Hi Lanzer,
Why not, it would be a pleasure.
Hi Lanzer,
Why not, it would be a pleasure.
Hello.
I am sure the project is great and will be great in the 2nd version.
But I donāt like proposals to create an experience unless itās a very extreme experience. Iām not even sure if DAO should be the place for such a proposal. There used to be a Game Maker Fund for this. It evolved into Builders Challenge and Builders Launchpad. I think that should be the place for such proposals.
It will contribute to the ecosystem in some small way. But thatās it. The sale of NFTs will not bring as much profit as expected. People will play 1 or 2 times at most and leave. All mechanics will become obsolete 2-3 months after publishing.
Iām worried that voting on proposals on experience development will turn DAO into GMF in the future and most of the SIPs will be on experience development.
The purpose of DAO should be to support projects that will seriously benefit the Sandbox Ecosystem. I donāt see any such benefit in this proposal, sorry.
Thanks.
I understand your point of view, and indeed, before, the Game Maker Fund was there to finance/co-finance experiences. Now itās one of the roles given to the DAO. Today, the Builder challenge doesnāt allow us to support ambitious projects.
For me, the TSB ecosystem needs good games to develop and especially to attract a new level of public, who donāt do Speed Runs in experiments to win a prizepool, but who play for fun and get involved on the platform. Itās not easy to attract this kind of audience.
Horror games, for their part, attract an adult gamer audience (i.e. one that can make NFT transactions), and a loyal one if they like the experience. Thatās why weāre asking for the DAOās support in setting up a DeepSea Saga.
I think it would be unfair to other Builders to say that there is a need for games other than Speed Run. There are dozens of really beautiful and enjoyable experiences. However, if we talk about some facts, no experience without a Reward Pool is played a lot on TSB. Dozens of Builders are already trying to attract players in this context, but they are not successful.
Also, the community you will target is a very limited and small.
In addition to game continuity and NFT sales
How many plays did the first game of the series (Deep Sea) get outside of Prize Pool?
Why didnāt you do in the first game what you wanted to do in the sequel? You were selected for Alpha Season 4 games and participated in events. If you did, what was the success rate?
Hi Johan,
I wanted to follow up on the questions I raised earlier, could you share more details?
Iām also curious about how you concluded that one of the DAOās purposes is to fund a single experience/game and studios. Could you elaborate, but hopefully without undermining the amazing work other studios with proven track records have been doing?
That said, I have a major concern about the marketing portion of your budget, 20,000 Euros to publish the game on the map and send a few tweets. With all due respect, this feels like a cash grab. Itās concerning that the marketing budget matches the payments to asset and game designers, whose work involves far greater complexity and effort.
Itās definitely not easy, and getting funded by the DAO wonāt necessarily help. I donāt see any community involvement from your studio around the Saga; no Discord activity or notable online presence. For me, funding your studio through the DAO is a clear no.
Thanks,
Dr. M
Awesome! Are you able to do this Friday at 1400-1500 or 1500-1600 CET? Or Sunday from 1600-2200 CET?
Hello,
Iāill try to answer to this different points.
@Biversen - When you say that āno experience without a Reward Pool is played a lot on TSBā, I totally agree with you, and I think this is TSBās major problem.
Today, the community is too small to grow endemically, and the main audience is made up of people who come to collect Sand without really being interested in the games on offer, even if they are beautiful and fun to play. We need to offer games that attract a new audience, that of real Gamers. Like Halo for the XBox, Mario Party for the Switch, or Adopt Me for Roblox, we need games that stand out from the crowd and make people want to play them again and wait for new versions.
I donāt know if DeepSea has this capacity, but itās an interesting attempt.
To answer the āhorror/ thrillā question, The horror entertainment sector is thriving and growing, UK +37%, South Africa +42%, USA +45% and Mexico +57% (@Statista Consumer Insights - July 22 to June 23).
