Creating a Blockchain Gaming Multiverse: Supply Models 101
1 year ago
Welcome to Multiverse Mondays (Part 3 of 5). In this series, we reveal the world's first multiverse assets, talk about the blockchain technology that powers them, and provide insight into what's happening behind the scenes.
Devs & the Multiverse
This week, we have a very special edition of Multiverse Monday for developers.
At Enjin, we believe the multiverse will grow parabolically once gamers start flocking to it—but game developers will ultimately decide whether or not this new concept gains traction in the first place.
We hope to see the multiverse grow to thousands of items shared among thousands of games and want to make it the best possible experience for gamers and developers alike.
For this reason, we are making our Multiverse Guide for Game Developers public for you to view, share, and discuss freely. Your feedback matters.
Building the Multiverse
The benefits of the multiverse for gamers are obvious.
But in order for the multiverse to reach the masses, it first needed to be designed in a way that is fair and profitable for developers...
Covering Production Costs
We wanted to make it blatantly obvious to developers that joining the multiverse would be highly beneficial and worth their while.
In addition to providing free access to Enjin's flexible blockchain development platform, we also decided to subsidize their production costs by creating a collection of unique multiverse items for developers to plug into their games and distribute.
The multiverse is dynamic and uncontrollable, and so are the items within it. That's why we're giving our adopters free reign to distribute and implement their multiverse items according to their own terms.
Cats in Mechs provides a perfect example of how multiverse items can look different in different gaming worlds
Creating an Even Playing Field
With such inherent freedom and flexibility, the question of how to make the multiverse fair for all developers was raised.
How can we prevent one game from flooding the market with items considered rare and powerful by other games?
We determined the only solution was to mint the items and distribute the supply ourselves—thus, the aforementioned multiverse item collection was created.
Multiverse Mike aka “Mike Dyson” by Bitcoin HODLer
The Polygon Effect
The cost of integrating multiverse items varies greatly based on the type of graphics a developer needs to create. For example, detailed 3D graphics with a high polygon count require far more work than 2D graphics.
Based on this cost disparity and feedback from our early adopters, we decided to distribute items based on three categories:
2D Graphics: Receive 1x multiverse item supply
3D Low Poly: Receive 2x multiverse item supply
3D High Poly: Receive 3x multiverse item supply
While this is not necessarily an accurate reflection of the amount of work required to produce any of these categories of graphics, it is the balance our adopters were most satisfied with.
The Value of Gameplay
The last major questions we had were related to gameplay.
How do we ensure that “special” items are special in every game that supports them? How do we prevent developers from implementing amazing items in mediocre ways?
This required us to take a more “hands on” approach. Now, any developer who wishes to join the multiverse must submit clear documentation of how the multiverse items will be used in-game. This will enable us to manually ensure that all special items are actually given special utility in all games that apply for a supply of multiverse items.