The Hive Gaming Dilemma - The delicate line between a business and a game.

in Hive Gaming4 years ago (edited)

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Those of us who play CBM woke up yesterday to find that our beers had reduced in value.



This obviously generated many reactions. Some of rejection and in support. But what's the background? Analyzing this in a superficial way doesn't work. It can only generate biased thinking. Dictated by our interests. Still i think that every opinion counts.


All claims and opinions are valid as long as they are presented with respect.

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Those of us who have already visited projects in the blockchain know that sustainability is a priority. To keep a project alive it is necessary to constantly refine any vulnerability. Hive in its own is the result of constant evolution, escalating to a revolution.

Developers not only have to dedicate themselves to create their idea of the game, they have to adapt this ideal to the speculative reality. I understand the purist thinking "a game should not stop being a game". When money is involved, it is naive to expect constant altruistic behavior.

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Im not pointing anyone, i used to have many multi accounts, didnt know it was bad.

But where there is a potential business, human nature calls. There are those who enter with only business mode. Some of us enter with both, others just want to hang out and play. As in most honest discussions, the solution lies in the middle. Every developper out there want to hear your feedback. We can build, learn and earn together

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The system must be designed to defend itself.

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Monetizable games walk a thin line. In order not to become faucets and remain games they must take action. It is a slow, complicated and always criticized process. Changes are always rejected when we think they do not benefit us. We are not aware that the survival of the game is the reward itself. A game of big profits but that dies soon does not generate value to the community.

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SPL means success, is leading the cryptogaming with a sustainable system. But it have been trough many MANY changes.

There is a delicate balance. Splinterlands is a perfect example, the games are entertaining and make you think at the time of assembling the composition. By playing constantly you can get a respectable profit.


League system on SPL has a "Cap" based on "Power". That atribute is based on how many cards do you have. Incentives players to buy and invest. You must have a certain card value in stock to unlock the possibility of fighting in the major leagues.

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In higher leagues you can earn much more by wining ranked games. Want to earn more or succes on competitive? INVEST!

I want to emphasize the difference of micro tasks and long missions. As i see it, is one of the bases of SPL success. To win, you have to actively participate. Not enter once every one or two hours to reactivate a mission. This method does actually look like a Faucet.

Not only you must have a good strategy. You need to copy what works. Unless you are experimenting with a potentially better system, of course.

Another strength I see in splinterlands worth replicating: having two different tokens. One with a stable price in USD (to sell directly) and one with floating value in the market.

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Then there is something I only saw in "Holy Bread". The option of having a premium account. I think it's an excellent idea, it allows everyone to get to know the game without the risk of impacting negatively on the stability of the system, even with multi accounts.

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Changes in the beta phase are the norm in all games.The few that did not adapt, died.

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All evidence suggests that the game that does not adapt is dumped to death. A game has to develop the structure to balance a market of competition, consumption and purchases.

Most successfull systems are based on items of different value and statistics. Items that can be acquired by performing tasks/missions. VERY low percentage of finding "premium" items with free tasks. For requiring "high-end" items require an invest, or at least some requirements.


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League and score system, to avoid abuse of strong players over small ones.

Incentive constant micropayments that positively impact the player's growth. This also impacts on the development of the project itself. That each player little by little have enough and get that re-investment is more attractive than selling the earned. Players have to believe in the project.

I do believe in developers, guess they are working hard.

Let me know what do you think or how we can help devs!

Im using this time, instead writing my @CryptoBrewmaster entry. Cant post it on the community because is general for gaming. Didnt know that multis where banned @risingstargame Im sorry about that. InGame message says "bot accounts will terminated" if you clarify that you would prevent more users of doing it.

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Bots have been an issue in SL almost since the beggining, now with the latest updates seems that is being controlled slowly, although I was quite skeptical about the results, fortunately seems to be working fine already.

I like eXode because multi accounting and bots aren't allowed and are prosecuted, the dev Elindos said from the beggining that he wouldn't allow these two exploits. Seems the most promising game apart of SL imho. If you like gaming is very recommendable.

Any system that works should be applied.

Although I think the ideal is a system that prevents bots or multi-accounts from being beneficial. Let the difficulty or ingenuity of the tasks prevent bots from winning.

I think the proof of brain should be a filter. If bots are wining on SPL its because there is no interaction on the game itself (like Heartstone) and that is beneficial for automated behaviors. Also with this last implementation I think it requires a very large investment in each account to be profitable. Apart from RC another great idea of SPL. Instead of adapting their game mechanics they changed the whole system of the periphery. And little by little they achieved it.

I believe that they take the advantage in this aspect. Many things should be copied, many perhaps improved and modified. But to ignore their permanence over time is to detract from all the work they did.

We have to learn from the successes and failures of those who already have a track record.

Thank you for commenting!

Didnt try eXodus... Isnt on beta?

Yes, eXode is on beta still, we're testing now some aspects of the game as the characters generation, there will be more testing phases in which early players are suggesting modifications and looking for bugs, the dev is very communicative and receptive to the player's feedback.

The game is progressing very well, will be a complex game, probably will be available for playing the next month or so but you can already buy and sell stuff in the marketplace. Has a little community yet but very united and active.

If you want to take a look i leave this link in case you want to check it. 🙂

https://exodegame.com/

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