Local anonymized storage; sensitive data excluded from training.</p></li><li><p>One-click personal data purge.</p></li></ul></li></ol><p>These measures position RPM as a trusted ecosystem partner—accepted by studios and trusted by players—rather than a gray-market tool.</p><hr><p>5.5 Architecture Summary</p><p>RPM’s architecture forms a four-layer closed loop:</p><ul><li><p>Data Layer: Comprehensive coverage with versioned storage for freshness.</p></li><li><p>Model Layer: Fine-tuning + RAG + knowledge graph for expertise and reasoning.</p></li><li><p>Interaction Layer: Multi-end, natural-language-first for great UX.</p></li><li><p>Compliance Layer: Whitelists, traceability, and compliant trading for safety.</p></li></ul><p>This architecture not only satisfies players’ instant needs (tactics, scripts, asset trading) but also lays a solid foundation for long-term collaboration with studios and platforms.</p><p>Chapter 6: Market &amp; Use Cases</p><p>Gaming is not only an entertainment industry—it’s a super-sector spanning culture, economics, and technology. The Real Player Model (RPM) serves both players and industry stakeholders, delivering tangible value across the board.</p><hr><p>6.1 Global Market Potential</p><p>The global gaming market is rapidly expanding and increasingly diversified:</p><ul><li><p>Massive scale: In 2024, global gaming output exceeded $200B and is projected to approach $250B by 2027.</p></li><li><p>User base: Over 3 billion players worldwide; nearly 60% are aged 16–35, the most consumption-ready cohort.</p></li><li><p>Rich subgenres: MOBA, FPS, RPG, card, sports simulation—each with thriving ecosystems.</p></li><li><p>Assetization: According to DappRadar, blockchain gaming asset volumes surpassed $3B in 2024, with strong growth expected.</p></li></ul><p>In short, AI × Gaming × Assets is not just cutting-edge—it’s a sector with enduring economic value.</p><hr><p>6.2 Player-Facing Use Cases</p><ol><li><p>Fast Learning &amp; Advancement</p></li></ol><ul><li><p>Newcomers: Clear, concise onboarding via RPM lowers the learning barrier.</p></li><li><p>Intermediate players: Personalized analytics improve win rates and efficiency.</p></li><li><p>Veterans &amp; pros: Patch parsing and tactical advice save research time and accelerate meta adaptation.</p></li></ul><ol><li><p>Operational Assist &amp; Experience Optimization</p></li></ol><ul><li><p>Provide compliant scripts and automation for high-intensity tasks.</p></li><li><p>Accessibility: Custom interaction modes for players with disabilities, converting complex inputs into voice commands to boost playability and inclusion.</p></li></ul><ol><li><p>Fair &amp; Transparent Asset Experience</p></li></ol><ul><li><p>On-demand true value checks reduce information-asymmetry “taxation.”</p></li><li><p>Cross-platform price comparison and auto-ordering minimize middlemen.</p></li><li><p>AI risk alerts flag bubbles and thin liquidity.</p></li></ul><hr><p>6.3 Studio-Facing Use Cases</p><ol><li><p>Content Generation &amp; Cost Reduction</p></li></ol><ul><li><p>Use RPM’s NLG to auto-generate side quests, dialogue, and NPC behaviors.</p></li><li><p>Reduce repetitive content costs; refocus resources on core gameplay design.</p></li></ul><ol><li><p>Player Behavior Insights</p></li></ol><ul><li><p>RPM’s analytics reveal behavior shifts across versions.</p></li><li><p>Example: A sudden spike in an item’s win rate may signal balance issues.</p></li><li><p>Enables precise balance changes and improved retention.</p></li></ul><ol><li><p>Compliance Assistance</p></li></ol><ul><li><p>RPM’s whitelist scripting helps studios define “permitted assist” vs. “cheat,” curbing gray-market tools and protecting the ecosystem.</p></li></ul><hr><p>6.4 Marketplace-Facing Use Cases</p><ol><li><p>Valuation &amp; Price Transparency</p></li></ol><ul><li><p>Integrate RPM’s valuation engine for more transparent pricing.</p></li><li><p>Credible references increase trading activity.</p></li></ul><ol><li><p>Cross-Market Aggregation</p></li></ol><ul><li><p>Unify multiple platforms for cross-market comparisons and liquidity analysis.</p></li><li><p>Creates a “Kayak/Skyscanner for game assets” effect to attract users.</p></li></ul><ol><li><p>Risk Control &amp; Security</p></li></ol><ul><li><p>AI flags anomalous trades and potential wash trading / fraud.</p></li><li><p>Smart risk services enhance platform compliance.</p></li></ul><hr><p>6.5 Esports &amp; Content Industry Use Cases</p><ol><li><p>Esports Tactical Analysis</p></li></ol><ul><li><p>RPM acts as a virtual analyst, generating opponent scouting reports.</p></li><li><p>Example: From the last 50 matches, analyze a player’s most-used heroes and skill patterns and propose counters.</p></li></ul><ol><li><p>Real-Time Match Explanations</p></li></ol><ul><li><p>Viewers get intuitive explanations like “why this tactic worked right now.”</p></li><li><p>Streamers level up professionalism with RPM-powered breakdowns.</p></li></ul><ol><li><p>Content Production Tools</p></li></ol><ul><li><p>Guide writers draft faster with RPM and then refine manually.</p></li><li><p>Video creators script quicker, improving throughput.</p></li></ul><hr><p>6.6 Differentiated Advantages</p><p>Compared with existing solutions, RPM offers unique benefits:</p><ul><li><p>More specialized than general AI: domain focus yields precise, reliable answers.</p></li><li><p>More real-time than traditional guides: new strategies generated as patches drop.</p></li><li><p>Fairer than single-market venues: AI valuation + cross-market aggregation reduces monopolistic distortions.</p></li><li><p>More compliant than cheats: whitelist mechanisms earn studio recognition and support sustainable use.</p></li></ul><hr><p>6.7 Market &amp; Scenario Summary</p><ul><li><p>For players: RPM = Time saved + Skill uplift + Asset protection.</p></li><li><p>For studios: RPM = Lower cost + Better balance + Enhanced experience.</p></li><li><p>For platforms: RPM = Transparent prices + Market aggregation + Risk control.</p></li><li><p>For esports &amp; creators: RPM = Pro-grade analysis + Better commentary + Faster production.</p></li></ul><p>In the new era where AI, Web3, and gaming converge, the Real Player Model (RPM) will become infrastructure for the entire industry.</p><hr><p>Chapter 7: Roadmap</p><p>A successful vertical large model needs more than technical breakthroughs—it needs a clear path and an executable plan. RPM’s roadmap spans three phases + long-term planning, evolving from MVP to a global ecosystem to maximize player value and industry impact.</p><hr><p>7.1 Phase I: Minimum Viable Product (2025 Q4 – 2026 Q1)</p><p>Goal: Build the core feature loop</p><p>Focus on feasibility and shipping the MVP.</p><ul><li><p>Cover 20 top games</p><ul><li><p>League of Legends, Valorant, CS2, Genshin Impact, Elden Ring, NBA 2K, FIFA, etc.</p></li><li><p>Build base knowledge graphs (characters, skills, gear, patches).</p></li></ul></li><li><p>Feature development</p><ul><li><p>AI Game Assistant: patch parsing, tactics, team comps.</p></li><li><p>Basic script generation: whitelist macros &amp; teaching scripts only (no cheats).</p></li><li><p>Initial asset valuation: start with platforms like Cards (sports cards).</p></li></ul></li><li><p>Technical validation</p><ul><li><p>Automate the data pipeline (patch → cleaning → KG → training).</p></li><li><p>Establish vector DB + RAG for traceable Q&amp;A.</p></li></ul></li><li><p>Community pilot</p><ul><li><p>Recruit 500–1000 core players for closed beta.</p></li><li><p>Launch Discord/DAO; involve players in data labeling and strategy validation.</p></li></ul></li></ul><p>KPIs (Phase I):</p><ul><li><p>Daily interactions: 10,000+</p></li><li><p>Strategy Q&amp;A accuracy: ≥ 85%</p></li><li><p>Asset valuation deviation: ≤ 10%</p></li></ul><hr><p>7.2 Phase II: Ecosystem Expansion (2026 Q2 – 2026 Q4)</p><p>Goal: From point features → multi-platform ecosystem</p><ul><li><p>Trading system upgrade</p><ul><li><p>Integrate more platforms (OpenSea, Steam Market).</p></li><li><p>Enable cross-market comparison and auto-ordering.</p></li><li><p>Ship natural-language trading: “Buy me a rare card, $200 budget.”</p></li></ul></li><li><p>Enhanced scripting &amp; assist</p><ul><li><p>Personalized teaching scripts tailored to player skill levels.</p></li><li><p>Accessibility modules for players with disabilities.</p></li></ul></li><li><p>Studio partnerships</p><ul><li><p>Collaborate with 3+ game studios to release officially endorsed RPM modules (NPC dialogue, narrative generation).</p></li><li><p>Gain broader acceptance as a compliance-first assistant.</p></li></ul></li><li><p>DAO governance</p><ul><li><p>Token-holder voting on game-integration priorities.</p></li><li><p>Token incentives for data contribution/strategy validation.</p></li><li><p>Launch RPM Token for governance and rewards.</p></li></ul></li></ul><p>KPIs (Phase II):</p><ul><li><p>Games covered: 50+</p></li><li><p>Supported marketplaces: 5+</p></li><li><p>Active DAO users: 10,000+</p></li><li><p>Valuation accuracy: ≥ 90%</p></li></ul><hr><p>7.3 Phase III: Global Scale (2027 – 2028)</p><p>Goal: Become industry infrastructure</p><ul><li><p>Multimodal capabilities</p><ul><li><p>Map-screenshot recognition → tactical suggestions.</p></li><li><p>Video analysis for automated match review.</p></li></ul></li><li><p>Esports &amp; events support</p><ul><li><p>Tactical services for pro teams.</p></li><li><p>Real-time AI commentary for broadcasts.</p></li><li><p>Partnerships with pro leagues as official data analysis partner.</p></li></ul></li><li><p>Global go-to-market</p><ul><li><p>Multi-language rollout across NA, EU, JP/KR, SEA.</p></li><li><p>Localized DAO nodes via regional communities.</p></li></ul></li><li><p>Asset financialization</p><ul><li><p>Issue select high-value game assets as RWA.</p></li><li><p>Build indices, funds, and other products to standardize game-asset finance.</p></li></ul></li></ul><p>KPIs (Phase III):</p><ul><li><p>Global users: 10M+</p></li><li><p>DAO participation rate: ≥ 30%</p></li><li><p>Partner studios/platforms: 20+</p></li><li><p>Annual GMV: $1B+</p></li></ul><hr><p>7.4 Long-Term Vision: Fusion of AI × Gaming × Reality</p><p>Over the next 5–10 years, RPM will evolve from an AI tool into the core infrastructure of the player ecosystem.</p><ul><li><p>Game-as-Economy</p><ul><li><p>All virtual assets gain real value and liquidity through RPM.</p></li><li><p>Players shift from mere “spenders” to investors and participants.</p></li></ul></li><li><p>Player-as-Creator</p><ul><li><p>With RPM, players generate quests, narratives, and scripts—co-producing game content.</p></li></ul></li><li><p>Bridge between reality and virtuality</p><ul><li><p>Through RWA, connect sports cards, designer toys, and IP merch with in-game assets.</p></li><li><p>Hold “skins + physical collectibles” in the same wallet.</p></li></ul></li></ul><p>Ultimately, RPM enables a future where every player is a participant, an owner, and a creator.</p><hr><p>Chapter 8: Conclusion — A New Era for Players</p><p>Over decades, gaming has grown from a living-room pastime into a global super-industry—both a universal cultural activity and a vanguard of the digital economy. Players have evolved from consumers into community members, content creators, and asset holders. Yet pain points persist: information complexity, high learning costs, and opaque assets.</p><p>RPM exists to change this.</p><hr><ol><li><p>From “Playing the Game” to “Being Played by the Game”</p></li></ol><p>Common frustrations:</p><ul><li><p>Spending hours on guides just to find a best build.</p></li><li><p>Patch updates invalidating hard-earned routines.</p></li><li><p>Buying skins/cards at inflated prices across fragmented markets.</p></li></ul><p>Players end up chasing the game instead of enjoying it. Asymmetrical information, skill barriers, and asset chaos distort the essence of fun.</p><hr><ol><li><p>RPM’s Mission: Put Players Back in Control</p></li></ol><p>AI’s purpose is not replacement—it’s empowerment. In gaming, that means:</p><ul><li><p>Information transparency: real-time patch and market parsing for clear, first-minute conclusions.</p></li><li><p>Strategic intelligence: distill complex mechanics into simple, effective advice for faster mastery.</p></li><li><p>Asset fairness: valuation + cross-market comparison to flip the script from passive to proactive.</p></li><li><p>Operational assistance: compliant scripts and personalized aids so more people—especially players with disabilities—enjoy the full experience.</p></li></ul><p>This is the true meaning of “Play smarter, own fairer.”</p><hr><ol><li><p>Why Real Player DAO</p></li></ol><p>Unlike traditional centralized companies, Real Player DAO believes players are not just users—they are builders.</p><ul><li><p>Players, via DAO, guide RPM’s roadmap (which games to prioritize, how to share value).</p></li><li><p>Data contributors and validators earn tokens, becoming co-producers of the ecosystem.</p></li><li><p>DAO governance ensures RPM remains fair and transparent, not captured by a single entity.</p></li></ul><p>In short, RPM is for players—and built with players.</p><hr><ol><li><p>The Industry Bridge: AI × Gaming × Web3</p></li></ol><p>We stand at the convergence of three waves:</p><ul><li><p>AI: LLMs are reshaping human–information interaction.</p></li><li><p>Gaming: 3B players are forging new cultural and economic paradigms.</p></li><li><p>Web3: Digital ownership and decentralization are redefining property.</p></li></ul><p>RPM bridges all three:</p><ul><li><p>AI tackles info overload and mechanical complexity.</p></li><li><p>Web3 brings asset transparency and fair trading.</p></li><li><p>DAO guarantees player rights and voice.</p></li></ul><p>This is a rare opportunity to transform gaming into an open, fair, and transparent value network.</p><hr><ol><li><p>A Call to Players</p></li></ol><p>To every player:</p><ul><li><p>Tired of chasing patches? RPM is your personal strategist.</p></li><li><p>Want easier mastery? RPM is your on-the-go assistant.</p></li><li><p>Care about fair, transparent assets? RPM is your market advisor.</p></li><li><p>Want real player voice? Real Player DAO is your home.</p></li></ul><p>This is your era:</p><ul><li><p>Players are no longer just consumers, but participants, owners, and creators.</p></li><li><p>Games are not just entertainment, but the frontier of economy and culture.</p></li><li><p>AI is not just a tool, but a partner and bridge.</p></li></ul><hr><ol><li><p>Closing Words</p></li></ol><p>Real Player Model (RPM) is more than a product—it’s a promise:</p><ul><li><p>A promise to help players play smarter.</p></li><li><p>A promise to help players own fairer.</p></li><li><p>A promise to return power and value to the players themselves.</p></li></ul><p>This is our vision—and our invitation to 3 billion players worldwide.</p><p>Join us and help build a future that truly belongs to players.</p>]]></content:encoded>
            <author>realplayer@newsletter.paragraph.com (Real Player DAO (RPD))</author>
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            <title><![CDATA[非洲：区块链的应许之地]]></title>
            <link>https://paragraph.com/@realplayer/T5GaqruPpDKt63HAbO5C</link>
            <guid>T5GaqruPpDKt63HAbO5C</guid>
            <pubDate>Fri, 05 Jan 2024 12:43:40 GMT</pubDate>
            <description><![CDATA[撰文：Real Player DAO 非洲之旅结束已经一年，但我还是经常会想起那段不长，但印象极其深刻的日子。当行情处于深熊的情况时，大家关注的是如何活下去；而现在，就在牛市开启的前夜，是时候抬起头，寻找新的增长点，看看那块古老大陆，或许那里正是区块链的应许之地。基础数据我们可以在几个层面对比一下非洲、中国和东南亚，相应数据取自 2022 年 1 月的资料。 截至我知识截止日期（2022 年 1 月），我提供一些非洲、中国和东南亚地区的人口统计数据。请注意，这些数据可能在您查看时已经有所变化。建议您查阅最新的统计数据以获取准确的信息。 总人口数：非洲：约 13.8 亿人，其中尼日利亚 2.1 亿。中国：约 14.1 亿人。东南亚：约 6.7 亿人，其中越南 1 亿。年轻人数量（通常指 15-24 岁之间的人口）：非洲：约 3.5 亿人，其中尼日利亚 1.2 亿。中国：约 1.6 亿人东南亚：约为 1.1 亿。年龄中位数（截至 2022 年 1 月）：非洲：约 19 岁，其中尼日利亚 18 岁。中国：约 38 岁。东南亚：约为 30 岁，越南基本接近。上面几个数据，让我最感兴趣的就...]]></description>