Here are the statistics for the first two episodes of DeepSea:
Chapter 0 (no communication): 6,300 players (12 min of play) - target 10,000 players
Episode 1 (in just 10 days in Alpha4) the data is good:
December 1 (launch day): 4502 players/day
December 4: 462 players/day
December 6: 613 players/day
December 8: 856 players/day
December 10: 1186 players/day
target over 20,000 players
17 min of play
Episode 2: Target 25,000 players (+20 min playtime)
@DrMetaverso - Weāve already tested the Builder Challenge, and unfortunately it generates very little revenue and canāt allow the Studio to invest in TSB.
My studio has conducted many experiments in TSB (Smurfs, Pagnol, Croix Rouge, Celio,ā¦) and indeed, only the big licenses or games with big Prizepools get traffic and sell NFTs. But we need to try new approaches. DeepSea will be a Saga, offering the gaming community the chance to participate in future scenarios, become beta testers, access hidden roomsā¦ via NFT ownership. Weāll be looking for external sponsors, generating traffic from other platforms such as Fortniteā¦
Today, many top studios are turning to other platforms because TSB doesnāt allow them to earn money and pay team salaries. Platforms such as Meta, Pico, ā¦ offer substantial funding to improve their catalogs and increase their player base.
Weāve been TSBās partners from the start, and we sincerely believe in its huge potential, but Iām convinced that itās projects like DeepSea that will enable TSB to grow its community significantly and become the Web3 platform of reference in gaming, and make this ecosystem the new model.
I did a little check of the data.
Deep Sea Chapter: 0
Your experience was published in March.
ātotalGcSessions": ā6674ā,
āuniqueGcSessions": ā4765ā,
Let me try to explain what I understand from the data.
There were a few Tweets. Then Sandbox highlighted you for creating a nice Backroom/Horror experience. There was some interaction until the end of May, roughly 200 unique players. There was no further player interaction with the experience afterwards.
Your experience has been added to Alpha Season 4 and Spooky Season 4. Itās got all the remaining number of plays since the start of the season. So the remaining 4500 Unique players.
Thatās not a correct statement. Your game was promoted by Sandbox. Other than a few tweets on your end, nothing else has been done.
Deep Sea Chapter: 1
ātotalGcSessions": ā15396ā,
āuniqueGcSessions": ā13026ā,
As you said, all the interaction was taken within the scope of AS4.
Your 2 Different experiences have entered 2 Different Events. These are events that get a lot of engagement, and so you had a very good chance of getting sponsors before the events started. (AS4 and Spooky Season 4)
Also, Builderās Challenge is a space where all creators participate and try to attract users to their games. You said you couldnāt find what you wanted.
But you didnāt do it when you had the material and the community interaction to do everything you offered in SIP.
To summarize
As far as I understand, you did not or could not sell NFTs. You have not given any data on this.
There is no community about the experience until today.
You have not made any effort to turn this dream into reality when you have every opportunity.
The segment you want to reach is made up of very limited people in a limited community.
(Horror genre lover > crypto enthusiast > sandbox gamer > experience loyal and will buy NFTs.
The replayability of the experience depends on how up to date you keep it. So most players will play 2-3 times max until you make an update that is worth playing.
There are many games in the sandbox that will attract real gamers. The problem with the lack of players is not that there are no games in the Sandbox that will appeal to real players. This kind of discourse would be unfair to many Builder, including me.
Marketing budget distribution is already worrying.
I personally donāt believe the experience will be as successful as you think.
I think I would say a clear āNOā to funding such an initiative through the DAO.
@Johan Also we could it Sunday instead of Friday?
Hello!
I voted No to this SIP
Even if the project is interesting (Iām a big Lovecraft Fan, mastering Call of Chtulhu for decades), I really think that the budget and the scope are too big. The team is overscale etc.
This does not call into question the quality of the work carried out on the other experiences produced by Yobike.
@Johan Just checking in. Iām about to do a readthrough of your SIP, are you available to do a discussion of your SIP via podcast?