            <content:encoded><![CDATA[<p><strong>撰文：Real Player DAO</strong></p><p>非洲之旅结束已经一年，但我还是经常会想起那段不长，但印象极其深刻的日子。当行情处于深熊的情况时，大家关注的是如何活下去；而现在，就在牛市开启的前夜，是时候抬起头，寻找新的增长点，看看那块古老大陆，或许那里正是区块链的应许之地。</p><h2 id="h-" class="text-3xl font-header !mt-8 !mb-4 first:!mt-0 first:!mb-0">基础数据</h2><p>我们可以在几个层面对比一下非洲、中国和东南亚，相应数据取自 2022 年 1 月的资料。</p><p>截至我知识截止日期（2022 年 1 月），我提供一些非洲、中国和东南亚地区的人口统计数据。请注意，这些数据可能在您查看时已经有所变化。建议您查阅最新的统计数据以获取准确的信息。</p><p>总人口数：</p><ul><li><p>非洲：约 13.8 亿人，其中尼日利亚 2.1 亿。</p></li><li><p>中国：约 14.1 亿人。</p></li><li><p>东南亚：约 6.7 亿人，其中越南 1 亿。</p></li></ul><p>年轻人数量（通常指 15-24 岁之间的人口）：</p><ul><li><p>非洲：约 3.5 亿人，其中尼日利亚 1.2 亿。</p></li><li><p>中国：约 1.6 亿人</p></li><li><p>东南亚：约为 1.1 亿。</p></li></ul><p>年龄中位数（截至 2022 年 1 月）：</p><ul><li><p>非洲：约 19 岁，其中尼日利亚 18 岁。</p></li><li><p>中国：约 38 岁。</p></li><li><p>东南亚：约为 30 岁，越南基本接近。</p></li></ul><p>上面几个数据，让我最感兴趣的就是年轻人的数量，因为年轻人是一切事业的希望，对于区块链更是如此。对于虚拟货币和区块链，年轻人才是天然的接受者。虽然总人口数不及中国，但非洲的年轻人却是中国的两倍还多，同时也是东南亚的三倍。</p><p>虽然文化教育水平总体偏低，虽然平均水平依然处于低水平，但谁又能低估年轻人的潜力呢？谁又能否认，但就区块链推广程度而言，非洲为什么就不能是十年前的中国，五年前的东南亚呢？</p><p>非洲应许给区块链的，正是他们数以亿计的、正在寻求改变的年轻人。</p><h2 id="h-" class="text-3xl font-header !mt-8 !mb-4 first:!mt-0 first:!mb-0">初感：「蛮荒之地」</h2><p>我是从迪拜出发，搭乘的土耳其航空，在伊斯坦布尔转机到达的拉各斯。之所以没有选择更便宜的埃塞俄比亚航空，主要是因为当时埃塞俄比亚正处于内战中，据说机场都能听到枪声。</p><p>到达拉各斯的时候已经是晚上，本来说好要来接我们的中国如我们所料地爽约了，我们只能在机场临时找了辆车去酒店。当黑人小哥带着我和我合伙人在黑夜里穿过「漫长」的停车场，我内心是崩溃的。</p><p>不过幸好，我们还是安全抵达了酒店，一个围墙很高，墙上还密密麻麻地竖立着铁丝网的酒店。</p><p>拉各斯，这个尼日利亚最大城市，仅登记在册的人口就超过 2100 万，号称非洲人口最多的城市。我们的非洲合伙人第二天就带着我们开始了「city ride」，匆匆领略了这座城市的庞大和繁忙。</p><p>到处都是人，到处都是不知道转过几手的汽车和摩托车。大家安全意识也比较单薄，车流异常繁忙的道路上总有妇女儿童在快速穿梭，兜售着手中廉价的零食。当生存压力极大时，人们的安全意识普遍不高。</p><p>最令我印象深刻的是马路上随处可见的士兵，他们着装随意，敞开的军装会露出里面的背心，冲锋枪的枪口随意地耷拉着。他们轻松地散布着，时不时地会敲下某些车的车窗，挥舞几下冲锋枪就拿走了一沓纸币。当地的货币贬值非常迅猛，买任何东西都需要一沓纸币。我人生第一次拿了一麻袋现金，却只够四个人吃一顿中餐。</p><p>当地的治安肉眼可见地存在问题，时不时也能看到一些恶性的新闻，比如某某中国商人被持枪抢劫，某某矿区发生火拼，因此当地的朋友反复劝告我们不要离开市中心。</p><p>已经是年底，但因为地处赤道的缘故，恰好正是热带雨林气候的旱季，天气依旧炎热，整个城市的绿化也做得较差，整体感觉有点像《大话西游》的取景地，宁夏的沙漠边缘地带。</p><p>随后几天，我们搬去了拉各斯所谓的富人区的一家 airbnb，房间很大，装修也不错，简洁得体，但各项基础设施简直差得要命，房间里经常会出现各种硕大的奇形怪状的虫子和蚊子，自来水也总是弥漫着一股奇怪的味道。停电更是大问题，一天要停十几次电，然后 airbnb 的工作人员就急匆匆地打开楼下硕大的柴油发电机，然后就是巨大的轰鸣声。我人生第一次知道，原来电是有声音的。</p><p>总的来说，虽然是最大城市，拉各斯，乃至整个尼日利亚，给人的感觉都是那种略带着蛮荒和原始的气息，但与此同时，这种气息里面夹杂着文明的参与，还有一股澎湃的动力。</p><h2 id="h-" class="text-3xl font-header !mt-8 !mb-4 first:!mt-0 first:!mb-0">再看：似曾相识的时代</h2><p>我是 2006 年去北京念大学，12 年开始正式工作，先是老师，后来又转行进了财经媒体。没有赶上第一代中国互联网创业故事，但却深度经历了移动互联网时代的汹涌而来，亲眼目睹了很多公司的崛起，以及生活方式的改变。虽然手机的盛行也带来了不少的坏处，但它给生活带来的便利确实有巨大的，大家可以试着回忆下 2010 年前的生活。</p><p>而当我们深入探索拉各斯的时候，自己动手解决吃穿住行各个问题的时候，我们发现了一些问题，这些问题带来了很大的不便利。</p><p>当我们准备觅食，尤其是中餐时，我们发现只有 google map 能提供一些基础的信息。但这些信息不仅不完全，只有地址信息，没有任何评论以供参考；更重要的是，这些信息很多时候都是错的，当我们饥肠辘辘又满怀期待地坐着 uber 的十手小破车去的时候，赫然发现店已经关了很久了。</p><p>所以除了类似 google map 这类的基本工具，绝大多数我们在中国用熟练的移动工具，尤其是本地生活类的工具，在拉各斯，这个非洲最大的城市，都不见踪影。</p><p>这背后的原因是什么呢？</p><p>手机不够普及？No，尼日利亚人均一部手机，大城市的比例还会更高。虽然手机破了点，但还是属于智能机范畴。大家可以去看下传音在非洲的效果就心里有数了。</p><p>那么是手机网络的原因？部分是，当地的手机流量的确偏贵，网络运营商的服务质量也是一言难尽。但跑 app 还是可以的，网络问题应该不是核心问题。</p><p>那么是没有需求吗？在和当地人沟通过程中，我们认为，需求比中国的情况要弱一些，因为当地的商业形态并不足够发达，简单的说，就是店铺不够多。这个因素肯定发挥了一定作用。</p><p>商业意识也有一定影响。毕竟中国的移动互联网应该是全世界最为领先，也是对传统商业「侵入」最深刻的，创业者们也在此次重大变革中受到了巨大的洗礼，也因此培养起了前沿且全面的商业意识。在这一点来说，非洲的创业者和国内的创业者还有一定差距。</p><p>所以在拉各斯感受到生活的不便利的同时，我也看到了曾经似曾相识的场面，也就是在移动互联网兴盛之前的时代。这一点给我的感触是极深的，因为这也意味着是不是有机会重新将中国移动互联网经过验证的最成功的模式在非洲进行复制。每每看到类似的场景，想到复制的可能性，我就会很激动。当然激动过后肯定是冷静，毕竟国情不同，受众不同，复制的过程也肯定是非常艰辛的。</p><h2 id="h-" class="text-3xl font-header !mt-8 !mb-4 first:!mt-0 first:!mb-0">区块链的应许</h2><p>在非洲的时间里，我们去了几个国家，参加了几个月，见了很多热情的年轻人，其中有华人，当然更多的是当地人，包括我们的合作伙伴，以及当地许多活跃在区块链领域的年轻人。</p><p>在和这些活力充沛的年轻人的交流过程中，我感受到了他们对于区块链以及虚拟货币的巨大热情。究其原因，我总结了几点。</p><p>第一，年轻人总是倾向于接受新事物。他们已经非常明确地了解到区块链和虚拟货币作为新事物的趋势，他们或许不安全了解这背后的原理，但他们总希望赶上这股潮流。</p><p>第二，当地年轻人的生活压力巨大，尤其在拉各斯这样的大城市，工作、住宿都是极大的问题。根据他们的描述，年轻人大学毕业后是很难找到工作的，而房租又很高。所以很多年轻人在毕业后的第一年往往是借宿在朋友家中的沙发上，是名副其实的沙发客。</p><p>区块链给了他们两个具体的帮助。首先就是一个「暴富」的可能性，虚拟货币的十倍、百倍，乃至千倍的奇迹，对于手中资本不多的他们而言，可能就是他们在现实世界中十年的工资收入。其次就是工作的机会。尼日利亚的年轻人，大多数的母语其实是英语，这让他们有机会在区块链世界寻找一份普通的远程工作机会，比如社区 mod。我一直和同行讲，区块链对于亚非拉世界的很多人而言，是提供了一个相对公平的利用时间赚取收益的方式，地域、肤色等因素影响不会那么大。</p><p>第三，这个世界上有很多国家的治理存在很大的问题，一个显著的标志就是严重的通货膨胀。还记得我上面讲的拎着一袋钱去吃饭的事情吗？事实上，这件事并非尼日利亚的个例。根据 Trading Economics 的数据，除了尼日利亚以外，包括安哥拉、埃及、刚果（金）、埃塞俄比亚、加纳、塞拉利昂、苏丹等非洲国家都在面临严重的通货膨胀和货币贬值。与此同时，这些国家的居民在日常生活并没有什么渠道去获得相对稳定的资产。而区块链提供了一条渠道，这条渠道在大多数国家和大多数时候也都是唯一的渠道。我和我一位合伙人，分别拿着中国护照和美国护照去当地的银行尝试兑换美金，都被银行经理婉拒了。</p><p>总的来说，以尼日利亚为代表的非洲国家的年轻人们，对区块链和虚拟货币充满了热情和渴望。他们接纳虚拟货币有着极强的动力，没有意识上的阻碍。甚至在推广游戏的过程中，我得到的一个建议是，可以将目光投向高中生，他们追赶潮流 的步伐更紧一些，他们通过 gamefi 了解区块链的意愿也会更强。</p><h2 id="h-" class="text-3xl font-header !mt-8 !mb-4 first:!mt-0 first:!mb-0">红海行动</h2><p>在我心目中，非洲是区块链天然的应许之地。但是对于区块链而言，要达到这个应许之地，还需要跨过汹涌的红海。而这篇亿万年一直阻隔着非洲的海域，并非那么容易就能跨过去的，并不是谁都能像摩西一样言出法随。</p><p>首先不得不说的就是当地人的收入水平。对于当地的年轻人而言，每天的日常工作也就不到十美金的收入，也就只能保持基本的生活温饱，远远无法满足他们在币圈进行投资消费的需求。在这个层面上，非洲的用户购买力是有限的。之前几乎每次和投资人以及合作方开会，他们都会和我重点讨论这个问题，这也是他们最大的困惑。</p><p>关于购买力的问题，我无法给出一个完全令人信服的答复，因为这个问题，只有时间才能给出最好的答案。我在这里分享一点我的个人感受。我认为，不能仅仅以购买力去衡量用户的价值，时间、注意力都是非常重要的资源。这几项是密不可分，相互促进的。任何一个项目的健康发展，都离不开各种用户用户的参与。非洲用户在贡献时间和注意力的层面有着不小的优势。此外，我也相信，假以时日，非洲用户的购买力也会逐渐上升，毕竟他们将在区块链世界里赚到钱。这种情况并非没有先例，东南亚社区就是最好的案例。</p><p>其次就是不稳定的政治环境。非洲应该是全世界政治局势最动荡的地区，内战、叛变、分裂屡见不鲜，政令的朝令夕改以及官员的贪腐更是常见。这些因素对当地的营商环境带来的负面影响是不容忽视的。炮火连天下，有暴利行业的存在，但更多的是生死难料和断壁残垣。</p><p>对于区块链的从业者而言，政策的改变的确是一个不利因素。比如尼日利亚证券交易委员会曾发布通知，要求个人停止与币安进行交易。肯尼亚政府也以个人隐私的理由全面封杀 Worldcoin 在当地的运营。但这些政策都无法阻止交易所以及其他项目在非洲各个国家的推广。根据最新的媒体报道，多达 47% 的尼日利亚人积极参与加密货币的交易。在拉各斯的各个主要商场，随处可见 Yellow Card 的广告。作为非洲最成功的交易所之一，Yellow Card 的业务模式非常纯粹。</p><p>所以对于非洲的政策风险，我认为这并不是一个非常核心的因素，它既不会是项目成功的主要要素，也不会是项目失败的核心原因，它至多是个外力，不会决定成败。只要对政治稍有了解，就知道空间很大。</p><p>最后就是一些软硬件的问题。这些问题都是客观存在，并时时刻刻影响用户。当地的手机性能不太行，无法运行非常庞大的游戏。当地的手机网络也不太行，流量有点贵，这对游戏的运营环境也提出了一定要求。当地年轻人中电脑普及率并不是很高（远低于手机），电脑的网络流量也不便宜（这一点与国内有着显著区别），因此电脑端的产品也不会在非洲当地非常流行。</p><p>软硬件的问题，可以更多的认为是一些客观的限制，所以目前的非洲，更适合一些移动端的应用。这是在非洲推广的一个思路，也是要求。</p><h2 id="h-" class="text-3xl font-header !mt-8 !mb-4 first:!mt-0 first:!mb-0">总结：那片古老大陆</h2><p>那片古老的大陆是遥远且沉默的，我们中的大多数人因为不了解而对非洲充满了各种偏见和误解。</p><p>当然这些偏见的背后不是没有原因的。在亲历非洲的日子，我们也基本上每天都会因为一两件事而发脾气。</p><p>但我们还是无法否认那片古老大陆的潜力，充足的资源，大量的人口，尤其是数量众多的年轻人，这都为非洲的起飞创造了可能性 ，这对于区块链而言更是如此。</p><p>比如说我们 Real Player DAO，23 年 5 月在尼日利亚低调上线了一款移动钱包，不到 6 个月时间就积累了超过 6 万的用户，远超我们的预期。非洲市场总是会给认真耕耘者以惊喜。</p><p>请与我同行。</p>]]></content:encoded>
            <author>realplayer@newsletter.paragraph.com (Real Player DAO (RPD))</author>
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            <title><![CDATA[Solana链游大盘点｜Real Player DAO年终总结]]></title>
            <link>https://paragraph.com/@realplayer/solana-real-player-dao</link>
            <guid>Qe7RHUsAewfMCUxSTeEx</guid>
            <pubDate>Fri, 05 Jan 2024 12:20:39 GMT</pubDate>
            <description><![CDATA[《红楼梦》里有句话说得好：“但凡家庭之事，不是东风压了西风，就是西风压了东风。”这句话放到币圈同样很贴切，ETH与SOLANA之间的纠葛很好地体现了这一点。 去年12月，我去马尼拉参加YGG举办的大会，和世界上主要的游戏公会都聊了聊，分享了一下共同的考虑。 大会上，我们还见到了Solana基金会的人，这个白人小哥当时的脸色格外惨白，疲于应付各方关于SBF、FTX和Solana的各种问题和质疑，更有一些项目方试图挖他跳槽。当时很多人，包括非常多的圈内人，Solana将会和SBF一起，彻底沉沦在时间的角落里，一如当年的法胖Mark Karpelè。 而现在，仅仅一年时间，Solana又站起来了，不仅市值超过50亿美元，重返top5，更是挟着整体生态的繁荣让不少人喊出了“超越以太坊”的口号。一时间，Solana卷土重来，甚嚣尘上，也不知SBF看到此时此景会作何感想。我们相对乐观的估计，FTX对于Solana的负面影响已经基本结束，Solana生态重获生机。 在Solana生态中，NFT、铭文和meme币是最早火起来的，SOLS和BONK正是其中代表，BONK自10月下旬启动以来，两个月...]]></description>
            <content:encoded><![CDATA[<p>《红楼梦》里有句话说得好：“但凡家庭之事，不是东风压了西风，就是西风压了东风。”这句话放到币圈同样很贴切，ETH与SOLANA之间的纠葛很好地体现了这一点。</p><p>去年12月，我去马尼拉参加YGG举办的大会，和世界上主要的游戏公会都聊了聊，分享了一下共同的考虑。 大会上，我们还见到了Solana基金会的人，这个白人小哥当时的脸色格外惨白，疲于应付各方关于SBF、FTX和Solana的各种问题和质疑，更有一些项目方试图挖他跳槽。当时很多人，包括非常多的圈内人，Solana将会和SBF一起，彻底沉沦在时间的角落里，一如当年的法胖Mark Karpelè。</p><p>而现在，仅仅一年时间，Solana又站起来了，不仅市值超过50亿美元，重返top5，更是挟着整体生态的繁荣让不少人喊出了“超越以太坊”的口号。一时间，Solana卷土重来，甚嚣尘上，也不知SBF看到此时此景会作何感想。我们相对乐观的估计，FTX对于Solana的负面影响已经基本结束，Solana生态重获生机。</p><p>在Solana生态中，NFT、铭文和meme币是最早火起来的，SOLS和BONK正是其中代表，BONK自10月下旬启动以来，两个月内涨了令人咂舌的一百多倍。</p><p>现在看来，Solana生态meme币的热点还在继续，Silly、Analos、Omni都在短时间内实现了暴涨（和暴跌），Silly更是被不少KOL热捧，有望接棒BONK。</p><p>对于一个繁荣的生态而言，meme当然是必备，但其他包括Defi、Gamefi在内的赛道，更应该承担起中流砥柱的作用。作为高性能公链，Gamefi更应成为Solana生态的核心赛道，两者是相辅相成的关系。</p><p>作为专注Gamefi及其基础设施的组织，Real Player DAO将会Solana生态的gamefi赛道进行一次年终盘点，看他们是否坚持过了寒冬，是否能够拥有一个美好的未来。游戏数量较多，篇幅有限，只选其中相对重要的项目进行研究。</p><p><strong>StepN</strong></p><p>出乎意外的是，StepN依然是Solana生态市值最高的gamefi项目，最新数据显示，StepN的代币GMT的流通市值目前仍然超过5亿美元，而且交易依旧活跃，日成交量超过1.5亿美元。</p><p>虽然代币层面依旧活跃，但在用户层面，StepN已经基本归零，Dune的数据显示，日活跃用户为2人，7日内无新铸造的鞋子。</p><p>在经历了2022年的爆火之后，StepN的表现属实非常正常，而且已经算是Gamefi中生命周期相对较长的。</p><p>GMT目前的坚挺也很好理解，那就是StepN团队即将推出的第二款游戏：Gas Hero。根据该游戏之前推出的白皮书，Gas Hero将运行在Polygon上，并且不会发布新的代币，依旧使用GMT来支援所需的游戏场景。至于具体的机制，还有待团队发布。</p><p>Gas hero曾于 11 月 24 日至 12 月 8 日期间进行社区测试，向 3000 名用户开放测试资格，并在近期正式宣布将在24年的1月3日进行公测。</p><p>基于StepN过去的表现，目前市场对Gas Hero的表现有着不小的信心，不少KOL和社区都在积极参与Gas Hero的推广。</p><p>我们认为，Gas Hero想重现StepN的辉煌难度很大，毕竟市场环境已经发生很大的改变，Gas Hero在Gamefi领域有着不少的强劲对手。</p><p>与此同时，我们也相对乐观地估计，Gas Hero只要能保证质量不低于预期，其对GMT的表现将有重大加持。</p><p>最新数据显示，Gas Hero自上线以来，两天内NFT成交额接近2000万枚GMT，接近600万美元。 虽不如StepN红火，却也是不错的成绩。</p><p><strong>Star Atlas</strong></p><p>我还记得21年Star Atlas在FTX进行IEO的盛况，颇有点万人空巷的感觉，不少德扑牌局都暂停了，只为等待代币的卓越表现。</p><p>不得不说，Star Atlas当初以细致的概念设计、精美的艺术画面、出类拔萃的官网获得了大量的融资、合作伙伴及散户支持者；团队的设计能力是毋庸置疑的。融资层面，Star Atlas就拿到了来自Animoca Brands、YGG、LD的投资，在G amefi赛道也算是背景优秀。</p><p>代币的表现也着实没有让投资人失望，治理代币Polis和游戏代币Atlas在FTX开盘暴涨50多倍，Polis的价格最高触达14.5美元，FDV超过50亿美元。</p><p>但进入22年，无论Polis还是Atlas，都开始进入漫长的下跌，目前Polis的FDV还有1.7美元，Atlas释放量较小，目前流通市值接近9000万美元。</p><p>如果说币价层面，Star Atlas还保持最后的体面，但游戏方面就太令人失望了。</p><p>作为曾经被寄予厚望的Solana生态的主力链游，3A大作，Star Atlas似乎总是一直在发布拥有精美画质的宣传片和NFT，但始终未发布能够令人满意的游戏版本。甚至CEO Michael Wagner23年7月还在社区中表示将专注于制作成本更低的游戏项目，以及他们在FTX事件中受损严重。</p><p>根据Star Atlas最新推特信息，他们在23年圣诞节前在Epic Games发布了Star Atlas 2.1.9版本，并将允许用户以邀请码的形式测试该版本游戏，该版本的功能是第三人称的设计，以及与机器人之间的战斗。从发布的视频来看，游戏画面质量不错，但不知道具体上手体验如何，是否能满足玩家的需求。</p><p>不过Dappradar的数据显示，Star Atlas目前活跃量名列Solana生态链游赛道第一，最新日活超过5000。</p><p>但我们认为，Star Atlas已经很难担起Solana生态3A大作的旗帜，它的测试版大概率无法满足用户的预期。至于代币的表现，我们暂不做评价。只能说，Solana还需要更好的游戏来承担起生态的旗帜。</p><p><strong>Aurory</strong></p><p>Aurory应该算是既Star Atlas之后，排名第二的令人失望的gamefi项目，同样豪华的投资背景：Solana Ventures、Alameda、Animoca Brands、Hashkey、Serum、Sfermion等一系列知名机构和项目方。</p><p>Aurory的合作方也颇为知名，Aurory曾在2021年宣布与FTX冠名的、曾经全球最有价值的电竞团队TSM FTX合作推出TSM FTX品牌的四款Aurory NFT。（不过目前在Magic Eden，尚未找到这四款NFT，不确定是否是未推出）</p><p>Aurory代币AURY在进行IDO之后也迅速登陆了FTX，币价最高达到23美元，FDV高达23亿美元。但也在22年之后进入漫长的下跌期，币价一度跌破0.4美元，目前为止在1美元以上。</p><p>根据介绍，Aurory是一款日本风格的RPG游戏，玩家将在一个丰富的宇宙中进行探险，利用自己的生物（Nefties）进行战斗，战斗胜利后将获得奖励。游戏的玩法和神奇宝贝相似。</p><p>从Aurory还算活跃的推特可以看到，目前已经有不少人在玩Aurory的测试版，游戏页面和上一代Gamefi有点类似，没有太大创新。此外，根据Aurory Daily的推特信息，Aurory将在2024年登陆Epic Games进行公测，具体时间未定。让我们对此保持一定期待吧。</p><p><strong>Decimated</strong></p><p>Decimated 是Fracture Labs的产品，是一款以赛博朋克为主题的 Play-to-Earn、第三人称多人在线游戏，具有多种游戏玩法和自定义功能。Decimated 于 2018 年开始开发，玩家可以与其他玩家战斗或组队，搜刮战利品，将货物或 VIP 运送到其他地点，收集合法或非法资源并进行交易，狩猎传奇生物，占领领土并为他们的帮派建造安全屋。</p><p>Decimated发币（DIO）很早，19年就出来了，并在21年12月来到了0.64美元的高点。不过之后也进入到了下跌，直到23年10月达到0.005美元左右。但在此之后，在Solana生态整体复苏的刺激之下，DIO上涨了16倍，最高触及0.08美元左右。</p><p>目前DIO整体市值并不高，FDV为5000万美元，流通市值2000万，交易所层面表现的也泛善可陈，有不小的进步空间。</p><p>至于游戏层面，我们可以看到目前只有超级会员能够玩游戏的测试版，其他人只能看直播。不过游戏似乎快登陆Steam了，用户可以在Steam上将其加入心愿单中。</p><p><strong>Defi Land</strong></p><p>DeFi Land 是由社区主导的多链 P2E 农业模拟游戏，旨在将 DeFi 游戏化，重新设计传统 DeFi 的所有功能。DeFi Land 在 2021 年融资 410 万美元，参投方包括 Animoca Brands、Alameda Research、Jump Capital、NGC Ventures、Solana Foundation、Gate.io 等。</p><p>代币层面，DFL代币可用于交易游戏内资产和 NFT、质押和 LP 激励、游戏机制和治理投票。DFL的价格，从两年前的历史最高点0.42美元一度跌到了0.00029美元（三个月前）。不过在Solana生态复苏的这几个月内，DFL从0.0003美元涨到了0.0045美元，目前维持在了0.0025美元左右，流通市值在1800万美元左右。有一点值得注意的是，VC所持有的DFL已在23年11月全部发放完毕。</p><p>游戏层面，Defi Land游戏已经完全开放，用户可以通过官网/手机端直接玩；根据其medium文章，Defi Land在2024年没有大的改变 ，基本上都是优化现有功能。</p><p>Dappradar的数据显示，Defi Land游戏活跃度堪忧，30天内活跃地址仅为567，每天只有30多个地址在玩游戏。</p><p><strong>Genopets</strong></p><p>Genopets是一款move-to-earn的游戏，它结合了Tamagotchi电子鸡的培育和进化、Pokemon 的训练和战斗以及 Animal Crossing动物之森的制作和收集，同时在玩家通过体育活动和迷你游戏磨练时用加密货币奖励他们。</p><p>Genopets在22年3月宣布融资，机构包括Alameda、HTX Ventures、Crypto.com、Solar Eco Fund等。其治理代币GENE自21年发布以来，从最高点的37.7美元一路下跌至23年10月的0.13美元，目前维持在0.4美元左右。</p><p>游戏层面，目前Genopet还在为其公测做准备，第一版估计在24年1月上线，用户目前需要在官网注册获得邀请码。目前内测的数据还不错，日活钱包超过4400，在Solana生态仅次于Star Atlas。这个数据还是值得期待的。</p><p><strong>Monkey League</strong></p><p>Monkey League是UNKJD推出的第一款游戏，是一款手机足球游戏，融合了经理、教练和球星的技能。用户需要购买6个Monkey Player的NFT才能开始游戏，并通过胜利赚取代币收益。</p><p>UNKJD在21年和22年完成了两轮融资，投资方包括Griffin Gaming Partners、6th Man Ventures、Solana Ventures、CMS Holdings等，投资背景不俗。其治理代币MBS自21年底发布以来也出现了暴涨暴跌，最高价2.6美元，最低价0.01美元，目前价格维持在0.037美元左右，币价在最近的两个月里翻了数倍。目前该项目的流通市值在1300万美元左右。</p><p>游戏层面，目前该游戏尚未在苹果和安卓系统公开上线，用户需要通注册等待官方发送下载链接。目前鉴于其NFT价格，开始该游戏的成本并不低。</p><p>可能是由于未公开测试的原因，Dappradar的数据显示，Monkey League最近的日活为零。</p><p><strong>Project Seed</strong></p><p>Project Seed号称要构建下一代的元宇宙游戏生态系统，集合了game hub、gamefi、DAO、e-sports和增长系统。Project Seed在21年完成了融资，投资方包括Huobi Ventures、Solar Eco Fund、Cipholio、Solana Capital、BlackEdge Capital、Basics Capital等。</p><p>Project Seed同样在21年发布了代币SHILL，并达到高点1.6美元；目前Shill价格维持在0.016左右，流通市值560万美元左右。</p><p>游戏层面，Project Seed在23年8月推出了首款RPG游戏Outland Odyssey，目前该游戏已经能够通过Google Play进行下载和游玩，Google Play页面显示其下载次数为1万+。Outland Odyssey 是一款免费且拥有的游戏，这意味着玩家无需拥有 NFT 或代币即可开始游戏。 他们将有机会在游戏中制作 NFT，并且还可以进行应用内购买。</p><p><strong>Solchicks</strong></p><p>又是一个在Solana生态闻名已久的项目，曾在2021年11月宣布完成 2000 万美元融资，Fundamental Labs、Blocore、GD10 Ventures、KuCoin Labs、Gate Labs、Spartan Group、Shima Capital 等参投。不过事实上，根据The Block22年10月的报道，Solchicks开发商 Catheon Gaming 在 2021年11月通过出售 chicks 代币完成 5500 万美元融资。项目代币Chicks自21年发布以来，最高曾触达0.6美元，目前的价格仅为0.00016美元左右，流通市值10万美元左右。</p><p>Solchicks已被其Catheon Gaming放弃，项目推特自23年5月之后发布的唯一一条推特是介绍两个新项目；Artisee AI和Catheon Gaming。Chicks代币也被1:1兑换为了Catheon代币。不过Catheon自22年11月发布以来表现欠佳，目前流通市值仅为230万美元。不过Catheon自23年11月以来从低点一度上涨超过10倍。</p><p>游戏层面，Solchick的日活目前为个位数，Catheon Gaming后续开发的游戏平台目前宣布发布的游戏很多，包括Seoul Stars、Angrymals、Aotuverse等。按照其描述，运行在Solana上的Angrymals月活超过15k，也是Fractal上排名第一的游戏。</p><p>但我们并未在Dapprader上找到关于Angrymals的信息，Angrymals的推特自2022年11月之后也再也未发布任何信息。</p><p>所以整体而言，我们怀疑该游戏平台已经停止运行。此外，链上侦探 ZachXBT 发推称，Catheon Gaming 首席执行官和首席运营官之间新泄露的消息，由于 2022 年 5 月的 UST 内爆，该项目损失了高达 2000 万美元的财库资金，但未通知社区。</p><p><strong>Tap Fantasy</strong></p><p>Tap Fantasy是一款HTML 5开发的MMORPG区块链游戏，玩家可以直接在网页或钱包上与Tap Fantasy进行互动，即刻开始游戏。第三方游戏开发者可以使用 TP 的无代码地图编辑器设计和创建游戏模块。</p><p>Tap Fantasy在22年1月宣布完成数百万美元的融资，投资机构包括LD、NGC、Krypital、ArkStream等。Tap Fantasy代币表现欠佳，自22年2月开盘之后便一路下跌，目前FDV为550万美元。</p><p>但在游戏层面，Tap Fantasy变现不错。其官网数据显示，Tan Fantasy总用户为76.1万，链上日活为6.7k，在Dappradar排名第六。</p><p>查看Dappradar的最新数据，Tap Fantasy日活下降较为明显，最新24小时地址数为681，在Solana生态的游戏赛道排名第四。</p><p>不过伴随着TON生态的强势崛起，Tap Fantasy目前已经将重点转向了TON，发行NFT，并进行了多项合作。</p><p><strong>Astro Space</strong></p><p>Astro Space 是一款从农场到偷窃的 PvP 手机游戏。以名为梦想宇宙的行星际系统为中心，玩家将建立基地、组建联盟、培育游戏中的 NFT、参与多种任务模式，并与其他玩家战斗以掠夺他们的代币。</p><p>Astro Space曾在22年7月宣布pre种子轮融资，投资方包括Solana ventures、Blocore、IVC、Planetarium Labs等。目前该游戏尚未发布代币.</p><p>游戏层面，Astro Space已经发布了安卓端和苹果端的游戏，用户可以在Google Play和App Store下载该游戏，Google Play显示有1000+的下载。</p><p>Dappradar的数据显示，Astro Space过去24小时的活跃地址数为1.1k，在Solana生态排名第三，展现出不错的潜力。</p><p>但是有一个问题值得关注，Astro Space的推特自23年9月以来未曾进行更新。</p><p><strong>Honeyland</strong></p><p>Honeyland 是一款建立在 Solana上的 Play-to-Own 策略游戏。游戏中玩家通过扮演养蜂人的角色来管理他们的蜜蜂群和土 地，可以选择一个宇宙来探索并派遣他们的蜜蜂执行任务，与其他玩家竞争 NFT 和稀缺的 HONEY 资源。</p><p>融资方面，Honeyland 曾获得 NFT 市场 Magic Eden 风险投资部门 Magic Eden Ventures 投资。而且Magic Eden最近已将其市场直接整合到区块链策略游戏 Honeyland 中，可直接在 iOS 和 Android 上使用，Honeyland 用户现可使用其原生货币 HXD 以 NFT 的形式购买、出售和交易游戏内数字资产。</p><p>代币层面，HXD自23年3月发布以来，表现较为稳健，自11月最低点0.016美元，一度在12月30日暴涨至0.35美元（是IDO价格的十倍），40天涨幅超过20倍，在普遍暴涨的Solana生态代币中也算是表现非常出众了。目前HXD流通市值为4100万美元左右，主要在Raydium和Jupiter进行交易，尚未登陆CEX，在Solana生态中颇为低调。</p><p>游戏层面，Honeyland已登陆Google Play和App store，在Google Play显示的下载量为5万+。Dappradar显示其最新日活为427，在Solana生态属于top5。</p><p><strong>总结</strong></p><p>Solana幸运地逃过了那个男人的魔手，神奇地在熊市中活了下来，并且展现出不亚于以太坊的生命力和关注度。</p><p>Solana一直以高性能，适合发展3A游戏为重要宣传语，但当我们在全面回顾了Solana的热门gamefi之后，我们发现，Solana距离gamefi的全面繁荣落地还有很长一段距离。</p><p>但我们还是对Gamefi有信心，对Solana有信心。时间是一剂良药/毒药，总能为我们剔除掉那些应该被淘汰的项目和人，留下那些该留下的；无论如何，我们总能在Solana看到真正名副其实的3A大作，只希望这个时间会快点到来。</p><p>Btw，虽然在上文对币价多有论述，但所有文字不作为投资建议，DYOR。</p>]]></content:encoded>
            <author>realplayer@newsletter.paragraph.com (Real Player DAO (RPD))</author>
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            <title><![CDATA[比特币生态下一步逻辑——热门元宇宙/Gamefi项目盘点]]></title>
            <link>https://paragraph.com/@realplayer/gamefi-3</link>
            <guid>OwwD0f7sz8SYTZ8idJ8m</guid>
            <pubDate>Mon, 11 Dec 2023 12:18:26 GMT</pubDate>
            <description><![CDATA[作者：Real Player DAO 过去一段时间铭的火热文已经充分证明的比特币生态的潜力和群众基础；相较于其他公链，比特币生态因其基础资产——比特币，具有巨大的生态价值。 作为一个潜力巨大的生态，它的形态应该是多样的，包括但不限于铭文、NFT、DEX、跨链等等，Gamefi应该是其下一阶段的重点类别之一。 Gamefi在过去半年内的发展已经充分证明，Gamefi已经不是一个虚假的概念，也不只是博彩，而是具有较强可玩性的真实的游戏了，Seraph，以及众多即将面世的游戏都在证明这一点。 事实上，已经有部分游戏，或者类似项目，已经出现在比特币生态中，值得我们的关注。不过目前都处于非常早期的阶段，而且数量很少。为了让本文内容更丰富，也是吸取gamefi在以太坊生态的经验，我们将部分土地类元宇宙项目也纳入我们的研究范围中。 本文将对这些项目进行整理和概述，同时也会对于比特币生态中gamefi的下一步发展道路进行一定的猜想。 Bitmap Bitmap号称比特币生态第一个元宇宙项目，由推特用户@blockamoto 于 2023 年 6 月 13 日在推特提出，并在随后被部分媒体关注和宣...]]></description>
            <content:encoded><![CDATA[<p>作者：Real Player DAO</p><p>过去一段时间铭的火热文已经充分证明的比特币生态的潜力和群众基础；相较于其他公链，比特币生态因其基础资产——比特币，具有巨大的生态价值。</p><p>作为一个潜力巨大的生态，它的形态应该是多样的，包括但不限于铭文、NFT、DEX、跨链等等，Gamefi应该是其下一阶段的重点类别之一。</p><p>Gamefi在过去半年内的发展已经充分证明，Gamefi已经不是一个虚假的概念，也不只是博彩，而是具有较强可玩性的真实的游戏了，Seraph，以及众多即将面世的游戏都在证明这一点。</p><p>事实上，已经有部分游戏，或者类似项目，已经出现在比特币生态中，值得我们的关注。不过目前都处于非常早期的阶段，而且数量很少。为了让本文内容更丰富，也是吸取gamefi在以太坊生态的经验，我们将部分土地类元宇宙项目也纳入我们的研究范围中。</p><p>本文将对这些项目进行整理和概述，同时也会对于比特币生态中gamefi的下一步发展道路进行一定的猜想。</p><p><strong>Bitmap</strong></p><p>Bitmap号称比特币生态第一个元宇宙项目，由推特用户@blockamoto 于 2023 年 6 月 13 日在推特提出，并在随后被部分媒体关注和宣传。</p><p>Bitmap建立在序数理论（Ordinals theory）和位图理论（Bitmap theory）基础之上。</p><p>序数理论（Ordinals theory）将比特币的最小单位“聪”（Satoshi）进行编号，并定义了聪的稀缺性。这可以形象地理解为每个“聪”是一个有编号的盒子，其稀缺性由生产时间决定，并可用来装载数据。</p><p>位图理论（Bitmap theory）将比特币区块中的每笔交易输入映射成地块（Parcel），形成一个街区或区域（District）。不同交易输入的大小差异导致映射出的地块大小也不同。</p><p>依据位图理论，地块应该是由交易映射而成，但大多数投资者都是按照sandbox、decentraland的买地逻辑在理解Bitmap，于是选择通过铭文方式将数据写入 Satoshi，获得特定比特币区块的所有权，类似于免费铸币。</p><p>Bitmap的地块自推出以来，市场表现尚可，地板价在沉寂数月之后在23年12月之后已攀上0.002BTC，比今年8月的价格涨了十倍有余。目前Bitmap地块供应量为82万，如果按照地板价进行计算，项目总价值超过1600个比特币；与此同时，Bitmap地块持有地址也超过了2.7万个。Bitmap的地块目前也在Magic Eden上热门榜上。</p><p>Bitmap也在朝着这一方向发展。基于Bitmap 的资产协议的BRC-420协议，通过将多个铭文组合成一个复杂的资产，创造出了从小型角色、宠物到完整游戏脚本和虚拟机的各类资产。</p><p>不过暂时我们并没有看到有成熟的游戏已经部署在BRC-420协议中。关于这一方向的发展，我们拭目以待。</p><p><strong>BTC像素战争</strong></p><p>上线一个多月的BTC像素战争，是Ordinals 上首个递归铭文游戏。</p><p>像素战争此类游戏在web2有过不错的尝试，曾经于2017年在Reddit上红极一时。当年的愚人节，Reddit上线了一个叫做 Place 的节点，它是一块空白的巨大画布，每个用户每 10 分钟会得到一个机会，可以选一种颜色，在上面点一个点（后来间隔时间被修改成 5 分钟）。</p><p>这个活动可以理解为一个多人在线游戏，与Reddit的用户属性非常契合，很快就受到了巨大的欢迎，始终保持了几万人同时在线。</p><p>整个过程产生了很多很有意思的故事和画面，并最终产生了一个10K高清版的“艺术品”。</p><p>部署在Ordinals上的像素战争的逻辑基本类似，但采用的是一个链上铸造的方式，并通过代币以及nft进行奖励。</p><p>用户在官网连接钱包之后，在画布上选择您想要添加颜色的像素，或者使用绘图工具或绘图机器人来绘制图像。同时因为用户正在参与一场像素战争，因此有能力在制定战略和创作时覆盖任何像素。</p><p>如果满意自己的创作，用户可以选择提交它，并按照屏幕上的指示使用BTC钱包完成购买。</p><p>像素战争共有210万个像素，每个像素的定价是0.000033 BTC，按照目前BTC的价格大致为1.45美元。</p><p>如果选取的图像很大，那么所需的像素以及相应的费用也会较高，因此像素战争还有工会模式，也就是一群人共同出资和创作一个作品。</p><p>像素战争为用户设计了一整套包括代币和nft的奖励。用户每提交一个像素，则能获得10枚$BPIX，因此BPIX的总量为2100万枚。此外，用户提交之后可以获得一个当前截图生成的 BTCNFT。</p><p>总体而言，项目方为用户提供了较为充足的炒作对象。但一个多月以来，游戏的推广效果欠佳，截止12月8日，210个像素中只有22万个像素被提交，远低于预期。</p><p>关于像素战争的未来，短期内我并不是很乐观，因为这类项目在币圈比较少见，获得社区的广泛支持比较困难。当然，代币和nft的价格如果有好的变化，也会在游戏层面引起一些积极的影响。</p><p><strong>Bitmap Valley</strong></p><p>在研究过程中，我们还还在关注到了一个相对低调的游戏：Bitmap Valley。光从名字来看，这个游戏就与Bitmap有着相对密切的关系，属于同类型的元宇宙/Gamefi的项目。</p><p><a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="">nft://undefined/undefined/undefined?showBuying=true&amp;showMeta=true</a></p><p>大家可以上play.bitmapvalley.com体验一下初版的游戏，目前基本上可以在里面漫步，寻找可以交互的项目。按照项目描述，valley里集社交、娱乐、游戏、NFT等一体，用户甚至可以在里面的游戏机玩超级马里奥，电视机也可以连接自己的Youtube账号看视频。具体功能有待用户在游戏中去体验。</p><p>Bitmap Valley的发起人的X（推特）账号为IMSO（Solana Chris），此人也正是IMSO项目的创始人，IMSO项目聚焦于将2d的物品转变为3d图像，并建设多链游戏。目前Bitmap valley尚未有独立社交媒体，主要依靠Chris的个人推特发表信息。</p><p>Chris还为该游戏发行了铭文$EVLV，依据其本人的回应，$EVLV是一种基础货币，能够在Bitmap Valley游戏中兑换代币和其他永久性物品。 依据Okx的数据，$EVLV创造于共计7500万枚，目前每枚价格为12sats，较最初5sats的价格涨幅不大，12月8日的高点价格也仅为26sats。过去17天的总成交额为5.13btc。</p><p><strong>Ordz Games</strong></p><p>Ordz同样称自己为比特币生态的第一个Gamefi项目，上线于今年3月，当月分别进行了两轮free mint以及brc20代币的奖励。</p><p>Ordz的游戏并不复杂，是一个html文件，用户可以直接通过铭文浏览器打开铭文详情进入游戏。Ordz的游戏比较传统，第一款游戏是具有悠久历史的坦克大战，项目方还陆续上了类似“羊了个羊”、飞船等一系列小游戏。 玩家可以在每个赛季通过打游戏获取积分，并在后期兑换$OG$ 代币。</p><p>根据Okx交易市场数据显示，$OG$代币的低价为600sats,$OG$代币总市值约为546万美元。 Ordz的nft Ordz Heros的总供应量为3300个，在Magic Eden的地板价为0.0055BTC。 Ordz的游戏卡OG Cartridge的总量仅为105个，目前在Magic Eden上的地板价为0.0626 BTC。</p><p>目前参与Ordz新赛季的具体要求是拥有一个Ordz Hero，并且在游戏中投入og代币，赢者将拿走全部代币。</p><p><strong>关于比特币生态Gamefi的预测</strong></p><p>1/目前看来，比特币生态的热点基本上集中在铭文，还处于一个相对早期的阶段。Gamefi虽然吸引了不少的关注，但同样处于一个非常早期的状态，几个元宇宙/gamefi并未呈现出令人说服的实力，甚至有网友戏称Ordz的游戏是40年前的东西。</p><p>2/ 比特币生态的Gamefi的潜力同样也是毋庸置疑的，毕竟海量的基础资产摆在那里，社区用户的热情也是足够的。几个项目的出现也证明团队正在关注这一方向并持续发力，只是Gamefi的开发需要一个较长的时间。</p><p>3/ 目前比特币生态除了铭文以外，各种Layer2和侧链的蓬勃发展，为Gamefi在下一阶段的发展奠定了设置的基础。</p><p>4/ 由于铭文所具有的NFT属性，Gamefi将是比特币生态，尤其是铭文生态难以逃脱的下一步宿命，当然这是积极意义上，非常值得期待。Gamefi已不是骗局，目前一些Gamefi已经呈现出令人信服的质量。</p><p><a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="">nft://undefined/undefined/undefined?showBuying=true&amp;showMeta=true</a></p><p>获得更多Real Player DAO关于Gamefi的研究，请关注RPD的推特和Mirror。</p>]]></content:encoded>
            <author>realplayer@newsletter.paragraph.com (Real Player DAO (RPD))</author>
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            <title><![CDATA[刚需类应用呢或许是 gamefi 破局之路]]></title>
            <link>https://paragraph.com/@realplayer/gamefi-2</link>
            <guid>kAvql2Yxe5lBbpozbyEi</guid>
            <pubDate>Mon, 07 Aug 2023 15:37:16 GMT</pubDate>
            <description><![CDATA[对于 GameFi Summer，我们一直在等待。 我们行业的很多人，将 GameFi 破局的希望寄托于 3A 大作。但从我们的观察而言，那些融了大钱的「3A」大作要么悄无声息，要么改头换面，或者就是遥遥无期；我们认为，距离第一个能玩的 3A GameFi 至少还有一年时间需要等待，而且还属于我们最为乐观的估计。 因此，对于下一波的 GameFi Summer，我们认为更有可能的领导者反而是休闲类游戏，以及满足生活刚需的类 GameFi 应用；对于后者，我们给予更高期望。 休闲类游戏易于上手，也容易形成病毒传播，无论是去年的羊了个羊，还是当下颇为流行的日本麻将，都具备休闲游戏的特性。但休闲类游戏却存在一个致命缺陷，大多数休闲类游戏的生命周期很短。但我们也必须要看到，类似麻将、德州扑克的生命力颇为顽强，所以还是需要在传统棋牌游戏中寻找灵感。 我们更加倾向于那些能够切实满足人们生活刚需的轻型应用，既有传播性，也有生命力。StepN 就是其中典型，可惜的是 NFT 以及 Token 价格的暴涨暴跌严重影响了用户的信心和投入成本。 我们将目光投向健身类 App，这类 App 能够切实满足...]]></description>
            <content:encoded><![CDATA[<p>对于 GameFi Summer，我们一直在等待。</p><p>我们行业的很多人，将 GameFi 破局的希望寄托于 3A 大作。但从我们的观察而言，那些融了大钱的「3A」大作要么悄无声息，要么改头换面，或者就是遥遥无期；我们认为，距离第一个能玩的 3A GameFi 至少还有一年时间需要等待，而且还属于我们最为乐观的估计。</p><p>因此，对于下一波的 GameFi Summer，我们认为更有可能的领导者反而是休闲类游戏，以及满足生活刚需的类 GameFi 应用；对于后者，我们给予更高期望。</p><p>休闲类游戏易于上手，也容易形成病毒传播，无论是去年的羊了个羊，还是当下颇为流行的日本麻将，都具备休闲游戏的特性。但休闲类游戏却存在一个致命缺陷，大多数休闲类游戏的生命周期很短。但我们也必须要看到，类似麻将、德州扑克的生命力颇为顽强，所以还是需要在传统棋牌游戏中寻找灵感。</p><p>我们更加倾向于那些能够切实满足人们生活刚需的轻型应用，既有传播性，也有生命力。StepN 就是其中典型，可惜的是 NFT 以及 Token 价格的暴涨暴跌严重影响了用户的信心和投入成本。</p><p>我们将目光投向健身类 App，这类 App 能够切实满足目前很多用户的生活刚需。如果加以来自区块链的激励，效果或许会很不错。前几年曾经出现过一些小型社区，将锻炼记录上链，并由合约进行自动的奖惩。</p><p>再加上作为一名 Keep 的忠实用户，我就更加关注「链上 Keep」究竟在何方。</p><p>在一番搜罗之后，我们发现这个有币安支持的健身类应用——CoralApp。</p><p>CoralApp 的大多数功能与 Keep 等一系列健身 app 都有共通之处。按照其官方说法，CoralApp 是一个混合 DApp，通过 CoralApp，鼓励和激励消费者养成终身健康习惯，并得到尖端技术和激励的健康生活社区的支持。</p><p>但是作为一款基于区块链的 DApp，CoralApp 肯定有其特殊之处，也就是该应用的核心：功能强大且创新的数据质押计划。它通过允许用户将个人健康数据（如健身活动、睡眠模式和营养）质押到区块链上来运作。通过这样做，用户可以通过实现健康目标（如减重或每天达到一定步数）而获得奖励。这些奖励可以以加密货币的形式提供，然后用于购买健康和健身产品或服务。</p><p>当用户选择启用数据质押功能时，他们同意允许 CoralApp 访问其匿名化的数据。然后，这些数据可以在信誉良好的数据交易市场上交换以获得奖励（代币）。所获得代币的数量是数据量和用户活动频率的函数。为用户提供数据激励，以激励其质押的数据，将由 Ocean Protocol 提供支持，该协议是一个隐私优先的协议，允许用户因其代币化数据资产而受到奖励。</p><p>CoralApp 的另一个独特之处在于其内置的人工智能功能。用户的旅程、动力和内容完全根据其自身和生活方式进行定制。此外，CoralApp 的 AI 支持的每日生命体征使用扫描技术，只需智能手机相机即可让您检查关键的每日健康指标，无需外部设备或昂贵的硬件。这使得全球一流的健康跟踪和健康习惯发展可随时随地为任何人提供。</p><p>CoralApp 的创始人 Bunmi Babajide 表示：「我们认为每个人都有权利私下收集和跟踪自己的健康和活动数据，更不用说拥有并控制对这些数据的访问权，并在愿意时将这些数据变现。在 CoralApp 上，您将能够质押您的健康数据和代币，从而在支持 CoralApp 网络的同时赚取更多的 $CRL。」</p><p>数字原住民，特别是新兴的 Z 代人群，对待个人健康的方式与不那么精通数字技术的人截然不同 - 他们追求更全面的健康方法，并深入了解自己的健康和福祉。目前，这些消费者被迫依赖全球一系列的企业组织、集中存储的信息和数据，这些数据进而影响和塑造他们与自己健康的关系。</p><p>Bunmi 补充道：「我们相信我们的数据质押计划有潜力彻底改变健康和福祉行业，并且我们对成为这一新创新浪潮的前沿感到兴奋。CoralApp 致力于推动 Web 3.0 进入下一个阶段：一个包容性、健康的 Web 3.0。我们正在构建一个可让您真正拥有自己数据的可访问平台，以利用 Web 3.0 的变革能力，推动您在现实生活中的身体和心理健康。」</p><p><strong>技术细节</strong></p><p>Web 3.0 的原生用户可以通过 WalletConnect 和 Metamask 轻松连接他们现有的钱包。</p><p>通过 Web3Auth 社交钱包集成，CoralApp 可以吸引并引入数百万 Web2 用户进入 Web3，而用户甚至不会察觉。对于刚接触 Web3 的用户，他们也可以通过 Web3Auth 使用社交认证创建钱包，只需通过他们的 Google、Facebook、Twitter 或 Discord 帐户登录即可。</p><p>CoralApp 平台是一个多链产品，将存在于 EVM 平台上，以实现采用、可扩展性和安全性。我们的初始版本发布在 Binance Smart Chain 上，但我们将在其他协议上发布产品，比如 Polygon，以提供更多平台的访问。</p><p>应用功能正在使用 Flutter 进行开发，这是一个由 Google 开发的使用 Dart 编程语言的框架，可在 iOS 和 Android 操作系统上进行扩展。除了多链协议和应用层之外，CoralApp 还加入了人工智能支持的功能，以提升用户体验。这些功能是用户改善健康习惯的基石。</p><p><strong>投资背景</strong></p><p>根据各种公开不公开的信息，CoralApp 得到了来自币安的大力支持，并且从多家机构获得了投资，具体信息相信在不久后将公布。</p><p>此外，CoralApp 也正在积极筹备「上市」事宜，估计到时候用户会有惊喜。</p>]]></content:encoded>
            <author>realplayer@newsletter.paragraph.com (Real Player DAO (RPD))</author>
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            <title><![CDATA[Secret Mission Accomplished! 20k Users in 2 Months!]]></title>
            <link>https://paragraph.com/@realplayer/secret-mission-accomplished-20k-users-in-2-months</link>
            <guid>gHHNhxBz1nncr4xBKXoJ</guid>
            <pubDate>Mon, 17 Jul 2023 17:50:58 GMT</pubDate>
            <description><![CDATA[Despite the bearish market conditions, Real Player DAO has remained focused on its mission and has successfully completed a secret mission. I want to formally introduce COCO Wallet, a revolutionary keyless wallet launched in Africa. The name was inspired by my deep affinity for coconuts. COCO Wallet is an all-in-one platform that allows users to explore the world of blockchain and GameFi conveniently, especially for newcomers. COCO Wallet is designed to offer a plethora of functions, includin...]]></description>
            <content:encoded><![CDATA[<p>Despite the bearish market conditions, Real Player DAO has remained focused on its mission and has successfully completed a secret mission.</p><p>I want to formally introduce COCO Wallet, a revolutionary keyless wallet launched in Africa. The name was inspired by my deep affinity for coconuts. COCO Wallet is an all-in-one platform that allows users to explore the world of blockchain and GameFi conveniently, especially for newcomers.</p><p>COCO Wallet is designed to offer a plethora of functions, including transfers, quiz, task aggregation, P2P (OTC) trading, broadcasting, token swap, and launchpad.</p><p>In May, Real Player DAO released the beta version of COCO Wallet, with a primary focus on quiz and education. Through an active marketing strategy, we aim to promote widespread adoption of blockchain technology among the younger generation. Additionally, Real Player DAO has successfully recruited over 30+ campus ambassadors from over 20 colleges in Nigeria.</p><p>Following an extensive two-month testing phase, we are thrilled to announce an extraordinary outcome: 20,000 real users within just 2 months. The submission of thousands of photos has provided us with immense joy, witnessing the smiles and progress of our users.</p><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/2d935ad07b7b9148803aaecde65996a837a309d449eda7cf74bc78d221ab3060.jpg" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><p>Blockchain is undeniably the future, and the future of blockchain is in Africa.</p><p>Throughout the beta testing phase, we have received invaluable feedback and suggestions from our users, for which we are immensely grateful. Our team is meticulously evaluating this feedback, addressing any issues, and working diligently to enhance COCO Wallet accordingly.</p><p>The forthcoming version of COCO Wallet promises improved user interfaces, additional features, and a few surprises. We eagerly invite you to stay tuned for these exciting updates.</p><p>Together, let us embrace COCO Wallet and share the same smiles emanating from Africa.</p>]]></content:encoded>
            <author>realplayer@newsletter.paragraph.com (Real Player DAO (RPD))</author>
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            <title><![CDATA[RPD:African Campus Ambassador Recruitment]]></title>
            <link>https://paragraph.com/@realplayer/rpd-african-campus-ambassador-recruitment</link>
            <guid>P6O0SDAVap08Ei3FX6NW</guid>
            <pubDate>Sun, 07 May 2023 11:39:07 GMT</pubDate>
            <description><![CDATA[Brief：The Real Player DAO has launched an African campus ambassador recruiting campaign to help promote blockchain technology across the African continent. Africa is the key region in determining whether blockchain technology can be adopted by the general public, with young people being the primary target audience. While Real Player DAO is currently focused on stabilizing the East Asian market, it is also looking to expand to the vast and ancient African continent.Real Player DAO will lead th...]]></description>
            <content:encoded><![CDATA[<p>Brief：The Real Player DAO has launched an African campus ambassador recruiting campaign to help promote blockchain technology across the African continent.</p><p>Africa is the key region in determining whether blockchain technology can be adopted by the general public, with young people being the primary target audience. While Real Player DAO is currently focused on stabilizing the East Asian market, it is also looking to expand to the vast and ancient African continent.</p><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/2bc3005d63e14667d6fcef1c486582508d488ecc53c8873b38bea9c3c91e371b.png" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><p>Real Player DAO will lead the introduction of COCO Wallet, an Android-based mobile wallet, in Nigeria. The wallet offers a comprehensive range of services to local customers, enabling them to access the blockchain world. COCO Wallet&apos;s features include quiz, task collection, P2P (OTC), swap, launchpad, lottery, and more.</p><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/2a6f38fcbe21a94c0407eade0cc53bdebb8418f497478b9e34d91df3cf788653.webp" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><p>Real Player DAO will hire ambassadors from 20+ colleges in Nigeria to assist local young people in using COCO Wallet as a tool and experiencing the complete service from Real Player DAO.</p><p>The qualifications for ambassadors are simple: they must be college students of any age or major and passionate about the fast-growing blockchain industry. In addition, ambassadors will be awarded prizes that exceed the area&apos;s average income level in Nigeria. More details will be shared in the group.</p><p>Real Player DAO will also develop precise strategies to help young ambassadors and users establish cooperative ties with young people from different regions, learn more about blockchain and gamefi expertise, and become builders of the blockchain ecosystem.</p><p>If you are qualified and interested, please fill in this form and we will contact you asap:</p><p><a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="https://docs.google.com/forms/d/e/1FAIpQLSeFbvT_Wjhp0b4rBELtMzFMZdtv_7j_klEuFfHojt74dWyHNg/viewform">https://docs.google.com/forms/d/e/1FAIpQLSeFbvT_Wjhp0b4rBELtMzFMZdtv_7j_klEuFfHojt74dWyHNg/viewform</a></p>]]></content:encoded>
            <author>realplayer@newsletter.paragraph.com (Real Player DAO (RPD))</author>
            <enclosure url="https://storage.googleapis.com/papyrus_images/a4885a2f32b856bdf7ceafdd473fd30f31f2c48e3dcd397b36f118074da9f2e0.png" length="0" type="image/png"/>
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            <title><![CDATA[MatchNova: A Revolutionary Match-3 Game]]></title>
            <link>https://paragraph.com/@realplayer/matchnova-a-revolutionary-match-3-game</link>
            <guid>IkiVShOsD9ztdoAyRwLX</guid>
            <pubDate>Sat, 06 May 2023 09:36:59 GMT</pubDate>
            <description><![CDATA[1. IntroductionMatchNova is a match-3 game based on the Binance Smart Chain, a classic and mature Web2 game product that has always captured players&apos; hearts with its simple and fun gameplay. MatchNova simplifies the game login process by requiring only an email login. For the convenience of players, the game has built-in wallets and an NFT market, making it easy for Web2 users to get started. To explore more, visit the following links: Website: https://matchnova.com/ Whitepaper: https://...]]></description>
            <content:encoded><![CDATA[<figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/76c7e2f00b4a1762cc30d9776592bea5ee0cbf1602d920243c17951ab5c08926.png" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><h3 id="h-1-introduction" class="text-2xl font-header !mt-6 !mb-4 first:!mt-0 first:!mb-0">1. Introduction</h3><p>MatchNova is a match-3 game based on the Binance Smart Chain, a classic and mature Web2 game product that has always captured players&apos; hearts with its simple and fun gameplay. MatchNova simplifies the game login process by requiring only an email login. For the convenience of players, the game has built-in wallets and an NFT market, making it easy for Web2 users to get started.</p><p>To explore more, visit the following links:<br><strong>Website</strong>: <a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="https://matchnova.com/">https://matchnova.com/</a> <strong>Whitepaper</strong>: <a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="https://matchnovaofficial.gitbook.io/">https://matchnovaofficial.gitbook.io/</a> <strong>Mirror</strong>: <a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="https://mirror.xyz/matchnova.eth">https://mirror.xyz/matchnova.eth</a> <strong>Twitter</strong>: <a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="https://twitter.com/MatchNovaGlobal">https://twitter.com/MatchNovaGlobal</a> <strong>Discord</strong>: <a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="https://discord.gg/MatchNova">https://discord.gg/MatchNova</a> <strong>Instagram</strong>: <a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="https://www.instagram.com/matchnova_tw/">https://www.instagram.com/matchnova_tw/</a></p><h3 id="h-2-what-is-matchnova" class="text-2xl font-header !mt-6 !mb-4 first:!mt-0 first:!mb-0">2. What is MatchNova?</h3><p>MatchNova is a social gaming app based on Web3, with the core of the game being a PvP match-3 game. Players can participate in battles for free to win small amounts of game tokens or equip character NFTs to obtain more stable and substantial income.</p><p>MatchNova is developed by Supernova Lab Limited, a team of more than 30 members from around the world with extensive backgrounds in blockchain, artificial intelligence, and gaming. Founder and CEO Nicky Jin graduated from University College London and was previously a director at Ourgame, a company with a total revenue of $125 million. His development team has 10 years of experience in developing Web2 games and has created 5 match-3 games and 4 slot machine games, with total revenue exceeding $100 million. CMO Raymond Wu is a co-founder of FOMO Dog Club and specializes in adding fun elements to social games.</p><p>Regarding financing, MatchNova has completed a seed round financing of $1 million, led by Aipollo Investment, with participation from LinkVC, Ace Direct International, and others.</p><p>As for the current development status, MatchNova began closed testing in April 2023 and set up a $10,000 bonus pool to reward early supporters. The genesis NFT Mint was priced at 0.2 BNB on April 22 and sold out within 30 seconds, with the current floor price at 0.65 BNB. The game token MCC has remained stable at 0.2 USDT, and the governance token WCC has yet to be launched. The product is still in the testing phase, and Android users can download it from the official website or Google Play. iOS users need to submit their email address and receive an invitation link from MatchNova to experience it on TestFlight.</p><h3 id="h-3-tokenomics-overview" class="text-2xl font-header !mt-6 !mb-4 first:!mt-0 first:!mb-0">3. Tokenomics Overview</h3><p>MatchNova adopts a dual-currency model, including MCC (MatchNova Champion Coin) and WCC (Web3 Casual Coin).</p><p>MCC is the utility token for MatchNova and the supply is unlimited.<br>Contract Address : 0xD18a65De8Dd028139F088cbd87cDd7fd196c00D7</p><p>MCC can be earned from:<br>a) Play PvP match3 games<br>b) Rewards in Battle game<br>c) Open up a Loot Box</p><p>MCC can be burnt by:<br>a) NFT character’s level up/recover/enhance/customization/mint<br>b) Treasure Hunt<br>c) Open up a Loot Box<br>d) Gem Upgrade<br>e) Unlock Gem sockets<br>f) Display fee in Gallery<br>g) Service fee in Battle field set up<br>h) Lucky spin’s EV gain<br>i) Service fee for withdrawal<br>j) Extra time charge in the gameplay<br>k) Paid emoji in the gameplay<br>l) Gifting fee</p><p>WCC is the governance token for MatchNova.<br>Fixed supply: 200 million.</p><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/b6b54a0d9726a87299ac90ae96453e21c2b34fb1c4acfe2756dd7d7a7a96f4df.png" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><h3 id="h-4-how-to-play" class="text-2xl font-header !mt-6 !mb-4 first:!mt-0 first:!mb-0">4. How to Play?</h3><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/6cc138da8264a17c5830a34b31c18cd97cc2cad9dc71648821427940b907f416.jpg" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><p><strong>PVP</strong></p><p>Each game in PvP mode will consume 1 point of energy, and each match consists of 4-5 rounds of games, with each player making two moves per round. Players need to match at least 3 chess pieces of the same color to score points, and eliminating a piece will give them 1 point. At the end of the final round, the player with the highest score will be declared the winner. The PvP map and opponent are randomly determined and matched. After the match, players will receive MCC as a reward, and the amount of the reward depends on two factors: the match result and the efficiency attributes of NFT.</p><p>1）Surrendering is possible at any time during the game after the first round, but the player will be eliminated from the match. 2）Overtime: Each player has a time limit for each round and must take action before the time bar is empty. However, players can choose to burn MCC to get an extra 15 seconds of time.<br>3）Ultimate: Each NFT character has its unique skill, and when the Ultimate bar in the game is 100%, the player can use their character&apos;s Ultimate.<br>4）Tricks/Skills: Various small tricks, such as &quot;reshuffling&quot; and &quot;removing a chess piece,&quot; are randomly provided to each player at the beginning of the game. The system can also airdrop tricks during the game based on a player&apos;s NFT lucky attribute points.<br>5）Extra Moves: If a player eliminates 4 or more chess pieces of the same color at once, they will receive an additional bonus in that round.</p><p><strong>NFT</strong> There are 10,000 Genesis NFTs in the game, and except for the founding NFT, all other NFTs are minted by players. NFT characters generate energy every day, and equipping an NFT character is a necessary condition to enter the game, except in free mode.</p><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/4bae21bd09405ff01afaa9c5fe45d86afc0881edca382dd71d51a8a5dd4d99bd.png" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><p><strong>NFT Skills:</strong> Merlin: Randomly eliminates a row of pieces. Milo: Randomly eliminates 5 pieces. Leo: Randomly turns 6 pieces into the same color. Dexter: Randomly eliminates 5 pieces that form a cross shape.</p><p><strong>NFT Attributes:</strong></p><p>1）Efficiency: It affects the base MCC reward. 2）Luck: It affects the chance and grade of loot box drops after a game is finished. It also affects the chance of receiving an airdrop of tricks during gameplay. 3）Stamina: A higher point will lead to lower stamina lost after a game is finished. Note that stamina will be lost after every game, depending on your NFT&apos;s Stamina attribute points and the total action time used in the game. A higher stamina attribute will result in less loss of stamina after each game.<br>4）Intelligence: A higher intelligence will lead to a faster rate of charging the ultimate bar, which leads to more frequent use of the ultimate.<br>5）Mystery: Magic events may happen with this attribute.</p><h4 id="h-5-how-to-earn-dollarmcc" class="text-xl font-header !mt-6 !mb-3 first:!mt-0 first:!mb-0">5. How to earn $MCC ?</h4><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/629179ede879598692e18bbca96f7f547b9be63e3bbc33fc23bb6a95cffee84f.png" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><p><strong>1）PvP to Earn</strong><br>The rewards for NFT character holders are substantial, and even free players have the opportunity to earn a small amount of MCC.</p><p><strong>2）Battle to Earn</strong><br>Battle function allows users to play versus another specific user without costing any energy, vitality and stamina; however, Loot box won’t drop in this format.</p><p>The only mandatary requirement to use Battle function is to own at least one NFT.<br>The NFT participate in Battle won&apos;t be affected by the Vitality system.</p><p>Users who wish to start a Battle must create a battlefield and set the following parameters:<br>Map---Random or Specific<br>Ultimate mode---Random or each NFT&apos;s own</p><p>Battle level:</p><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/22fae4da2c17c0d21275b968b75407318fea3e61b4d22c35bdfd35cf5b2728d8.png" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><p>Service fee can be paid by several different modes: paid by creator, shared equally between two players, or paid by the winner.</p><p>** 3）Invite to Earn**<br>Users who enter an invitation code will receive 30 MCC. These MCC will be released in increments of 10 MCC after each 10 Normal PvP Game, until a total of 30 games have been completed.<br>Simply own at least one NFT to be eligible to become an Inviter. Once a user owns an NFT, a unique Invitation code will be generated for this account. A new user must use the invitation code upon account registration to be identified as an invite.</p><p>The invitation code for Real Player DAO is <strong>II0LQ2</strong> Download link: <a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="https://matchnova.com/">https://matchnova.com/</a></p>]]></content:encoded>
            <author>realplayer@newsletter.paragraph.com (Real Player DAO (RPD))</author>
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            <title><![CDATA[重温足球小将，新款链游CAPTAIN TSUBASA -RIVALS完整介绍]]></title>
            <link>https://paragraph.com/@realplayer/captain-tsubasa-rivals</link>
            <guid>9D3i6hkDPxab6YRsiNHu</guid>
            <pubDate>Thu, 12 Jan 2023 12:29:39 GMT</pubDate>
            <description><![CDATA[一、项目亮点1.经典漫画IP改编：CAPTAIN TSUBASA -RIVALS-是一款基于知名漫画《足球小将》开发的区块链游戏。 《足球小将》是高桥洋一创作的足球漫画系列，于 1981 年在出版商集英社的漫画选集《周刊少年 Jump》上开始连载，对日本足球迷产生了深远的影响。 至2019年为止，集英社的《Grand Jump》半月刊连载《足球小将》，2020年开始刊登在《Grand Jump》的增刊杂志上。 《足球小将》的书籍和简装书在日本的销量已超过7000万册。 它在全球广受欢迎，已被翻译成 20 个国家，并在许多国家出版。相信在国内也有很多“大空翼”的粉丝吧。 2.优秀的开发团队：CAPTAIN TSUBASA -RIVALS-游戏开发商是BLOCKSMITH&Co和Thirdverse。 BLOCKSMITH&Co.（www.blocksmithand.co.jp/en）是流行游戏工作室 KLab 的子公司，KLab 自 2000 年以来一直是移动游戏领域的全球领导者，以强调质量和创新游戏而闻名。 Thirdverse Inc. (http://www.thirdver...]]></description>
            <content:encoded><![CDATA[<h1 id="h-" class="text-4xl font-header !mt-8 !mb-4 first:!mt-0 first:!mb-0">一、项目亮点</h1><p>1.经典漫画IP改编：CAPTAIN TSUBASA -RIVALS-是一款基于知名漫画《足球小将》开发的区块链游戏。 《足球小将》是高桥洋一创作的足球漫画系列，于 1981 年在出版商集英社的漫画选集《周刊少年 Jump》上开始连载，对日本足球迷产生了深远的影响。 至2019年为止，集英社的《Grand Jump》半月刊连载《足球小将》，2020年开始刊登在《Grand Jump》的增刊杂志上。 《足球小将》的书籍和简装书在日本的销量已超过7000万册。 它在全球广受欢迎，已被翻译成 20 个国家，并在许多国家出版。相信在国内也有很多“大空翼”的粉丝吧。</p><p>2.优秀的开发团队：CAPTAIN TSUBASA -RIVALS-游戏开发商是BLOCKSMITH&amp;Co和Thirdverse。</p><p>BLOCKSMITH&amp;Co.（<a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="http://www.blocksmithand.co.jp/en">www.blocksmithand.co.jp/en</a>）是流行游戏工作室 KLab 的子公司，KLab 自 2000 年以来一直是移动游戏领域的全球领导者，以强调质量和创新游戏而闻名。</p><p>Thirdverse Inc. (<a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="http://www.thirdverse.io/en">http://www.thirdverse.io/en</a>) 是一家虚拟现实游戏开发、发行和管理公司。自 2019 年以来，Thirdverse 已经发布了多款多人 VR 格斗游戏，还有多个区块链游戏项目正在筹备中。</p><p>迄今为止，Thirdverse 已筹集了 3300 万美元。 投资者包括 MZ Web3 Fund、8DAO、B Dash Ventures、Double Jump.tokyo、Fenbushi Capital、Flick Shot、Holdem Capital、Kusabi、OKCoinJapan、Yield Guild Games 和 OKX Ventures。</p><p>3.Gamefi领域优秀的投资人支持：CAPTAIN TSUBASA -RIVALS-的投资机构包括Animoca Brands和YGG，这2家公司在Gamefi领域也是赫赫有名，非常有影响力了。而且Thirdverse Inc.也有多家在区块链领域具有较大影响力的投资机构，可以在各方面给予CAPTAIN TSUBASA -RIVALS-更多的帮助。</p><p>4.著名球星鼎力支持：CAPTAIN TSUBASA -RIVALS-邀请Andrés Iniesta和Yuto Nagatomo担任项目大使。 这对游戏的推广很有帮助。</p><p>Andrés Iniesta是一名西班牙职业足球运动员。在 20 多年的职业生涯中获得 39 个冠军，在世界足球运动员的历史上排名第二。 时至今日，他的世界级技艺丝毫未减，令全世界的人们为之着迷。</p><p>Yuto Nagatomo是一名日本职业足球运动员，司职后卫，现效力于日本足球俱乐部东京FC和日本国家队。</p><p>凭借 142 次出场（以及 4 个进球），长友是日本历史上出场次数第二多的球员，仅次于远藤泰仁。 这位边后卫在 2008 年首次代表Samurai Blue队出场，在他代表东京队完成职业首秀几个月后，这位边后卫代表日本参加了一届奥运会（2008 年）、连续四届世界杯（2010 年 、2014年、2018年和2022年）、连续三届亚洲杯（2011年、2015年和2019年）和一次联合会杯（2013年）。 他是 2011 年亚洲杯冠军和 2019 年亚洲杯亚军球队的一员。</p><p>5.精美的游戏制作：CAPTAIN TSUBASA -RIVALS-通过独特的插画包装设计、特殊的攻击动画和生动的背景音乐，带来了更加精彩的区块链游戏体验。</p><p>游戏音乐由音乐家/制作人 Shinichi Osawa (MONDO GROSSO) 作曲，他一直在制作和混音日本国内外各种艺术家的音乐。</p><p>6.可培养专属自己的角色：《足球小将》的粉丝们可以通过这些艺术元素和具有收藏价值的NFT，尽情享受《大空翼》的世界。 粉丝们将不光能简单地“收集”他们最喜欢的角色，还可以从亲身体验，“培养”他们自己独一无二的角色。</p><p>7.社交属性：CAPTAIN TSUBASA -RIVALS- 旨在将游戏设计得简单且令人身临其境，并在整个游戏过程中做出灵活而重要的决定。 此外，游戏还融入了手机游戏的精髓—社交，让用户能更容易的通过游戏与他人建立联系。</p><p>8.维持实用代币价格，包括游戏外的价格：在“CAPTAIN TSUBASA -RIVALS- ”中，采取$TSUBASAUT价格平衡器、可调整的转账费、$TSUBASAUT提款限额等措施维持实用代币价格，为用户提供稳定的长期收入，确保游戏能长期健康发展。详情可看“代币经济学”。</p><h1 id="h-" class="text-4xl font-header !mt-8 !mb-4 first:!mt-0 first:!mb-0">二、概述</h1><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/78647cd513c73fce90d1a65cf89c230bafdeaab2c1e371c5a7c37b8ee6186da6.png" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><p>CAPTAIN TSUBASA -RIVALS- 是一款基于区块链的游戏，灵感来自漫画系列 Captain TSUBASA（足球小将）。</p><p>CAPTAIN TSUBASA -RIVALS- 的玩家可以训练原版 Captain TSUBASA 漫画中的角色并与其他玩家竞争。 游戏的主要特点是玩家可以通过与其他玩家的比赛来收集物品，然后用它们换取新主角和辅助角色等奖励。</p><p>与传统的智能手机游戏不同，这款游戏中的角色将是生成式 NFT。 这意味着每个角色都将具有随机生成的独特属性和优势，确保没有两个角色是相同的。</p><p>除了创建考虑各种参数（例如角色的特殊动作、技能、属性和兼容性）的游戏策略之外，在 CAPTAIN TSUBASA -RIVALS- 中获胜的关键是通过训练和升级角色来开发独特的生成 NFT。</p><p>该项目的目标是实现用户将在未来几年更好的享受的区块链游戏。 为实现这一目标，日本一些领先的游戏工作室正在进一步开发 CAPTAIN TSUBASA -RIVALS-，利用日本知名 IP 将经典角色带入 Web3 世界。</p><p>CAPTAIN TSUBASA -RIVALS- 将于 2023 年 1 月 12 日推出。</p><p>有关游戏的更多信息，请访问以下网站和社交媒体渠道：</p><p>官网：<a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="https://tsubasa-rivals.com">https://tsubasa-rivals.com</a></p><p>推特（日语）：<a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="https://twitter.com/TsubasaRivalsJA">https://twitter.com/TsubasaRivalsJA</a></p><p>推特（英文）：<a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="https://twitter.com/TsubasaRivalsEN">https://twitter.com/TsubasaRivalsEN</a></p><p>电报：<a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="https://t.me/TsubasaRivals">https://t.me/TsubasaRivals</a></p><p>Discord：<a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="https://discord.com/invite/captain-tsubasa-rivals">https://discord.com/invite/captain-tsubasa-rivals</a></p><p>媒体：<a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="https://medium.com/@CAPTAIN-TSUBASA-RIVALS-">https://medium.com/@CAPTAIN-TSUBASA-RIVALS-</a></p><h1 id="h-" class="text-4xl font-header !mt-8 !mb-4 first:!mt-0 first:!mb-0">三、游戏玩法</h1><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/2324cdf517e0ff1bac4ba367eb067df03ede64cad671d67091bdf1fa3296055a.png" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><p>《CAPTAIN TSUBASA-RIVALS》有两种游戏模式，“PvE模式”和“PVP Mode”。在每种游戏模式中，玩家都可以赢得不同的物品和积分来收集宿敌碎片，完成宿敌卡并获得奖励。</p><h2 id="h-pve" class="text-3xl font-header !mt-8 !mb-4 first:!mt-0 first:!mb-0">（一）PvE模式</h2><p>在这种模式下，玩家将与原故事中的对手对战并获得奖励。</p><p>玩家选择一个关卡来挑战、使用能量，并进行 PvE（玩家对战）战斗。每个关卡都有不同的对手在等待，你会根据对手的实力获得奖励。</p><p>1.基本规则</p><p>PvE模式的战斗有 3个 回合。 从玩家的六张牌中选择一张或多张牌。将所选卡牌的总 RP值（Rivals Point）与对手的 RP 值进行比较。 RP 高的一方为赢家。重复第 1 步和第 2 步 3 轮后，游戏结束，如果第 1 或第 2 回合没有更多牌，则游戏结束。</p><p>2.PvE模式的成本和奖励</p><p>成本</p><p>玩 RIVAL 模式会消耗用户的能量。 如果能量不足，则无法进行游戏。此外，在比赛中使用的球员也会积累疲劳。 每个阶段累积的疲劳量不同。</p><p>*能量恢复：挑战PvE模式的关卡需要消耗能量，如果能量不足，将无法进行游戏，能量的最大量由用户拥有的玩家总数决定。 能量每 6 小时恢复其最大值的 25%。</p><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/bf4512d9fd9ce5cd8329a74b8a42bcb7e7fc0d31b31cb5b230ace50f65e7f7d4.png" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><p>PvE模式奖励</p><p>在每个阶段可以获得以下奖励。 奖励内容因阶段而异。</p><p>①$TSUBASAUT</p><p>②百宝箱</p><p>③对手的作品（Rival Piece）</p><p>④熟练程度</p><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/e9a7371fa27c8005cbc949217663695eb8569aa2717e5c0b14c2def203f85f10.png" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><p>$TSUBASAUT的获取系统</p><p>①RP（Rivals Point）值：Rivals points/敌人参数</p><p>②系统值：随时可能更改</p><p>③参数：系统值的范围</p><p>④增加奖励金额 $TSUBASAUT</p><p>⑤增加能量总量</p><p>⑥提升玩家等级，增加参数</p><p>⑦使用熟练度提升VS参数</p><p>⑧为玩家装备辅助角色</p><p>3.掉落物品</p><p>物品可能会根据玩家的幸运值掉落，与PvE模式比赛的结果无关。</p><p>可能掉落的物品如下：</p><p>①百宝箱</p><p>宝箱可能会在 RIVAL 模式下掉落。</p><p>宝箱有五种稀有度：普通-罕见-稀有-史诗-传奇。</p><p>等待时间、打开宝箱的成本（$TSUBASAUT）和包含的奖励取决于宝箱的稀有度。</p><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/5b5b4d6202cf4772e8d36e5e2c2bf0cb1fe3b118ef214fd83cda3b204b60095b.png" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><p><em>*宝箱根据稀有度设置锁定时间。 宝箱只能在指定的锁定期结束后才能打开。 花费$TSUBASAUT可以缩短锁定期。锁定期过后，花费$TSUBASAUT打开宝箱。 费用因宝箱稀有度而异。每个用户最多可以同时持有四个宝箱。 当所有四个插槽都已满时，不会掉落新的宝箱。</em></p><p>②对手的作品（Rival Piece）</p><p>在 PvP 模式需要使用的 Rival Cards 碎片会在玩PvE模式时掉落。</p><p>对手的作品有多个系列。 收集每个系列的所有的作品可以获得特殊奖励。</p><p>③PvP 门票</p><p>参与 PvP 模式，用户必须使用 PvP 门票。</p><p>每场比赛消耗的门票数量取决于比赛规则。</p><p>玩家也可以在商店购买</p><h2 id="h-pvp" class="text-3xl font-header !mt-8 !mb-4 first:!mt-0 first:!mb-0">（二）PvP 模式</h2><p>在这种模式下，用户将相互争夺对手棋子。一场足球比赛分为三个回合（进攻、防守和进攻）来决定获胜者。所需的玩家数量取决于您想赢得的 对手的作品。</p><p>要玩 PvP 模式，您需要PvP 门票。</p><p>1.基本规则</p><p>选择要在战斗中使用的玩家和指挥官。您选择的玩家与对方玩家的对战。 技能和其他buff效果在这里激活。具有较高 RP (RivalsPoint) 的玩家获胜。最多重复三轮。获胜次数多的用户为获胜者。</p><p>奖励：竞争对手的作品（Rival Piece）</p><p>如果用户在 PvP 比赛中获胜，获胜者将获得目标 Rival Piece，而输家将失去目标 Rival Piece。</p><p>如果用户输了比赛，对手棋子不能被拿走，获胜对手的对手棋子保持不变。</p><p>2.战斗规则</p><p>①轮次</p><p>PvP 模式是三轮足球比赛。 比赛总共进行三个回合：进攻、防守和进攻。</p><p>②球员选择</p><p>可以选择的玩家数量取决于阵型规则。用户可以选择任何球员进行进攻，包括守门员在内的任何球员进行防守。</p><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/e7327a85c40af23dcf2a9c431e7c7312cb36d3732e1689542ea6f28e21a24977.png" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><p>③球队和球员</p><p>每个球队由是三名球员组成。</p><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/1e6a9709f67439fd5784bdf8393690c07ebebd98dccd7c3e3eb55014c5603aef.png" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><p>在 3 人和 6 人组中，已经被选中的玩家不能再次被选中。</p><p>如果你在第 1 回合使用玩家 1，</p><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/bd0450c65538575b6a91e82a67f007ca862e8f482e0a5f946e575b97fd7e586b.png" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><p>玩家 1 不能在回合 2 中被选中。</p><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/a899c719fc884dbcaa6612a3903ee35fa22e48fb9c9e7a8a9787796b66d2c95e.png" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><p>在 9 人规则中，无法从已选择的球员所属的球队中再选择一名球员。如果你在第 1 回合使用玩家 1，那么第一行的队员不能再用于第 2 回合。</p><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/6c345c2464a58779ec85d2edca0be95817cf283145d99e5e5e7213fc03ac6bee.png" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><p>④指挥</p><p>为每个回合选择一个可选命令。命令选项如下：</p><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/de9d0f34e32d0c829d64ab986b40e4c1948583d65dae4ba46c2b63595eaabf1d.png" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><p>⑤超级技术指令</p><p>要使用超级技术，用户将消耗超级技术量表。</p><p>在游戏开始时，用户有四个。</p><p>激活超级技术时，用户可以选择要使用的仪表 。</p><p>消耗的量表数量决定了超级技术的成功率。</p><p>▼ 指标和成功率</p><p>指标 1：25% 的成功率</p><p>指标 2：50% 的成功率</p><p>指标 3：75% 的成功率</p><p>标准 4：100% 成功</p><p>如果超级技术失败，参数将作为普通命令计算。</p><p>⑥指挥权</p><p>在决定一个命令时，有三个因素会影响命令的力量。</p><p>⑦Buff</p><p>每个 VS 参数（韧性/敏捷/技能）都受到技能的增益效果。</p><p>⑧命令的相关性</p><p>具有兼容性优势的命令对参数有 130% 的额外影响。</p><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/4ed49e6b265cd30ec9985610b824f67aac8b380e8e62e2c4ed78ca97a89e7dbb.png" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><p>⑨属性兼容性</p><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/295f0e5ed7978bb8b0b9d0baeb0d6cd55b0b8b41c6dad0f768e95b9f84e4f2ea.png" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><p>球员和守门员的属性相互兼容。</p><p>韧性比技巧强</p><p>敏捷强于韧性</p><p>技能比敏捷强</p><p>与兼容组合对战时，参数会额外增加 25% 的效果。</p><p>⑩陷阱</p><p>如果在对手的宿敌棋子上设置陷阱，即使您赢得比赛也无法拿取宿敌棋子。</p><p>每个陷阱只能用来防守一次。</p><p>同一对敌棋子上可设置的陷阱数量是有限制的。</p><h1 id="h-" class="text-4xl font-header !mt-8 !mb-4 first:!mt-0 first:!mb-0">四、代币经济学</h1><p>1.代币类型</p><p>CAPTAIN TSUBASA -RIVALS- 经济体中将有两种代币。</p><p>实用代币：$TSUBASAUT：</p><p>它可以作为游戏奖励获得，也可以通过交易所获得。</p><p>治理代币：$TSUBASAGT：</p><p>可用于游戏内活动、粉丝交流等，更多详情将在日后公布。</p><p>2.代币价格维护</p><p>在“CAPTAIN TSUBASA -RIVALS- ”中，团队将进行实用代币（$TSUBASAUT）的交易，以防止 $TSUBASAUT 的价格上涨到合理价格之上，并防止 $TSUBASAUT 的价格下跌，通过添加多个尽可能长时间维持 $TSUBASAUT 价格的机制。</p><p>实用型代币（$TSUBASAUT）的总体代币经济学如下所示：</p><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/f290e16cbc1927dbe6f9521e089007ad2189afd055c071d855a9982748bf3c28.png" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><p>3.$TSUBASAUT 价格平衡器</p><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/de933caa1b9c32a902ca4f3e936c2955415cdcb6d6aa2bd771815e42841b4eab.png" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><p>如果 $TSUBASAUT 价格高于上限，则 $TSUBASAUT 被出售以限制价格上涨。通过出售 $TSUBASAUT 获得的 $MATIC 将存储在 Balancer 池中。</p><p>如果 $TSUBASAUT 价格跌破下限，我们将买入 $TSUBASAUT 以阻止价格下跌。购买 $TSUBASAUT 所需的 $MATIC 将来自 Balancer Pool。</p><p>上限和下限的值根据情况而变化。通常，实用程序令牌价格在早期上涨，然后迅速下跌。在此模型中，从实用程序代币价格下跌预防中汇集的 $MATIC 将被实用程序代币用于防止价格上涨。通过这些机制，我们的目标是在很长一段时间内维持实用程序代币的价格。</p><p>如果 TSUBASAUT 价格平衡器中仅发生实用程序代币销售，则假定 $MATIC 将继续在平衡器池中积累。在这种情况下，$MATIC 将被添加到交易所流动性池中以稳定 $TSUBASAUT-MAT​​IC 货币对的价格。</p><p>如果在 TSUBASAUT 价格余额上只购买实用代币，则 Balancer 池中的 $MATIC 可能会用完。在这种情况下，将在市场交易费用之上设置“平衡器费用”，该费用将添加到平衡器池中。使用它，我们将购买实用程序令牌以稳定 $TSUBASAUT 价格。</p><p>Balancer Pool 中的所有 $MATIC 将仅用于稳定 $TSUBASAUT 的价格，不会使团队受益。</p><p>4.可调整的转让费</p><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/11d4589b4d93e45fb75659f99fdc1633e0632516833613925ef9b67199a4599a.png" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><p>为了维持区块链游戏代币经济学，重要的是减少只出售其赚取的实用代币的玩家数量。</p><p>在消费方面，游戏中的玩家主要分为三类： 不出售收入但在游戏中使用的玩家、 继续出售收入的玩家、 将既赚又买的效用代币用于游戏的玩家。</p><p>在这三种类型中，减少第 2 类玩家和增加第 1 类玩家的数量尤为重要。在CAPTAIN TSUBASA -RIVALS- 中，为了优先考虑从游戏中取出效用代币时会收取可调整的转让费玩家类型 1。</p><p>转让费在以下范围内变化，具体取决于实用程序代币的价格和其他因素。</p><p>状态——转让费（%）</p><p>·初始：正常情况20%</p><p>·最高：危急情况50%</p><p>·最低：乐观情况0%</p><p>收取 20% 的转账费似乎有些过分，但如果没有它，实用代币价格下跌 20% 将直接影响用户 20% 的奖励。因此，可调整的转账费用对于这个生态系统来说是必要的，以维持效用代币的价格，以便用户可以使用它们获得长期稳定的奖励。</p><p>5. 实用代币 ($TSUBASAUT) 取款限额</p><p>实用代币价格暴跌的原因之一是用户的“恐慌性抛售”。当加密市场崩溃或被称为“鲸鱼”的主要代币持有者出售大部分代币时，大量焦虑的用户可能会出售实用代币，导致实用代币价格大幅崩盘。</p><p>CAPTAIN TSUBASA -RIVALS-  将对每天的总提款金额进行限制，以防止这种情况发生。如果当日提取代币数量超过限制，用户将无法从其消费钱包（游戏内钱包）中提取代币。</p><h1 id="h-" class="text-4xl font-header !mt-8 !mb-4 first:!mt-0 first:!mb-0">五、总结</h1><p>CAPTAIN TSUBASA -RIVALS-的开发团队和投资机构，无论是在游戏行业还是区块链业内都拥有丰富的经验，并且为了稳定游戏内代币的价格制定了各种机制，</p><p>如果CAPTAIN TSUBASA -RIVALS-能够借助知名漫画IP和明星大使的支持，吸引大量Web2玩家的加入，对于Gamefi领域和游戏本身来说都是很大的利好。</p><p>值得一提的是，游戏的背景故事完整丰富，配音和特效也与原作动画高度相似。可以期待《CAPTAIN TSUBASA -RIVALS-》的正式上线，届时玩家一定会有一场视觉盛宴。</p>]]></content:encoded>
            <author>realplayer@newsletter.paragraph.com (Real Player DAO (RPD))</author>
            <enclosure url="https://storage.googleapis.com/papyrus_images/e5e4724f04fd9527c08a5863c154a17e59a496419a20efa660ac25a9c1e4a0a7.png" length="0" type="image/png"/>
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            <title><![CDATA[共建「Gamefi出海联盟」倡议]]></title>
            <link>https://paragraph.com/@realplayer/gamefi</link>
            <guid>79tbqccYLR6BVfGNWJYe</guid>
            <pubDate>Fri, 16 Sep 2022 14:30:11 GMT</pubDate>
            <description><![CDATA[大家好，我是Real Player DAO(RPD)公会的Jay。 在今年1月正式创办RPD之前，我曾在某区块链媒体工作过，负责其海外市场业务。在整个工作过程中，我深刻发现，如果说国外项目在国内落地还相对轻松的话，国内项目出海是一个很大的难题。 1 我也曾深入思考和探讨过这个问题，暂时的结论是原因很复杂，既有海外资源（媒体、社区、KOL）不足的原因，也有运营不够本土化的影响。如果再往下分析，那就是信任度和思维方式的问题。 但我们又不能不出海，真的是「不得不」！ 如果国内政策不那么压抑的话，那么对于大多数项目方而来，中国市场就已足够，「All in China」是一个更实际，也更容易产生效果的策略。但现实的政策压力让我们不得不选择出海。 从去年开始，我们开始了对gamefi的深入研究，也很幸运地获得了来自gamefi行业巨头的支持，再加上此前所积累的各类海外资源，我们RPD公会希望能够为「gamefi出海」提供绵薄之力。我们诚挚希望，在下一波gamefi牛市到来的时候，国际市场上能有中国游戏的一席之地。 关键问题来了：我们能做什么？ 2 此次gamefi出海联盟，我们并不是单兵作战...]]></description>
            <content:encoded><![CDATA[<p>大家好，我是Real Player DAO(RPD)公会的Jay。 在今年1月正式创办RPD之前，我曾在某区块链媒体工作过，负责其海外市场业务。在整个工作过程中，我深刻发现，如果说国外项目在国内落地还相对轻松的话，国内项目出海是一个很大的难题。</p><p><code>1</code></p><p>我也曾深入思考和探讨过这个问题，暂时的结论是原因很复杂，既有海外资源（媒体、社区、KOL）不足的原因，也有运营不够本土化的影响。如果再往下分析，那就是信任度和思维方式的问题。</p><p><strong>但我们又不能不出海，真的是「不得不」！</strong></p><p>如果国内政策不那么压抑的话，那么对于大多数项目方而来，中国市场就已足够，「All in China」是一个更实际，也更容易产生效果的策略。但现实的政策压力让我们不得不选择出海。</p><p>从去年开始，我们开始了对gamefi的深入研究，也很幸运地获得了来自gamefi行业巨头的支持，再加上此前所积累的各类海外资源，我们RPD公会希望能够为「gamefi出海」提供绵薄之力。我们诚挚希望，在下一波gamefi牛市到来的时候，国际市场上能有中国游戏的一席之地。</p><p>关键问题来了：我们能做什么？</p><p><code>2</code></p><p>此次gamefi出海联盟，我们并不是单兵作战。我们RPD公会联合了321DAO、WhoKnowsDAO、Gamefi Daily、龙葵、Cordy，共同组织「Gamefi出海联盟」，为项目方出海提供力所能及的帮助。</p><p>目前RPD以及我们的密切合作伙伴具备以下能力：</p><p><strong>1、媒体资源</strong>：我们能帮助对接部分海外媒体，以及gamefi行业垂直媒体，增加行业知名度，至少能够让国外用户和VC从正规渠道能够了解项目。</p><p><strong>2、社区/KOL对接</strong>：在过去两年里，我们和国外社区/KOL进行了广泛的接触，同时也进行了相对深度的合作，我们至少筛选出了部分相对靠谱的社区/KOL，其中还包括土耳其和非洲这样的蓝海地区的顶级KOL。</p><p><strong>3、用户增长</strong>：对于国内项目而言，海外社区的用户增长是个棘手的难题，尤其是discord的用户增长，因为这是衡量一个项目社区活跃与否的核心指标。RPD目前正在与合作方共同尝试通过精准推荐的方式，为社区提供高质量的用户增长。增长策略的咨询，也是这里面涵盖的内容。</p><p><strong>4、投资对接</strong>：gamefi赛道目前虽然不算最大的热点，但依旧收到国外VC的重视。在这个领域，RPD有些资源和关系，只能case by case，勉力而行，毕竟我们的定位不是专业FA哈。</p><p><strong>5、人才对接</strong>：实话实话，目前国内crypto社区人才缺口很大，用人成本也很高，这背后的原因无非是中国创业者多，资金也多。所以我们会建议项目方，可以把眼光放出去，无论是高层次的人才，抑或是社区管理，还是网站设计的活，有些地区的人才算得上是物美价廉。</p><p><strong>6、IDO、listing对接</strong>：如果你有IDO和listing的需求，我们会根据项目的不同阶段和我们的能力范围，帮助推荐、对接合适的平台。</p><p>我们RPD公会，以及我们的密切合作方，目前所能提供的大部分的东西。说不上能够「化腐朽为神奇」，但肯定会有一些实际的效果，这一点我们很有自信。</p><p>所以接下去，我们将与中国的gamefi项目一起，共同开拓国际市场，向蓝海驶去。「Gamefi出海联盟」将是主要载体。</p><p><code>3</code></p><p>不过我们能力有限，精力也有限，所以我们不打算搞500人的大群，我们只与真正有志于开拓国际市场的项目方合作，「口嗨」没有太多意义，尤其在目前的熊市阶段。</p><p>所以此次社群，我们将采取「邀请制」。如果你是gamefi项目方的成员，并且将在短期内采取真实措施开拓海外市场，那么我们将在核实你的基本身份后邀请你入群。</p><p>熊市维艰，唯有不断努力。</p><p><strong>联系微信</strong>：LujieWang</p>]]></content:encoded>
            <author>realplayer@newsletter.paragraph.com (Real Player DAO (RPD))</author>
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            <title><![CDATA[RPD新路线图（1）：公会如何超越公会，SBT或是钥匙]]></title>
            <link>https://paragraph.com/@realplayer/rpd-1-sbt</link>
            <guid>p7NWH5I5PJvhN2EcljNZ</guid>
            <pubDate>Sat, 13 Aug 2022 05:21:45 GMT</pubDate>
            <description><![CDATA[熊市很难，尤其对于gamefi赛道的众多参与者而言，基本上每天都面临着「巧妇难为无米之炊」的困境，无论是社区，还是游戏，现在处于相对静默的状态，不敢有太多的动作。当然，我们也看到行情在好转。 尤其是对于公会而言，目前的处境更为艰难。虽然YGG在2021年获得了巨大的成功，在与Axie Infinity共同荣耀的同时，也引发了世界各地成立游戏公会的热潮。但时间进入2022年，属于YGG和Axie Infinity的荣光已然消散。甚至于，公会是否能帮助到gamefi，都已经成为很多人讨论的话题。 关于这一点，在经过认真细致的研究，尤其是在结合Axie Infinity和StepN的案例分析，我们认为，在gamefi这个赛道，游戏公会依然发挥着巨大的作用，尤其是游戏的早期启动和玩家的长期教育的层面。 我们进一步认为，公会其实能发挥更大的作用，作用的来源则是基于玩家在gamefi2.0时代的核心需求。接下来，我们将针对公会的问题和前景进行分析。 1/ 为什么公会会被摒弃？ 进入2022年，对于游戏公会（guild）在游戏（gamefi）中所发挥的作用就出现了各种不利的言论。其中最典型的就...]]></description>
            <content:encoded><![CDATA[<p>熊市很难，尤其对于gamefi赛道的众多参与者而言，基本上每天都面临着「巧妇难为无米之炊」的困境，无论是社区，还是游戏，现在处于相对静默的状态，不敢有太多的动作。当然，我们也看到行情在好转。</p><p>尤其是对于公会而言，目前的处境更为艰难。虽然YGG在2021年获得了巨大的成功，在与Axie Infinity共同荣耀的同时，也引发了世界各地成立游戏公会的热潮。但时间进入2022年，属于YGG和Axie Infinity的荣光已然消散。甚至于，公会是否能帮助到gamefi，都已经成为很多人讨论的话题。</p><p>关于这一点，在经过认真细致的研究，尤其是在结合Axie Infinity和StepN的案例分析，我们认为，在gamefi这个赛道，游戏公会依然发挥着巨大的作用，尤其是游戏的早期启动和玩家的长期教育的层面。</p><p>我们进一步认为，公会其实能发挥更大的作用，作用的来源则是基于玩家在gamefi2.0时代的核心需求。接下来，我们将针对公会的问题和前景进行分析。</p><p><strong>1/ 为什么公会会被摒弃？</strong></p><p>进入2022年，对于游戏公会（guild）在游戏（gamefi）中所发挥的作用就出现了各种不利的言论。其中最典型的就是StepN的联合创始人Jerry的观点：「StepN不喜欢和游戏公会合作，反感公会系统下的租赁模式，因为用户缺少忠实度。」StepN的官方文章更是直截了当地表示：「公会作为一个中间商，虽然增加了社交维度，但破坏了市场中的权力平衡和价格机制。」</p><p>另外，也的确有公会/工作室将部分游戏当做了「下金蛋的鸡」。公会因为拥有很多早期相对廉价的筹码，包括token和nft，后续能够通过游戏获取大量代币，从而掌握了很大一部分的卖方力量，这的确会给市场的价格机制带来极大隐患。在一些案例里，我们看到，部分公会/工作室只卖其中一部分，始终维持着游戏的一线生机，直到最后食之无味了，就全部砸盘，彻底扼杀。</p><p>除了公会带来的外部“不利”影响之外，公会内部也面临着来自行情的巨大挑战。在过去几个月的熊市中，我们发现，以往活跃的gamefi市场日渐冷淡，而公会赛道则是陷入彻底的沉寂。究其原因，伴随着市场行情的变化，gamefi的门槛已经不高。</p><p>拿我个人曾体验的Axie Infinity做个简单对比，玩Axie需要购买三个NFT，这仨丑玩意在去年大概花了我0.5ETH（大概2000u，大冤种），而现在0.01ETH就能买到仨，也就160u。对于很多人而言，2000u和160u的差距是极其明显。</p><p>游戏资产价格的巨大降幅，让以资产租赁、分享打金为主要收入模式的传统型游戏公会，在很短时间内就失去的吸引力。因为对于玩家而言，从公会去借NFT已经没有太大必要，甚至说对于玩家而言，目前参与gamefi都没有太多必要。</p><p>因此，如果gamefi玩家在信息渠道方面足够自立的话，公会对他们的帮助就会很小，公会在行业中的位置也就会很尴尬。</p><p><strong>2/公会依旧是Gamefi行业基础设施</strong></p><p>虽然gamefi处于明显的熊市，但在认真评估之后，我们对gamefi充满信心，我们认为，gamefi极有可能率先在熊市中突围而出。核心原因在于，即将到来的gamefi2.0将随时有可能引爆C端市场，gamefi现在就缺一款热门游戏。而我们在长期的合作过程中，已经看到若干款游戏具有潜力，比如RPD目前在重点合作的Blast Royale等游戏。</p><p>我们认为，在gamefi重新流行的过程中，公会依旧是gamefi行业的基础设施，是关于人的基础设施；而人才是那个最宝贵的资源。</p><p>这些基础性主要源于作为人的真实玩家的两个基本需求：信息与社交。</p><p>首先是信息需求。这个需求是相当明确的，gamefi2.0阶段的游戏，无论是数量，还是质量，都要比2021年的gamefi1.0有很大的增加。在开始gamefi之前，玩家需要游戏介绍、操作教程、游戏技巧分析、行业报告等多种信息的服务，而且对实效性有很高的要求。这就决定了，一般的媒体，乃至gamefi的垂直媒体，都无法及时覆盖某款游戏。目前公会在挑选潜力游戏、实时提供深度内容和实用信息依旧具有较大的优势。</p><p>然后是社交需求。这个可以简单理解为socialfi在gamefi的具体体现，也就是说如何让玩家通过游戏实现有效的社交。在传统游戏中，社交是相当重要的一环，传统游戏中内置的聊天室（文字或语音）能够承担这一职能。同时也会有第三方平台，比如说游戏论坛和直播平台，能够实现多种形式的社交。</p><p>社交的另一层面含义是对用户（游戏玩家）进行精细化的标签式地梳理（而非管理），这对于用户的智能推荐，以及游戏获取精准用户都有着很大的意义。</p><p>实话实说，目前的gamefi和游戏公会，都没有将社交功能发挥得很好。但公会作为跨越多个精选游戏的组织，能够在多个渠道为玩家之间的社交以及玩家梳理提供一个很好的平台。这一点并不会与其他socialfi或者social工具相矛盾，游戏公会的社交价值不容忽视。</p><p>总的来说，公会在信息和社交层面能够承担起gamefi基础设施的作用，而这种人力基础设施的价值并不会比其他技术类基础设施低多少。</p><p><strong>3/ 如何超越公会？唯有变身综合服务平台</strong></p><p>一方面，伴随着gamefi行业的不断发展，传统的公会模式已经很难满足优质游戏的传播需要，反而会在代币经济层面给游戏本身带来了持续不断的卖盘压力和极大的不稳定性。</p><p>另一方面，面对着gamefi的不断演进，尤其是游戏难度的提升、win2earn等模式的普遍流行，玩家对于游戏信息、教程以及社交层面的需求在不断被激发，渴望被满足。而公会恰好是最合适满足这些需求的第三方平台。</p><p>在即将到来的gamefi2.0阶段（可能今年年底，可能明年上半年，当然也可能是再往后），公会依旧会是大多数gamefi玩家聚集的地方，他们选择聚集的原因将是多样化，既有传统的资产租赁的需求，也有信息、培训、社交等多方面的需求。</p><p>这就对公会在玩家管理和服务层面提出了更高的要求，不仅要有信息产生的能力和团队，还需要有合适的工具来实现更便捷的资产租赁，并满足玩家的社交需求。</p><p>这就要求公会要么能自我开发类似产品，或者能够集成合适的产品。公会已经不只是一个社区，也不能只是通过邮件系统来实现初步的资产租赁，更不应该变身为VC。Gamefi2.0，公会应该发挥更大的作用。</p><p><strong>4/SBT和RPD Pass将在其中承担什么角色？</strong></p><p>在公会升级转型的过程中，SBT（soulbound token，灵魂绑定代币）将发挥很大的作用。SBT是今年5月由经济和社会学家E. Glen Weyl、律师Puja Ohlhaver和以太坊创始人Vitalik Buterin共同提出。SBT号称「NFT 2.0」，有几个主要特征：第一，SBT与钱包绑定，无法转让，也没有金融价值；第二，SBT能够代表一个人或实体的无数特质、特征和成就。</p><p>我们认为，SBT将对整个区块链行业的发展发挥至关重要的作用。SBT的发放将重点依据用户的链上数据，以及部分链下数据（比如币安针对kyc所分发的灵魂绑定代币BAB）。如果说DID能够部分解决钱包「who they are」的问题，那么SBT将有很大可能解决「what they are」的问题。这对于项目方而言，重要性不言而喻，尤其是项目方在做社区推广和市场营销的时候。</p><p>在gamefi这个领域，对于玩家而言，无论是他们在社交媒体上的行为轨迹，还是他们在游戏内的表现，亦或者他们在RPD推出的任务平台RPO上完成各项任务的历史，都能成为SBT的依据，并成为玩家的标识。这就是对玩家进行精细化梳理的过程。</p><p>精细化梳理的好处是显而易见的。gamefi项目，以及其他元宇宙项目，可以在各个阶段，根据不同的发展目标，针对特定玩家群体，通过空投、社群等方式获取精准用户。这对于gamefi行业而言，将是营销推广方式的重大改变，同时也能促进行业的良性发展。</p><p>除了整理任务平台数据，分发SBT以外，RPD正在开发能够支持SBT展示的钱包，同时帮助用户能够抵御SBT的恶性分发，也能够帮助项目方找到精准用户人群标签。</p><p>至于RPD Pass，可以理解为gamefi的一个行业福利集合器，更可以理解为一个gamefi行业的优惠券。持有RPD Pass，用户能够不断获得来自行业的各项福利，这些福利则是来自与公会进行密切合作的gamefi/nft项目方。</p><p>所以对于未来的gamefi玩家，尤其是真实玩家而言，SBT将是标配。同时如果玩家想相对轻松地获得来自行业发展和RPD公会发展的红利，那么RPD Pass将是不二之选。</p><p>经过认真评估，而在此过程中，RPD正在逐步超越公会，以多种形式链接真实的玩家和优质的游戏，构建一个以SBT和RPD Pass为基础，配合多项实用工具（比如任务平台、gamefi钱包）的Gamefi玩家综合服务平台，成为gamefi真正的流量入口和中转中心，为优质游戏输送真实玩家，为gamefi行业的发展奠定人力基础。</p>]]></content:encoded>
            <author>realplayer@newsletter.paragraph.com (Real Player DAO (RPD))</author>
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            <title><![CDATA[New roadmap(1): go beyond gamefi guild by SBT]]></title>
            <link>https://paragraph.com/@realplayer/new-roadmap-1-go-beyond-gamefi-guild-by-sbt</link>
            <guid>DenUWN393Zp7R7BF1dda</guid>
            <pubDate>Fri, 12 Aug 2022 17:46:41 GMT</pubDate>
            <description><![CDATA[In a bear market, guilds must outperform their peers in order to exist; SBT is the solution. The bear market is challenging, particularly for the many participants in the gamefi track who, in essence, must deal with the conundrum that "a wise woman can&apos;t cook without rice" every day. Games and communities are keeping silent due to the bear market. Of course, the market is also experiencing growth. The current circumstance is significantly more challenging, particularly for the guild. YGG...]]></description>
            <content:encoded><![CDATA[<p>In a bear market, guilds must outperform their peers in order to exist; SBT is the solution.</p><p>The bear market is challenging, particularly for the many participants in the gamefi track who, in essence, must deal with the conundrum that &quot;a wise woman can&apos;t cook without rice&quot; every day. Games and communities are keeping silent due to the bear market. Of course, the market is also experiencing growth.</p><p>The current circumstance is significantly more challenging, particularly for the guild. YGG shared the spotlight with Axie Infinity in 2021 and enjoyed enormous success, and it also gave rise to a global surge of gaming guilds. But in 2022, YGG and Axie Infinity&apos;s brilliance has faded. Even the question of whether the guild can aid gamefi has been under a serious discussion.</p><p>Regarding this, after a thorough investigation, especially of Axie Infinity and StepN, we feel that game guilds continue to play a significant role in the gamefi track, particularly in the early stage of game and players&apos; long-term education.</p><p>Furthermore, we think that guilds may genuinely fulfill more fundamental demands of players in the gamefi2.0 period, which is the basis for guilds to play a bigger role soon. The problems and future of the guild will next be analyzed below.</p><p><strong>1/ Why guilds have been abandoned?</strong></p><p>There have been numerous negative comments made about the function of guilds in the games in 2022. The co-founder of StepN, Jerry, expressed one of the most prevalent viewpoints: &quot;StepN does not want to cooperate with game guilds and is upset with the rental model under the guild system, because users lack devotion.&quot; Even more plainly stated is in StepN&apos;s official article: &quot;The guild, while adding a social dimension, is acting as a middleman distorts the market&apos;s power dynamics and pricing system.</p><p>Additionally, certain guilds and studios do consider some games to be &quot;chickens that lay golden eggs.&quot; Due to the guild&apos;s early access to many relatively inexpensive chips, such as tokens and nft, it will undoubtedly pose significant hidden risks to the market&apos;s pricing mechanism because it will be able to acquire a significant number of tokens through game play. In some instances, we&apos;ve observed that certain guilds or studios only sell a portion of them, always ensuring the game&apos;s existence, until the food eventually becomes bland, at which point they will sell all tokens and the game utterly extinct.</p><p>Along with the group&apos;s &quot;negative&quot; exterior impacts, the market presents guild with enormous difficulties. The gamefi market, which was lively in the past, is recently under a bear market. Meanwhile, the guild track has come to a total standstill. The threshold for gamefi is not high due to the shifting market conditions.</p><p>Consider Axie Infinity, which I tried before for a straightforward comparison. Three NFTs are required to play Axie. They cost me nearly 0.5 ETH（about 2000u); now you may now purchase these three &quot;ugly&quot; objects for 0.01ETH or 180u. The distinction between 2000u and 180u is readily apparent to a large number of people.</p><p>Traditional gaming guilds, whose primary revenue streams are asset leasing and revenue sharing, quickly lose their allure as a result of the drastic decline in the price of game assets. For players, to borrow NFT from guild is not necessary; even more, it is not necessary to play gamefi for players right now due to the low return.</p><p>As a result, the guild won&apos;t be much use to gamefi players if they have sufficient information source, and the guild&apos;s standing in the industry will be problematic.</p><p><strong>2/ Guild: infrastructure of Gamefi still</strong></p><p>Despite the fact that gamefi is clearly in a bear market, after a thorough evaluation, we have a strong faith in gamefi and think that gamefi is highly likely to take the lead in ending the bear market. The main issue is that gamefi lacks a well-known game and that the future gamefi 2.0 will most likely explode the consumer market at any moment. We have observed a number of games with potential during the long-term collaboration process, including Blast Royale, on which RPD is presently concentrating.</p><p>We think that the guild continues to be the foundation of the gamefi industry;the foundation of people which are the most valuable resource.</p><p>These fundamentals mainly stem from two basic needs of people as real players: information and social interaction.</p><p>The first is a need for information. This desire is very explicit. The number of games in the gamefi 2.0 stage will significantly outnumber those in gamefi 1.0 in terms of both quantity and quality. Players have high standards for efficacy and require a variety of information services before playing gamefi, such as game introduction, operation instructions, skill analysis, industry reports, etc. Neither vertical media of gamefi and general media can provide timely coverage of a certain game. Currently, guild still has a lot of advantages in terms of choosing potential games and offering in-depth information and helpful advice in real-time.</p><p>Then there are the requirements of society. This can be easily seen as a particular example of socialfi in gamefi to enable people to successfully socialize through games. Social interaction is a key component of conventional games, and these games&apos; built-in chat rooms (either text or voice) can serve this purpose. Additionally, there will be third-party systems that enable various sorts of social interaction, such as gaming forums and live broadcast platforms.</p><p>Another degree of social implication is to categorize users (players) in a sophisticated label manner, which is crucial for analyzing user data and intelligent game recommendations.</p><p>To be honest, the present game guilds and gamefi haven&apos;t done a very good job of socialization. Guilds, on the other hand, can offer a suitable platform for player socialization and player management through a variety of channels as an organization that spans a number of specific video games. The social significance of gamefi guilds cannot be disregarded, and this is not at odds with other social media or social tools.</p><p>The value of this human infrastructure is comparable to that of other technical infrastructures, and guilds may generally fill the role of game-related infrastructure at the informational and social levels.</p><p><strong>3/ Go beyond guild? Becoming a full-service platform</strong></p><p>On the one hand, the conventional guild model has found it challenging to meet the needs of high-quality games&apos; spread on social media. Instead, it will result in a constant selling pressure and a significant economic instability inside the game.</p><p>On the other hand, players&apos; needs for game information, tutorials, and social interaction are continually aroused and eager to be met in light of gamefi&apos;s ongoing evolution, including the increase in game difficulty and the widespread popularity of win2earn and other modes. The guild happens to be the most appropriate external platform to satisfy these requirements.</p><p>The guild will still be where most gamefi players congregate in the forthcoming gamefi 2.0 stage (perhaps around the end of this year, possibly in the first part of next year, and of course it may be later), and the reason they choose to congregate will be diversified, including traditional asset leasing ras well as information, education, social interaction, etc..</p><p>This suggests greater standards for guilds in terms of player management and services, including not only the capacity and team to provide information but also the appropriate tools to facilitate more convenient asset leasing and satisfy players&apos; social demands.</p><p>Due to this, guilds must either create comparable items on their own or be able to include existing ones. The guild should not be changed into a venture capital firm or merely a community; it should not practice asset leasing exclusively through the mail/account system. Guilds should have a bigger role in Gamefi 2.0.</p><p><strong>4/What role will SBT and RPD Pass play?</strong></p><p>SBT (soulbound token) will play a significant role in the guild&apos;s transformation. E. Glen Weyl, an economist and sociologist, lawyer Puja Ohlhaver, and Vitalik Buterin, the creator of Ethereum, suggested SBT in May of this year. As &quot;NFT 2.0,&quot; SBT has several key characteristics, including: SBT can reflect a wide range of traits and accomplishments of a person or institution. It is tied to a wallet, cannot be traded, and has no monetary value.</p><p>In our opinion, SBT will be crucial to the growth of the entire blockchain industry. The user&apos;s on-chain data and some off-chain data will be the main focus of the SBT issuance (such as the soul-bound token BAB distributed by Binance based on kyc data). SBT will probably be able to address the issue of &quot;what they are&quot; if DID can only partially address the issue of &quot;who they are&quot; of wallets addresses. The significance of this is obvious to projects, particularly in marketing and community promotion.</p><p>In the world of game technology, a player&apos;s conduct on social media, gaming performance, or history of work completions on the task platform RPO established by RPD can all serve as the foundation of SBT and serve as the player&apos;s labels.</p><p>Fine grooming has obvious advantages. The gamefi project, like other metaverse projects, is able to attract exact users through airdrops, communities, etc., at various phases, in accordance with varied development objectives, and aiming to attract particular player groups. This will signal a significant shift in the game-related industry&apos;s marketing and promotional strategies, and it will support the gamefi industry&apos;s healthy growth.</p><p>Addition to organizing the job platform data and dispersing SBT, RPD is developing a wallet that can support SBT&apos;s display, assist users in thwarting the SBT black market, and aid projects in locating precise user crowd tags.</p><p>Regarding the RPD Pass, it can be considered a voucher for the gamefi business as well as an industry welfare aggregator. Users can continue to receive a variety of industrial benefits with RPD Pass, and these advantages originate from the gamefi/nft projects, which works closely with RPD.</p><p>SBT will therefore become the norm for gamefi players in the future, especially those real players. RPD Pass will be the ideal option if players wish to relatively easily reap the benefits of industry development as well as RPD&apos;s development.</p><p>After a careful consideration, RPD is gradually surpassing the guild, creating a platform based on SBT and RPD Pass, with a number of useful tools (such as mission platforms, gamefi Wallet), and becoming Gamefi&apos;s real traffic entrance and transit center, supplying real players for high-quality games, and laying a human foundation for the industry&apos;s development.</p>]]></content:encoded>
            <author>realplayer@newsletter.paragraph.com (Real Player DAO (RPD))</author>
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            <title><![CDATA[RPD Research: What can Gamefi learn from traditional games' payment models]]></title>
            <link>https://paragraph.com/@realplayer/rpd-research-what-can-gamefi-learn-from-traditional-games-payment-models</link>
            <guid>GO5PYiXQzj8jLdjjzkNM</guid>
            <pubDate>Thu, 28 Jul 2022 02:34:42 GMT</pubDate>
            <description><![CDATA[Writen by yuyang，Researcher @ RPD， twitter：@aptx4869yuyang Edited and proofed by Professor Cao, twitter: @charlie_cao From paying to EarningYou have to pay to play the game at the beginning. The original game industry was built on a pay-for-play basis, known as buy-out games. Whether the arcade by the hour to play, or buy the game console cassette, are a form of payment for the game. Even today, mainframe platforms and Steam are the home of all paid 3A blockbusters. By the age of online games...]]></description>
            <content:encoded><![CDATA[<p>Writen by yuyang，Researcher @ RPD， twitter：@aptx4869yuyang Edited and proofed by Professor Cao, twitter: @charlie_cao</p><p><strong>From paying to Earning</strong></p><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/cd1cc99df0ce13bf2fe62aaeb8b14aba6eb7e277e4ed89d2df869ca915128d53.png" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><p>You have to pay to play the game at the beginning.</p><p>The original game industry was built on a pay-for-play basis, known as buy-out games. Whether the arcade by the hour to play, or buy the game console cassette, are a form of payment for the game. Even today, mainframe platforms and Steam are the home of all paid 3A blockbusters. By the age of online games, game time card has become an important way to pay for the game, but the same stays true: you have to pay to play the game.</p><p>With the Internet dominating the game industry, and because of China&apos;s rampant piracy situation, attracting users with lower and lower barriers to entry, or even free, has become almost the only path for game makers. In this context, “The Legend of Mir 2” became the first phenomenally free online game in China, creating a game path that belongs to China. The idea of making money with free in-app purchase has also left a spark of hope for China&apos;s game industry. From League of Legends to Honor of Kings, Game for Peace to Genshin Impact, almost all of the most popular games around us today are free.</p><p>With the rise of Web 3.0, the game business model seems to be moving in a more radical direction. If Game 1.0 is user-paid, Game 2.0 is free, and Gamefi that become game 3.0 shout out the strongest slogan: Play to Earn. However, it was a pity that compared to the long game cycle of traditional games, blockchain games currently fell into the spell of a 3-month mini-crash and a 5-month big crash. No matter how successful the early stages of Gamefi were, the ultimate fate is just a flash in the pan. Ironically, the total cost for a free game is much higher than for a buy-out, players who hope to make money in a blockchain game can end up losing money.</p><p>So, we want to comb through the business model changes of traditional games, hoping that Gamefi can learn from them.</p><p><strong>Game Classification</strong></p><p>Before we begin to introduce the game payment model in detail, let&apos;s first give the game a general category.</p><p>Combat Game One of the big categories that I call combat, MOBA games like Honor of Kings, including FPS like Game for Peace, recently, there have been several battle Gamefi such as Thetan Arena and Blast Royale. Brawl Stars in traditional games is very similar in terms of gameplay and is a simplified MOBA game. This game category takes a lot of operations, and the player&apos;s pleasure source usually is to kill the enemy.</p><p>Card Game Another type of games do not require much operations from the players, so they do not require much game balance. Although there might be battles, the battles were usually round-based, and therefore, there is no high-capacity operational requirements as in combat <a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="http://games.In">games.In</a> general such games can be played by &quot;Clumsy-Handed Players&quot;. Although there are a large number of non-combat games that can be considered in this category, card games are arguably the most successful commercial form of non-combat games. Card games are also the initial reference of Gamefi. To facilitate the follow-up analysis, we will focus on this category of games.</p><p>Classic card games include FGO, Onmyoji, and others. Gamefi in the form of card game are even more abundant. Not only are there games like CryptoMines and Starsharks, even Stepn and Melody are essentially card games with a sports/entertainment app shell, and none of them escape the basic card game framework created by Axie: Trade and upgrade the cards, and the more advanced the cards, the more tokens you can earn.</p><p>The card can be a monster, a shark, a running shoe, or a microphone. Common elements of traditional card games and Gamefi include: gathering (purchasing/swiping materials/swiping equipment) , upgrading (cultivating/upgrading equipment) , gambling (unboxing/Mint) , resource allocation (NFT transactions/leasing) , etc. .</p><p><strong>Business model changes for free games</strong></p><p>1 Recharge to become stronger In the early days of online games, players would be charged by game time cards. Players would have a chance to get high-level equipment through a long gaming time, whether they experienced combat or completed a mission. The equipment also has the attribute which can be exchanged freely, therefore there is a possibility that the player can recoup long-term time card investment through equipment trading.</p><p>This form of equipment is actually the value embodied in player time cost plus player time card cost. The equipment was tied to the player&apos;s game time, ensuring that the total amount of equipment would not be suddenly increased. The player&apos;s game time had to be supported by game time card, so the equipment has a value base. The player pursues “stronger” ability, and rare equipment, which also become the equipment direct demand. With the above, the closed-loop economy of early online game is also formed. Due to time and cost constraint from time card, the inflation of the game economy in this period is very slow, and the equipment can keep its value for a long time.</p><p>The idea of Gamefi/Metaverse also came from the form of online games in this period. Instead of freely exchanging equipment, we go a step further and pass ownership of equipment to the users through the blockchain technology, which facilitated further the free trade of money/equipment. Blockchain technology + high-quality pay-for-time online games + players who are willing to invest time and in time card</p><p>If the above three conditions are satisfied at the same time, then there will undoubtedly be a successful Gamefi. Unfortunately, because of the discovery of the “In-app Purchase” secret, the entire game market into the free era.</p><p>The earliest commercial model for free games was actually a pirated game. Back then, The Legend of Mir 2 was still a paid game that required time cards to play. Because the source code leaked, the game private server is rampant. The private server&apos;s time cards were extremely low in cost, even free, but they could make money by selling props. The income from this mode even surpassed the income that the legitimate version of The Legend of Mir 2 could bring.</p><p>At first Shanda is just through legal means to combat private server, but since there is such a strong demand for props, why keep a negligible time card income, rather than directly participate in more lucrative props trade? Then there are all kinds of in-app purchase consumption, including selling upgrade speed, experience, game currency, skills, pets, and weapons. In-game virtual values and virtual items are no longer subject to the constraints of the player&apos;s game time: to reap higher profits, there is nothing that can not be unlimitedly distributed.</p><p>In the later stages of the game, the game started to bind the props and forbid players trading. The game no longer had the soil for equipment trading. In short, the game company wanted to turn all the assets that used to belong to players into its own. The game at this point is no longer an economic ecology.</p><p>It wasn&apos;t just the economy that was hurt. The logic of &apos;money = combat power&apos; completely upset the balance of the game. If one wanted to get the most out of the game, then topping up was the only way out. So why do low-fee players stay in the game when they can&apos;t enjoy it? Why do whales stay in the game when they&apos;ve lost objects they can hack and a show of force at will?</p><p>2 Appearance Fee Online games, which can become stronger by charging, eventually declined. The business model of the game ushered in a brand-new revolution. The mobile game era, which focused on maintaining the general experience and stressing the fairness of the game, began. Paying for the look has become one of the most important payment models of the gaming age. Revenue = player base X payment conversion rate X paid amount</p><p>This revenue formula became the axiom of all free-to-play mobile games. Without destroying the core gameplay, the game makers were trying to optimize these three revenue factors, trying to squeeze each to the limit. Expand the user base diligently Strengthen the skin needs to give the appearance more connotation, Take the Honor Of Kings for example: Over 200 million users, with daily activity peaking at 100 million and over 50 percent female users. New heroes, new skins, and even League of Legends CP Bars appear every month.</p><p>3 Battle Pass</p><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/3927051045d575eeb64b26523275b00c108b6f5cfc63cc8b7bdd5a266351775b.png" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><p>Pay rates in recharge-to-become-stronger games are very low, and the game&apos;s main revenue comes from super high fees from whales that account for less than 1%. The size of the user who paid for appearance was larger, but the appearance demand was elastic, so the payment rate would not exceed 5%, and the gap between large whales and medium whales is smaller. We&apos;ve seen a huge increase in user base and a relatively healthier amount of payments from recharge-to-become-stronger games to appearance-fee games. The ultimate bottleneck has been to optimize payment rates. A more advanced business model emerged--Battle Pass. Fortnite, the first game to successfully use the Battle Pass model, achieved great success in commercialization with a 70% subscription rate.</p><p>The opportunity for Fortnite to use the battle pass is this: the new battle royale mode that was added at the end of September 2017 was very popular, but it didn&apos;t generate the kind of revenue associated with its traction and popularity. At the end of October, they added a season to give users long-term game goals, but the revenue boost was limited. At the same time, the temporary winner of the Battle Royale, commonly known as chicken-eating PUBG, was trying to learn from CS:GO , which featureed a gun skin and character fashion as its core, a payment system that sets the price of such equipment on a market for users. CS:GO continued to benefit from this system, but PUBG had a few problems: in this third-person shooter game, players have less need for their own firearms and clothing than first-person CSGO, and are less willing to buy fancy fashion to make themselves more visible to the enemy.</p><p>So, on December 14, 2017, the second season of Fortnite arrived, along with the Fortnite version of Battle Pass. It&apos;s similar to Dota 2&apos;s design, but there&apos;s only one key difference: if players don&apos;t have a Pass, they can play the whole content with a“Free Pass.” They also have the same combat points as those who bought a Pass this season. But when a player makes up his mind to buy a Pass, he gets all the rewards he&apos;s won! In Dota 2&apos;s“Spend money to buy a burden”, it immediately became“Spend money to buy a reward”!</p><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/4a1eb9524ea4c4dc0d33407324de51684f3c86703c7f92513ebd17a1e5c0077f.png" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><p>4 Card Game</p><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/e656cd224d5f8a92a0959f93d97ef8260ba72d14e4bb28977dd9228115bb85f2.png" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><p>▲ If the path from appearance fee to battle pass is an exploration of respecting the balance of the game, card game in-app purchase can be considered another direction of effort.</p><p>In-app purchase card games were not originally designed to be fair. To improve on recharge-to-become-stronger games, game designers introduced probabilities to break the direct link between being strong and being rich. A small number of low-payment players also have the opportunity to get powerful equipment and have the power to fight heavy-paying players.</p><p>Apparently, in-app purchase game was to completely abandon the competitive nature of the game. For example, Fate/Grand Order, the world&apos;s most profitable card-drawing game, is a standalone game with no social interaction between players. The player is paying for its outstanding story, character design, formative experience, and activity design.</p><p><strong>Tips For Gamefi</strong></p><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/e7ab194b457ba0452ceea57acebab95b233d047cffc43cc99d9f06cc6ca15c96.png" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><p>STEPN&apos;s revenue in the first quarter of this year was negligible compared to other successful games. But with the project&apos;s popularity growing, in May, the contract revenue reached $170 million. High daily income can reach $50 million, very close to the Honor of Kings. The current problem with Gamefi is that good revenue scale does not match the game life cycle, because high revenue is completely unsustainable. So what can we learn from the development of traditional games? 1 Respect the Balance of the Game The economic model of blockchain games such as Thetan Arena still follows the logic of Axie&apos;s card games, which was extremely harmful to the balance of the game. We think the right means to design combat games is to find the“Battle Pass” mode for Gamefi. NFT minting can be used as a “Battle Pass”.</p><p>The core purpose of a combat game is to win the game. Originally, these items, skins, and achievements are secondary needs, and it is difficult for players to pay for them alone. However, the magic of the Battle Pass is that it provides a “permission” for players to play games. Is it more appealing to be motivated by “giving away” related items, because, anyway, these games are what you would have done anyway (the core purpose of the game). Wouldn&apos;t it be a loss not to buy this cheap “Pass”? 2 Endow NFT with Sufficient Emotional Attributes For the card Gamefi, in the current economic model of basic run-through situation, the core problem is that user sentiment can not support the high value of NFT. In the basic game of cards, empowering NFT with more story attributes, social attributes and other high-level play is the real way out.</p><p>In the trending of female-oriented, two-dimensional games, players&apos; emotional attachment to the“Paper Husband/Wife” has become too strong to be ignored. Game suppliers find that games, that can bear the emotional works of players, can grow to a high-ceiling game with only development around game role. The two-dimensional work represented by FGO showed the industry a popular IP. With the gameplay almost zero, it could even get players to pay for their beliefs.</p><p>Take Melody, for example. If it follows the same model as before, it will still end up with a death spiral. Via songs/stars/concerts or other music-related means, giving users enough emotional/story recognition can be a path to innovation.</p>]]></content:encoded>
            <author>realplayer@newsletter.paragraph.com (Real Player DAO (RPD))</author>
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            <title><![CDATA[RPD研究：链游能从传统游戏付费模式中学到什么？]]></title>
            <link>https://paragraph.com/@realplayer/rpd-3</link>
            <guid>IDVsl6HDCNaMxMcw0br7</guid>
            <pubDate>Thu, 28 Jul 2022 02:12:28 GMT</pubDate>
            <description><![CDATA[作者：yuyang，Researcher @ RPD， 推特：@aptx4869yuyang 一 游戏从付费到赚钱游戏一开始是要需要付费的。最初的游戏产业是建立在付费购买基础上的，也就是所谓的买断游戏。无论是街机的按小时游玩，还是购买游戏主机卡带。即使到了今天，各大主机平台以及Steam也都是各种付费3A大作的主阵地。到了网游时代，销售点卡成为了付费游戏的重要方式，但不变的是玩游戏需要付钱。 伴随着互联网思维席卷游戏产业，也因为中国的盗版泛滥的国情，用越来越低的门槛甚至完全免费来吸引到用户，已经几乎成为了游戏厂商唯一的路径。在这种背景下，《传奇》成国内第一个现象级免费网游，开创了一条属于中国的游戏之路，游戏免费氪金赚钱的思路也给中国的游戏产业保留下了希望的火种。从《英雄联盟》到《王者荣耀》，《和平精英》到《原神》如今我们身边最流行游戏几乎全都是免费游戏。 随着web3.0兴起，游戏的商业模式仿佛要朝着更激进的方向前进了。如果说游戏1.0是需要用户付费的，游戏2.0的游戏是免费的，成为游戏3.0的链游则喊出了边玩边赚（Play to Earn）最强口号。不过可惜的是，相比于传统游戏...]]></description>
            <content:encoded><![CDATA[<p>作者：yuyang，Researcher @ RPD， 推特：@aptx4869yuyang</p><p><strong>一 游戏从付费到赚钱</strong></p><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/9d04ba1feda066d5b05bd8b01d2be1486def75d2bd876ea7013ad24697dcdbd9.png" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><p>游戏一开始是要需要付费的。最初的游戏产业是建立在付费购买基础上的，也就是所谓的买断游戏。无论是街机的按小时游玩，还是购买游戏主机卡带。即使到了今天，各大主机平台以及Steam也都是各种付费3A大作的主阵地。到了网游时代，销售点卡成为了付费游戏的重要方式，但不变的是玩游戏需要付钱。</p><p>伴随着互联网思维席卷游戏产业，也因为中国的盗版泛滥的国情，用越来越低的门槛甚至完全免费来吸引到用户，已经几乎成为了游戏厂商唯一的路径。在这种背景下，《传奇》成国内第一个现象级免费网游，开创了一条属于中国的游戏之路，游戏免费氪金赚钱的思路也给中国的游戏产业保留下了希望的火种。从《英雄联盟》到《王者荣耀》，《和平精英》到《原神》如今我们身边最流行游戏几乎全都是免费游戏。</p><p>随着web3.0兴起，游戏的商业模式仿佛要朝着更激进的方向前进了。如果说游戏1.0是需要用户付费的，游戏2.0的游戏是免费的，成为游戏3.0的链游则喊出了边玩边赚（Play to Earn）最强口号。不过可惜的是，相比于传统游戏的长久的游戏周期，链游目前陷入了3个月一小崩，5个月一大崩的魔咒，无论前期多么成功的链游，最终的宿命都不过是昙花一现。讽刺的是，就像免费游戏最终氪金的总额可能往往远远超过普通的买断游戏，在指望在链游中希望能赚到钱的玩家结果可能是亏到走上天台。</p><p>所以，链游是不是应该先和他的前辈学习一下，至少先把游戏的周期扛过一年。</p><p><strong>二 游戏分类</strong></p><p>开始仔细介绍游戏付费模式之前，我们先给游戏分个大类。</p><p>对战类 其中一个大类我把它称作对战类，《王者荣耀》这种MOBA类游戏，也包括《和平精英》这种FPS射击类游戏，链游领域最近出现了 《Thetan Arena》《Blast Royale》这样的对战型链游，他们传统游戏《荒野乱斗》的玩法非常接近，是简化MOBA游戏。这类游戏的特点就是游戏非常吃操作，用户的乐趣来源通常是击杀敌人。</p><p>卡牌类 另外一类游戏则对玩家的操作要求没那么高，虽然也可能会有对战情节，但对战通常是回合制的，所以也就没有像对战类游戏一样的操作能力高的要求，通俗来说就是手残也能玩。虽然有大量的非对战类的游戏也都能算在这个大类里面，但是卡牌类游戏可以说是这类非对战类游戏商业化最成功的的游戏形式，也是链游最初始参考的游戏形态，为了后续分析方便，我们也就只分析这一大类游戏了。</p><p>传统卡牌类游戏的代表作有《FGO》《阴阳师》等，卡牌形式的链游则更是丰富，不但有 《飞船》《星鲨》这种游戏载体，甚至《Stepn》《Melody》的本质也都是套着一层运动/娱乐应用外壳的卡牌游戏，它们都没有摆脱《Axie》所创建的卡牌游戏基础框架：</p><p>对游戏平等对象进行交易和升级，有越多越高级的游戏对象就有机会能赚更多的游戏代币。</p><p>这里的对象可以是怪兽，也可以是鲨鱼，可以是跑鞋，也可以是麦克风。传统卡牌游戏和链游卡牌游戏不可缺少的共同元素包括：收集（购买/刷材料/刷装备等） 、升级 （培养/升级装备等）、赌博（开箱/Mint等）、资源分配（NFT交易/租赁）等等。</p><p><strong>三 免费游戏的商业模式变迁</strong></p><p>1 充值变强</p><p>早期网游的形式主要是通过点卡来进行收费，玩家通过长时间游戏，无论是经历战斗或者是完成任务，都有机会爆出高等级的装备，装备又有着可以自由交换的属性，所以出现了有玩家可以通过卖装备轻易回收自己长期以来的点卡投入的情况。</p><p>这个形式下的装备其实是 玩家时间成本 + 玩家点卡成本 的价值体现。装备绑定了玩家的游戏时间，保证了装备的总量不会突然增发，玩家的游戏时间必须有点卡支撑，所以装备也就有了价值基础。玩家追求“更强”的能力，追求稀有装备的，这也就成了装备的直接需求，早期网游的经济闭环也就形成了。因为 时间+点卡的双重限制，这个时期的游戏经济通货膨胀非常缓慢，装备可以长期保值。 链游/元宇宙的思想萌芽其实也来自于这个时期的网游形式，比起装备的自由交换，我们更进一步把装备通过区块链技术把所有权真正交给用户，资金/装备的交易更加自由。</p><p>区块链技术 + 时间付费的高质量网游 + 愿意投入时间和点卡的玩家</p><p>如果有个时空可以同时具备以上三个条件，那么无疑会诞生一个成功的链游。可惜的是，因为发现了“氪金”的秘密，整个游戏市场进入了免费时代。</p><p>最早的免费游戏商业模型其实是盗版游戏/私服先跑通的，当年《传奇》还是需要用点卡才能玩的付费游戏，由于源码泄露，于是便有了遍地开花的私服。私服的点卡费用极低，甚至免费的，却能通过销售道具来赚钱，这种模式的收入甚至已经超越了正版《传奇》能带来的收入。 开始盛大还只是通过法律手段打击私服，但是既然有这么强的道具购买需求，为什么要守着微不足道的点卡收入，而不直接参与更暴利的道具交易呢？于是便有了各种花式内购的氪金之路，卖升级速度，卖经验，卖游戏币，卖技能，卖宠物，卖武器。。。。游戏内的虚拟数值与虚拟物品已经不再受到玩家游戏时间的约束，为了更高的收益，没有什么是不能无限增发的。 到了后期，游戏开始了道具强制绑定，禁止玩家交易，游戏甚至都没有了装备交易的土壤，总之就是游戏公司要把曾经玩家的蛋糕变全部成自己的，此时的游戏已经称不上有什么经济生态。 受到伤害的不单单是经济生态，“钱 = 战斗力” 的逻辑彻底打破了游戏的平衡性，如果想得到游戏的爽点，那么充值就成了唯一的出路。于是乎冲着免费噱头来到游戏的玩家，来到游戏根本享受不到游戏的快乐，那么他们为什么还要留在游戏里面呢？当大R玩家失去了可以随意砍杀的对象，失去了可以耀武扬威的对象，他们又为什么要留在游戏里面呢？</p><p>2 外观付费 充值就能变强的网游最终走向衰落，游戏的的商业模式又迎来了一次全新的变革，注重维护一般体验，强调游戏公平的手游时代开始了，为外观付费成了这个游戏时代最重要的付费模式。</p><p>收入=玩家基础 X 付费转化率 X 付费额</p><p>这个营收公式成了所有免费手机游戏的公理，在做到不破坏游戏核心玩法的前提下，游戏厂商在努力优化这三个营收因子，努力在每一个环节都压榨到极限。 努力扩大用户基数 赋予外观更多的内涵，强化皮肤需求 以国民游戏王者荣耀为例： 用户超过2亿，日活巅峰过1亿，女性用户超过50%。 每月都有新英雄，新皮肤，甚至会有英雄联盟CP吧，社交带来外观需求。</p><p>3 通行证</p><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/eb3d9cc8109dc2aa90eadd0358a80c5243c54330e42b310b4f5d2d87a8ba8741.png" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><p>充值变强游戏里面的付费率非常低，并且游戏的主要收入来自于小于1%大R用户的超高额付费。外观付费的用户的玩家规模更大，但是外观需求并非是刚需，所以付费率不会超过5%，大R和中R的充值额度差距变小。我们看到从充值变强到外观付费，用户基数变得非常大了，付费额度也变得相对健康，最终的瓶颈变成了优化付费率。于是一种更先进的商业模式应运而生——战斗通行证（Battle Pass），《堡垒之夜》则是第一个应用战斗通行证模式成功的游戏，付费率能够达到70%，实现了在商业化上巨大的成功。</p><p>堡垒之夜应用战斗通行证模式的契机是这样的：2017年9月底新增的大逃杀模式固然人气很高，但却没能收获与人气、热度相应的收入。10月底，为了给用户增添长线游戏目标，他们往里面加入了赛季（Season），但对收入的提升非常有限。同一时间，大逃杀玩法暂时的胜利者，俗称吃鸡的PUBG，正在试图学习反恐精英全球突击（CS:GO），打造一个以枪械皮肤、角色时装为核心，以用户自由交易市场来给这些装备定价的付费体系。这套体系给CS:GO带来了持续稳定的收益，但在PUBG上遇到了一些问题：在这个第三人称视角的射击游戏中，玩家对自己的枪械、服装的需求都没有第一人称的CSGO里面强烈，也不愿意购买花哨的时装让自己更容易被敌人发现。 于是，2017年12月14日，堡垒之夜的第二赛季到来，一同登场的就是堡垒之夜版本的Battle Pass。它和DOTA 2的设计神似，但只有一个关键设计是截然不同的：玩家不买Pass，也可以通过“免费通行证（Free Pass）”游玩全部内容，同时和买了Pass的人一样积攒本赛季的战斗分数。但当玩家下决心购买Pass时，他会获得他已经打到的所有奖励！在Dota 2的“花钱买负担”，立刻就变成了“花钱买奖励”！</p><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/6d9eddcd8ab2a169615258514a7a55c2bec89f100f5bd9ff18c3fc77e07a9daf.png" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><p>4 卡牌类</p><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/94537664b5101ff28e6ba785d09bba591eaa237b02cb55ff98001659019c4a35.png" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><p>如果说 从外观付费到战斗通行证是一条对付费变强模式的探索之路，卡牌氪金可以算作是另外一个努力的方向。 氪金游戏初衷不是为了追求游戏的绝对公平，它们处理付费变强游戏问题的思路是引入概率，打破了 充钱就能变强的直接关系，少量低付费玩家也能通过爆出的强力装备和重氪玩家有一站之力。 当然，氪金游戏的极致就是完全放弃游戏的对战性了，比如世界上最赚钱的抽卡手游《Fate/Grand Order》，从玩法角度讲甚至是个玩家之间没有社交的纯单机游戏。支撑玩家氪金的其实是在于其出众的剧情、角色设计、养成体验及活动设计等方面。</p><p><strong>四 链游启发</strong></p><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/eb040de7abcd8fa35c22828aceaea5c22cbcad429393b558f6749b80dfa23d35.png" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><p>Stepn在今年第一季度和其他成功链游相比，收入还微不足道。但是随着项目热度逐步提升，5月份，协议收入以及达到1.7亿元，交易量高的日子的单日收入能达到 5000万人民币，非常接近王者荣耀。目前链游的问题在于，良好的营收规模却没有匹配的游戏生命周期，高收入完全不可持续，所以我们能从传统游戏的发展中学到什么呢？</p><p>1 尊重游戏平衡性</p><p>《Thetan Arena》等对战型的链游，经济模型还是在沿用《Axie》的卡牌游戏的逻辑，这对游戏的平衡性是极大的伤害。我觉得对战类游戏的正途是找到属于链游的“战斗通行证”模式，NFT铸造角色的过程，本身就可以作为“战斗通行证”本身。 对战类游戏的核心目的是对局，是赢。原本这些道具、皮肤、成就都是其次的需求，玩家很难单独为之付费；但通行证妙就妙在，提供了一个「权限」，当玩家完成了相应的对局、击杀，就可以被「赠送」相关的物品激励，听上去是否就更具吸引力——因为无论如何，这些对局是你本来就会去完成的（游戏的核心目的），那么不买这个还挺便宜的「权限」，岂不是「亏了」？</p><p>2 赋予NFT 充分的情感属性</p><p>而对于卡牌类的链游，在目前经济模型基本跑通的情况下，核心问题其实是用户情感并不能支撑NFT的高价值。在卡牌的基础玩法之下，赋予NFT更多的故事属性，社交属性等高阶玩法才是真正的出路。 在女性向、二次元等游戏趋势下，玩家对「纸片人老公/老婆」的情感寄托已强大到不可忽视。游戏厂商发现，能够承载玩家情感的作品，仅靠角色亦可长线成长为天花板极高的游戏。以《FGO》为代表的二次元作品，向行业展示了一个深得人心的 IP，在游戏性几乎为 0 的前提下，竟也可以让玩家为信仰氪金抽卡。 以《Melody》这款K歌链游为例，如果照搬之前链游的模式，无疑还是一条死亡螺旋的结局，通过歌曲/歌星/演唱会或者其他与音乐有关的方式，给用户足够的情感/故事认同，可能是一条创新之路。</p><p><strong>数据参考：</strong> 2022第一季度手游收入:《王者荣耀》46亿《原神》35亿 <a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="https://finance.sina.com.cn/tech/2022-04-06/doc-imcwiwst0142053.shtml">https://finance.sina.com.cn/tech/2022-04-06/doc-imcwiwst0142053.shtml</a> 5月STEPN项目方协议收入大约为：1.7亿美金<a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="https://twitter.com/wangdadou2/status/1531495181866123265">https://twitter.com/wangdadou2/status/1531495181866123265</a></p>]]></content:encoded>
            <author>realplayer@newsletter.paragraph.com (Real Player DAO (RPD))</author>
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            <title><![CDATA[Amazy：StepN仿盘，抑或 P2E新尝试
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            <link>https://paragraph.com/@realplayer/amazy-stepn-p2e</link>
            <guid>anhmMUK2CqCIKnzolSBd</guid>
            <pubDate>Wed, 20 Jul 2022 14:55:11 GMT</pubDate>
            <description><![CDATA[被指责的集权的Stepn 盛极一时的Stepn项目风光不再，7.15之后大陆用户因为监管原因只能和项目选择彻底分手。回溯这7个月项目的点点滴滴，也许Stepn留给我们的不只有一地鸡毛，也许还有对整个Gamefi的思考，以及对未来的新的希望。 Stepn 项目最大的问题是什么，可能每个用户都有自己的答案。但是最饱受争议的可能就是项目方的“集权式”调控了。 Stepn项目方早期的“宏观调控”对稳定币价和持续拉新起到了积极的作用，但在崇尚社区治理和去中心化精神的Web3世界里，这种权力对每一个人都造成了威胁。项目方往往在币价上升时立即出手，但在币价下跌时又缺少稳定价格的机制。 4月29日，持续上涨的GST币价来到了历史最高点8.43美元，随后项目方进行了一系列强制干预。首先是将mint新鞋的规则改为只消耗GMT，主动让GST通胀，接着推出双胞胎活动继续消耗GMT。此举一出，GST币价和鞋价应声下跌，GST甚至在29日当天就几乎腰斩。短期内频繁进行的大幅修改不仅导致了币价上蹿下跳，也引发了社区的强烈不满，指责STEPN过于中心化。 Amazy的去中心化的尝试 当项目方觉得管控是对的时候，...]]></description>
            <content:encoded><![CDATA[<p><strong>被指责的集权的Stepn</strong></p><p>盛极一时的Stepn项目风光不再，7.15之后大陆用户因为监管原因只能和项目选择彻底分手。回溯这7个月项目的点点滴滴，也许Stepn留给我们的不只有一地鸡毛，也许还有对整个Gamefi的思考，以及对未来的新的希望。</p><p>Stepn 项目最大的问题是什么，可能每个用户都有自己的答案。但是最饱受争议的可能就是项目方的“集权式”调控了。</p><p>Stepn项目方早期的“宏观调控”对稳定币价和持续拉新起到了积极的作用，但在崇尚社区治理和去中心化精神的Web3世界里，这种权力对每一个人都造成了威胁。项目方往往在币价上升时立即出手，但在币价下跌时又缺少稳定价格的机制。</p><p>4月29日，持续上涨的GST币价来到了历史最高点8.43美元，随后项目方进行了一系列强制干预。首先是将mint新鞋的规则改为只消耗GMT，主动让GST通胀，接着推出双胞胎活动继续消耗GMT。此举一出，GST币价和鞋价应声下跌，GST甚至在29日当天就几乎腰斩。短期内频繁进行的大幅修改不仅导致了币价上蹿下跳，也引发了社区的强烈不满，指责STEPN过于中心化。</p><p><strong>Amazy的去中心化的尝试</strong></p><p>当项目方觉得管控是对的时候，他们总能找出支持自己的理由。“Talk is cheap” ，当我们不能说服他们的时候，我们为什么不能另起炉灶，构建真正属于我们自己去中心化式的Stepn游戏呢？</p><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/3f3e0c44f1f76b4ffdd7ac51aeef631f5c26e01ccab33fb23ff3f097afc8e032.png" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><p>在这种背景下，我们注意到了Amazy 这个项目。</p><p>如果你只是访问他们的官网，你会觉得这个项目好像只是一个普通的不能再普通的Stepn仿盘。把鞋子做成了3D的形式，基础规则和玩法不能说是对Stepn有所借鉴，只能说是一模一样。不过随着深入白皮书的细节，以及看往期的项目方的各种AMA答疑，我们却仿佛看到了一个更去中心化的Stepn，一种社区治理方式的新尝试。</p><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/68ec4f019b542bfdd7314b17349bac6843340d2a1fc4af108e562570cb15b30d.png" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><p>Amazy 并没有只把自己定位成一款游戏，而是一个Web3游戏平台，M2E应用只是他们上线的第一款游戏。整个Amazy的经济和决策权也都交还给了用户，开发者只需要关心用户增长。游戏治理代币AZY，也就不会只是沦为融资工具，而真正成为一款治理代币。持有AZY的用户真正有机会参与到与金库和应用平台的重要决策中。</p><p>同时为了保持经济的可持续性，Amazy 也从吸引用户角度做出了更多的努力。包括和KOL合作，建立可以普及web3知识学院，建立积极主动经济独立的设计等方式从而吸引更多用户来探索web3 。</p><p>其实在项目白皮书中，对于去中心化的社区建设还没有太多具体的落地形式。我们暂时还是把目光聚焦在常规的项目信息上。</p><p><strong>代币经济学</strong></p><p>AMAZY 提供设计了两种代币：AMT 和 AZY。AMT 代币是M2E游戏代币，总供应量无限，是游戏的主要奖励机制，也是在 AMAZY NFT 市场中使用的代币。</p><p>AZY 则作为整个平台的治理代币，的供应量为 10 亿个，可以在各种交易所买卖。它的初始市值为 150 万美元，完全稀释后的市值为 2500 万美元。 具体分配和解锁周期可以参考下图。</p><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/142fb67040d755cafd7601f327a53a4298de0397928fa731fdb92fd31e4035ae.png" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><p><strong>团队成员</strong></p><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/18efefe6b813eaa8efcfe2e1c34558a5f55746b47ba8a274e7ccd5e773519d70.png" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><p>AMAZY 项目主要成员全部实名，而且背景非常过硬，团队开发了数十款手机游戏，总安装量超过 2 亿。主要成员如下：</p><p>Sergey Kosenko – Instagram 上 5,5 万粉丝，130K+ 加密货币社区和 Kosenko Media 机构，该机构与独联体的名人和博主合作了 6 年；</p><p>Azur Games 的联合创始人 Artem Nikolaev 是全球第三大游戏应用公司，3 年下载量超过 1.5 亿次（其中 Google Play 以 2021 亿次下载量排名第一）；</p><p>Ilya Podoynitsyn，首席技术官。 作为 CTO 推出了 10 多个区块链产品。 在金融科技、NFT 和 DeFi 开发方面拥有丰富的经验；</p><p>斯坦尼斯拉夫·朱平，CPO。 加密爱好者，50 多个项目的加密投资者。</p><p><strong>总结</strong></p><ul><li><p>第一款M2E游戏创新的落地有待验证</p></li><li><p>去中心化的应用平台设计非常符合web3精神，但暂时还没有实际落地的动作。</p></li><li><p>区块链应用平台其实并不是一个很新的概念，已经有了诸如 Gala Game 、P12的游戏平台尝试，希望Amazy 也能探索出属于自己的道路。</p></li></ul><p>官网：<a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="https://amazy.io/">https://amazy.io/</a></p><p>白皮书：<a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="https://amazy-1.gitbook.io/whitepaper">https://amazy-1.gitbook.io/whitepaper</a></p>]]></content:encoded>
            <author>realplayer@newsletter.paragraph.com (Real Player DAO (RPD))</author>
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            <title><![CDATA[Melody能否开辟sing2earn新路径？]]></title>
            <link>https://paragraph.com/@realplayer/melody-sing2earn</link>
            <guid>q0oQL8k5R76bugvxuiPi</guid>
            <pubDate>Tue, 19 Jul 2022 04:36:22 GMT</pubDate>
            <description><![CDATA[Melody在7月15日在OKX链上以25OKT（约375美元）的价格出售1000个创世盲盒，仅仅3分钟就全部售罄，Melody的热度可见一斑。 Melody的愿景是通过音乐来连接web3与现实，玩家在其生态中可以与其他玩家互动并获取收益。StepN珠玉在前，其耀眼表现和面对的困境，给X2E带来了新的出路也带来了新的思考，那么Melody开辟的音乐新赛道是否会遇到StepN带来的问题吗？ 从项目方的路线图来看，项目仍处于初始阶段，目前推出玩法有NFT交易与NFT质押，至少要到今年第三季度才能正式实装经济系统，那么我能从其NFT销售的数据管中窥豹，浅析目前Melody的发展情况。Melody创世NFT已经上线BNB还有OKX链，截至2022年7月16，持有NFT的人数为3922，其中持有10以上NFT的地址占比为17%。相较于其他项目早期主要由巨鲸掌握生产资料，Melody早期参与玩家相对分散，表明玩家普遍对Melody项目价值有共识。Melody NFT现在平均成交价大约为500U左右，但盲盒Mint价格大约为375U左右，只要抢到就是30%的收益。项目方除了出售创世NFT外，项...]]></description>
            <content:encoded><![CDATA[<p>Melody在7月15日在OKX链上以25OKT（约375美元）的价格出售1000个创世盲盒，仅仅3分钟就全部售罄，Melody的热度可见一斑。</p><p>Melody的愿景是通过音乐来连接web3与现实，玩家在其生态中可以与其他玩家互动并获取收益。StepN珠玉在前，其耀眼表现和面对的困境，给X2E带来了新的出路也带来了新的思考，那么Melody开辟的音乐新赛道是否会遇到StepN带来的问题吗？</p><p>从项目方的路线图来看，项目仍处于初始阶段，目前推出玩法有NFT交易与NFT质押，至少要到今年第三季度才能正式实装经济系统，那么我能从其NFT销售的数据管中窥豹，浅析目前Melody的发展情况。</p><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/7f63f763111099cc712242a4d0138c2e2d10964dc8e9d210b99f18f8bd1c5bd7.png" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><p>Melody创世NFT已经上线BNB还有OKX链，截至2022年7月16，持有NFT的人数为3922，其中持有10以上NFT的地址占比为17%。相较于其他项目早期主要由巨鲸掌握生产资料，Melody早期参与玩家相对分散，表明玩家普遍对Melody项目价值有共识。</p><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/af9b21e05b1429c4bd2a6ed91cc14893c1251ed83008425cf08343ba2a9f74fd.png" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><p>Melody NFT现在平均成交价大约为500U左右，但盲盒Mint价格大约为375U左右，只要抢到就是30%的收益。</p><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/f7fb49dae469f7ce23228fd53fbc95244e6a5b4d5823b1f5cf3190c141a9f513.png" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><p>项目方除了出售创世NFT外，项目方还提前开启质押玩法，根据质押的NFT品质能获取相应的游戏治理代币SNS。按照官方白皮书的SNS的分配计划，项目初始阶段质押大约会释放3%共180,000,000枚SNS。相较于其他GameFi项目，提前质押确实吸引到不少投资者，尤其是之前吃到StepN红利的投资者，毕竟等到项目上线，SNS开启兑换，就可以套利变现回本，还可以利用先发优势对后续玩家提供生产资料进而复制StepN上的盈利模式。 </p><figure float="none" data-type="figure" class="img-center" style="max-width: null;"><img src="https://storage.googleapis.com/papyrus_images/d308add7037d14a19b7ff56476e341079c83ee356330fcc56bbc688ecdae7134.png" alt="" blurdataurl="data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACwAAAAAAQABAAACAkQBADs=" nextheight="600" nextwidth="800" class="image-node embed"><figcaption HTMLAttributes="[object Object]" class="hide-figcaption"></figcaption></figure><p>Melody愿景很美好，但是我们需要谨慎对待，高收益意味着高风险，Melody项目可能会存在以下几点风险：</p><ol><li><p>加密市场不景气，根据币安研究报告称，目前GameFi项目增速已经放缓为个位数，投资对待GameFi更加谨慎。</p></li><li><p>与StepN过于相似，经济模型上并未进行革命性改动，那么Melody是否能避免进入死亡螺旋。</p></li><li><p>由于项目还未上线但已开启质押，项目正式上线可能会面对巨大的抛压。</p></li></ol>]]></content:encoded>
            <author>realplayer@newsletter.paragraph.com (Real Player DAO (RPD))</author>
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            <title><![CDATA[MINT RPD Pass, what else you can get?]]></title>
            <link>https://paragraph.com/@realplayer/mint-rpd-pass-what-else-you-can-get</link>
            <guid>AJRiG6w1nL0AihTULHJR</guid>
            <pubDate>Fri, 08 Jul 2022 12:51:11 GMT</pubDate>
            <description><![CDATA[1/ The first Soul-bound Token (SBT) in the Gamefi industry will be airdrop to SBT holders; the snapshot time is July 10 at 22:00 PM (UTC+8), which is 48 hours after Open Mint. 2/ SBT holders will get Gamefi asset airdrop this month. 3/ When the RPD token launches, an airdrop will be given to all addresses that joined in MINT but failed. 4/ Tweet your evidence of MINT (successful or failed) and share 500u; finish the RPO task here: https://rpo.realplayer.io/#/mission/detail/47 Link of Mint: Op...]]></description>
            <content:encoded><![CDATA[<p>1/ The first Soul-bound Token (SBT) in the Gamefi industry will be airdrop to SBT holders; the snapshot time is July 10 at 22:00 PM (UTC+8), which is 48 hours after Open Mint.</p><p>2/ SBT holders will get Gamefi asset airdrop this month.</p><p>3/ When the RPD token launches, an airdrop will be given to all addresses that joined in MINT but failed.</p><p>4/ Tweet your evidence of MINT (successful or failed) and share 500u; finish the RPO task here: <a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="https://rpo.realplayer.io/#/mission/detail/47">https://rpo.realplayer.io/#/mission/detail/47</a></p><p><strong>Link of Mint:</strong> </p><p>Open Mint: 22:00（UTC+8）, 8th of July：</p><p>RPD site：<a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="https://rpo.realplayer.io/#/rpdnft">https://rpo.realplayer.io/#/rpdnft</a></p><p>OKX NFT：<a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="https://www.okx.com/cn/web3/nft/primary/details?id=925">https://www.okx.com/cn/web3/nft/primary/details?id=925</a></p><p>Bitmart: <a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="https://www.bitmart.com/nft/en/collectible?collectibleId=40">https://www.bitmart.com/nft/en/collectible?collectibleId=40</a></p><p><a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="http://Gate.io">Gate.io</a>: <a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="https://www.gate.io/zh/nft/collection/13587/gateio-Real-Player-DAO">https://www.gate.io/zh/nft/collection/13587/gateio-Real-Player-DAO</a></p><p>Decentralized Marketplace：</p><p>Opensea: <a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="https://opensea.io/collection/rpdp">https://opensea.io/collection/rpdp</a></p><p>X2Y2: <a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="https://x2y2.io/zh-Hans/collection/rpdp/items">https://x2y2.io/zh-Hans/collection/rpdp/items</a></p><p>OKX：<a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="https://www.okx.com/cn/web3/nft/primary/details?id=925">https://www.okx.com/cn/web3/nft/primary/details?id=925</a></p>]]></content:encoded>
            <author>realplayer@newsletter.paragraph.com (Real Player DAO (RPD))</author>
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            <title><![CDATA[Whitelist of RPD Pass Released]]></title>
            <link>https://paragraph.com/@realplayer/whitelist-of-rpd-pass-released</link>
            <guid>KQIkCqLraaEiKN3oeHWD</guid>
            <pubDate>Thu, 07 Jul 2022 07:24:19 GMT</pubDate>
            <description><![CDATA[Exciting! The Mint of RPD Pass will happen very soon. For Whitelist holders, the MINT will take place at 20:00(UTC+8), July 8th, at the NFT channel of RPD: https://rpo.realplayer.io/#/rpdnft For Whitelist holder, please check your address in the graph below. If you are sure you have WL but can not find your name, please join our Discord to report. Our colleague will help you. Whitelist winners: https://docs.google.com/spreadsheets/d/10K__--ZKoZhKRjYBzkxRMC7nl7d6bd2z13bU_AxX6Xk/edit?usp=sharin...]]></description>
            <content:encoded><![CDATA[<p>Exciting! The Mint of RPD Pass will happen very soon.</p><p><strong>For Whitelist holders, the MINT will take place at 20:00(UTC+8), July 8th, at the NFT channel of RPD:</strong></p><p><a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="https://rpo.realplayer.io/#/rpdnft">https://rpo.realplayer.io/#/rpdnft</a></p><p>For Whitelist holder, please check your address in the graph below. If you are sure you have WL but can not find your name, please join our Discord to report. Our colleague will help you.</p><p><strong>Whitelist winners:</strong></p><p><a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="https://docs.google.com/spreadsheets/d/10K__--ZKoZhKRjYBzkxRMC7nl7d6bd2z13bU_AxX6Xk/edit?usp=sharing">https://docs.google.com/spreadsheets/d/10K__--ZKoZhKRjYBzkxRMC7nl7d6bd2z13bU_AxX6Xk/edit?usp=sharing</a></p><p><strong>Discord link:</strong></p><p><a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="https://discord.com/invite/rpd">https://discord.com/invite/rpd</a></p>]]></content:encoded>
            <author>realplayer@newsletter.paragraph.com (Real Player DAO (RPD))</author>
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            <title><![CDATA[Get Vitalik's Soul-bound Token(SBT) by Minting the RPD Pass]]></title>
            <link>https://paragraph.com/@realplayer/get-vitalik-s-soul-bound-token-sbt-by-minting-the-rpd-pass</link>
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            <pubDate>Wed, 06 Jul 2022 04:50:19 GMT</pubDate>
            <description><![CDATA[1/ What is Soul Bound Token (SBT)? In May of this year, E. Glen Weyl, Puja Ohlhaver, and Vitalik Buterin jointly published an article about Soulbound Token (SBT). As "NFT 2.0," SBT has several key characteristics, including: SBT can reflect a wide range of traits, traits, and accomplishments of a person or institution. It is tied to a wallet, cannot be moved, and has no finance value. 2/ How to use Soul Bound Tokens (SBT) ? In the article "NFT 2.0: How Soulbound Tokens Could Change Your Life"...]]></description>
            <content:encoded><![CDATA[<p><strong>1/ What is Soul Bound Token (SBT)?</strong></p><p>In May of this year, E. Glen Weyl, Puja Ohlhaver, and Vitalik Buterin jointly published an article about Soulbound Token (SBT).</p><p>As &quot;NFT 2.0,&quot; SBT has several key characteristics, including: SBT can reflect a wide range of traits, traits, and accomplishments of a person or institution. It is tied to a wallet, cannot be moved, and has no finance value.</p><p><strong>2/ How to use Soul Bound Tokens (SBT) ?</strong></p><p>In the article &quot;NFT 2.0: How Soulbound Tokens Could Change Your Life&quot;, Jex Exmundo shared a detailed explanation on the usage of SBT:</p><p>“Some SBTs may act like real-life achievement badges, similar to the badges you get in a video game when you complete a specific task or make it past a set milestone. However, instead of receiving a badge for defeating a foe or saving the princess (or prince!), you get an SBT for completing a degree, earning a professional certification, winning an award, and so on. Even if it’s for something as niche as being the world’s leading expert on kickball, your corresponding SBT would serve as a way of verifying that achievement to others.</p><p>But SBTs aren’t just about achievements. They can be tied to a myriad of other traits, features, and personal information. For example, an SBT could be used to verify your name, birthday, political affiliations, charitable giving, criminal record, medical history, nationality, religious upbringing, military history, and more. The possibilities are literally endless.</p><p>The thing to remember is this: Soulbound tokens are every bit of factual information about you broken down into individual NFTs and stored in your private blockchain wallet.”</p><p>We can see from words above that SBT has a very diverse range of usage scenarios, and that it is likely to set the bar for users and function as industry infrastructure in the near future.</p><p><strong>3/ Standard formulation of SBT</strong></p><p>Since SBT is still a novel idea, there is currently no published universal standard for SBT. The real SBT might not be visible until the end of this year, according to Jason Levin.</p><p>However, the analogous standards for SBT have been developed as a result of extensive research by the RPD&apos;s dev team. Soon, the RPD version of the SBT protocol will be made publicly available.</p><p><strong>4/ First SBT airdrop for Gamefi, snapshot of RPD Pass holders after 48 hours</strong></p><p>RPD Pass, as the first RPD member NFT, will be issued on July 8th, which is a crucial milestone for RPD.</p><p>The RPD Pass is known as gamefi&apos;s &quot;golden shovel,&quot; and those who possess it will be the RPD&apos;s important backers and gamefi supporters, who are extremely valuable to the entire industry.</p><p>As a result,  we will airdrop the initial supply of soul-bonded tokens (SBT) to RPD Pass holders after the first sale.</p><p>The snapshot time is July 10 at 22:00 PM (UTC+8), which is 48 hours after the Open Mint.</p><p><strong>5/ Conclusion</strong></p><p>It&apos;s important to note that this will be the first SBT airdrop in Gamefi&apos;s history.</p><p>RPD Guild will execute a sophisticated management in the future based on the copious amounts of data provided by RPO, the first task platform of Gamefi, appropriately distribute SBT among users, and connect top games and real players.</p><p>Follow RPD’s twitter and get the most updated information about RPD Pass.</p><p><a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="https://twitter.com/realplayerdao">https://twitter.com/realplayerdao</a></p>]]></content:encoded>
            <author>realplayer@newsletter.paragraph.com (Real Player DAO (RPD))</author>
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            <title><![CDATA[铸造RPD Pass，获得Gamefi行业首枚灵魂绑定代币（SBT）]]></title>
            <link>https://paragraph.com/@realplayer/rpd-pass-gamefi-sbt</link>
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            <pubDate>Wed, 06 Jul 2022 03:51:05 GMT</pubDate>
            <description><![CDATA[1/什么是灵魂绑定代币（SBT）？ 灵魂绑定代币（Soulbound Token，简称SBT）是今年5月由经济和社会学家E. Glen Weyl、律师Puja Ohlhaver和以太坊创始人Vitalik Buterin共同提出。 SBT号称「NFT 2.0」，有几个主要特征：第一，SBT与钱包绑定，无法转让，也没有金融价值；第二，SBT能够代表一个人或实体的无数特质、特征和成就。 2/ 灵魂绑定代币（SBT）有什么用？ 在“NFT 2.0: How Soulbound Tokens Could Change Your Life”一文中，Jex Exmundo对SBT的用途进行了详尽解释： “一些SBT可能会像现实生活中的成就徽章一样，类似于你在游戏中完成特定任务或达到一定里程碑时获得的徽章。但是，你不会因为击败敌人或拯救公主或王子而获得徽章，而是因为完成学位、获得专业认证、赢得奖项等而获得 SBT。即使是为了成为垒足球这样的小众市场的世界级专家，你相应的 SBT 也可以作为向他人验证该成就的一种方式。 SBT 不仅仅是关于成就，它可以与无数其他特征和个人信息相关联。例如，SBT...]]></description>
            <content:encoded><![CDATA[<p><strong>1/什么是灵魂绑定代币（SBT）？</strong></p><p>灵魂绑定代币（Soulbound Token，简称SBT）是今年5月由经济和社会学家E. Glen Weyl、律师Puja Ohlhaver和以太坊创始人Vitalik Buterin共同提出。</p><p>SBT号称「NFT 2.0」，有几个主要特征：第一，SBT与钱包绑定，无法转让，也没有金融价值；第二，SBT能够代表一个人或实体的无数特质、特征和成就。</p><p><strong>2/ 灵魂绑定代币（SBT）有什么用？</strong></p><p>在“NFT 2.0: How Soulbound Tokens Could Change Your Life”一文中，Jex Exmundo对SBT的用途进行了详尽解释：</p><p>“一些SBT可能会像现实生活中的成就徽章一样，类似于你在游戏中完成特定任务或达到一定里程碑时获得的徽章。但是，你不会因为击败敌人或拯救公主或王子而获得徽章，而是因为完成学位、获得专业认证、赢得奖项等而获得 SBT。即使是为了成为垒足球这样的小众市场的世界级专家，你相应的 SBT 也可以作为向他人验证该成就的一种方式。</p><p>SBT 不仅仅是关于成就，它可以与无数其他特征和个人信息相关联。例如，SBT 可用于验证您的姓名、生日、政治背景、慈善捐赠、犯罪记录、病史、国籍、宗教、教育等。实际上的可能性是无穷无尽的。</p><p>要记住的是：SBT是关于你的每一点事实信息被分解成单独的 NFT 并存储在你的区块链钱包中。”</p><p>从以上文字中，我们可以看到，SBT的使用场景非常丰富，未来将有可能成为web3.0用户标配以及行业基础设施。</p><p><strong>3/ SBT标准制定</strong></p><p>由于SBT尚属于较新的概念，目前尚无统一的标准出台。Jason Levin表示可能要到今年年底才会出现真正意义上的SBT。</p><p>但是RPD公会研究团队经过认真研究之后，已经制定出SBT的相应标准。RPD版本的SBT协议将在近期开源。</p><p><strong>4/ Gamefi首枚SBT空投，针对RPD Pass持有者，快照48小时</strong></p><p>7月8日，RPD首批会员NFT RPD Pass将进行铸造，这对于RPD公会而言是非常重要的一步。</p><p>RPD Pass被定义为gamefi的金铲子，其持有者将是gamefi的支持者和重点用户，这对于整个行业而言都有较大价值。</p><p>因此，经过研究决定，我们将在首次销售之后，针对RPD Pass的持有者，空投首批灵魂绑定代币SBT。</p><p><strong>快照时间为Open Mint的48小时之后，也就是7月10日22:00 pm（UTC+8）。</strong></p><p>这将是Gamefi历史首次SBT的空投，值得铭记。</p><p>后续，RPD公会将会根据RPO所提供的大量数据，进行精细化的管理，精准投放SBT，链接优秀游戏和真实玩家。</p><p><strong>获取关于RPD Pass的最新消息，请关注RPD的推特：</strong></p><p><a target="_blank" rel="noopener noreferrer nofollow ugc" class="dont-break-out" href="https://twitter.com/realplayerdao">https://twitter.com/realplayerdao</a></p>]]></content:encoded>
            <author>realplayer@newsletter.paragraph.com (Real Player DAO (RPD))</author>
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