The Citadel

728 posts

The Citadel banner
The Citadel

The Citadel

@0xCitadel

Megastructures, spaceships, permadeath, loot.

In Browser Katılım Kasım 2021
5 Takip Edilen15.3K Takipçiler
The Citadel retweetledi
0xHeimdall
0xHeimdall@HedgeEconomist·
Will be interesting when people discover: We're building a persistent manufacturing economy like EVE but with less spreadsheets We are a browser native build like Runescape, but with graphics more akin to a console or client install We have item and crafting systems inspired by D2 and PoE, but integrated well with the manufacturing loop We have PvPvE extraction gameplay like Tarkov or Arc Raiders, but with actual loot We're designing a world akin to Sword Art Online- Social hub layers, connected by more and more difficult maps inbetween, but going "down" into the world layers instead of up into the tower We developing creature combat somethin like Monster Hunter but with gunships and flight All that wrapped into a nice package of a reserve backed economy, competitive currency faucet, PvP only asset emissions, and the framework for what hopefully ends up as infinite progression.
meph@mephXBT

Next meta might be a web3 game with a legit economy, where you can go from rags to riches and convert it to real life wealth somehow

English
4
6
41
2.6K
The Citadel retweetledi
J. Scheide
J. Scheide@KaladinNFT·
She killed her mentor to save the fleet. He survived the mines to build a life. Now both are pawns in a war they don’t understand. Genesis Eclipse drops today, featuring a special edition hardcover version and exclusive art by @markzhangart 🧵👇
J. Scheide tweet media
English
4
3
19
3.7K
The Citadel retweetledi
0xHeimdall
0xHeimdall@HedgeEconomist·
This is a great viewpoint, but misses the core of the issue. It's not the trading restriction that makes assets valuable, but the content and actual difficulty in attaining/ retaining it. A valuable item in D2 takes countless runs. Exalt Orbs in PoE are reasonably difficult to find in the needed quantities. In both games there are gray markets for purchasing these assets with real currency. However, the items on hardcore difficulties are always worth multiples of their softcore counterparts. 1. I have not seen a Web 3 game with either Diablo style loot or PoE style mod items. This is the holy grail of trading economies. The infinite chase of a perfectly rolled gear set, creates a value distro across marginally well rolled items to perfectly rolled. If you think "rare items" = diablo loot, then you don't understand the game fully. 2. Most Web 3 games are softcore with some PvP opt-in. A game with hardcore as the default mode minimizes inflation. Every session is a competition, higher rewards require higher stakes. Extracting loot is now a battle instead of a button press. 3. Currency should be emitted competitively. Copying the Web 2 model is likely failure mode. If everything you did IRL earned you USD, then the dollar would have no value. Its the same concept in games. Currency should be a battle to earn against every other player in the game. It should require assets that were risked for, time invested in, and skill put to the test. The Citadel has: - Our own versions of Diablo style loot, which includes basic rarity type items with rolled modifiers, but also our own spin on "Set", "Runeword", "Uniques", "Sockets", "Runes", "Charms" and more. - An initial variety of Path of Exile style modifiers items, so you can slam your items into higher rarity to your hearts content. (Including ship hulls) - Competition for the in-game currency through a daily emission pool, which requires sacrificing your hard earned loot. (Also serves as a large sink for all assets) - Hardcore PvPvE extraction gameplay, as you progress through higher difficulty tiers, the loot gets more valuable but so does the danger. The feeling of that first Zod rune or Divine Orb drop is something you never forget. The feeling is not just driven by the rarity itself, but by what those items allow you to do. Your game should have items which drive that same feeling.
Ya_KseniYa@JAM_KseniYa

I’ve made more money in Web2 games than in Web3. ▪️Dreadmyst — selling leveled accounts ▪️Diablo — boosting players for gold and selling it ▪️Quinfall — selling farmed gold ▪️PoE — selling Exalted Orb Here’s the paradox: When trading is forbidden, assets become "rare and valuable". Most people play the game, a small group farms and sells. But when a game launches with blockchain and open markets, 99% of players come only to extract value. And prices collapse. So I keep thinking… Is blockchain actually the solution here? Or do games work better when this market stays unofficial?

English
8
2
23
2.2K
The Citadel retweetledi
0xHeimdall
0xHeimdall@HedgeEconomist·
Founder mode hunting playtesters on a hotspot in the middle of nowhere on the way to GDC w/ 120fps in browser on a laptop @0xFleetCommand
0xHeimdall tweet media
English
4
3
26
1.2K
The Citadel retweetledi
0xHeimdall
0xHeimdall@HedgeEconomist·
The Citadel > Plays in the browser > Runs on laptops > Zero G Gunship combat > Extraction gameplay > Diablo style loot > Social hubs connected by instanced sessions (think Guild Wars) > Megastructure world looks like this
Josh Kirk@joshgkirk

I don’t think most people are fully aware of what this means to the industry as a whole. Biggest MMO since RuneScape, powered by entirely modern technology and graphics, playable by anyone simply by visiting play.pudgyworld.com. Always bet on the web.

English
4
12
56
7.7K
TipaChubrick
TipaChubrick@TipaChubrick·
MY TIER LIST WEB3 GAMES My ratings were based on the current state of the game, its potential from existence to closure, some of which are still in development or already active. Either way, this is all that is available on the market. It is simply live, where there is online access, no money, and other factors, and of course, it is subjective, but each place has a set of reasons why it is there. S @0xCitadel @magicalchemydao A @playgigaverse @playcambria @LumiterraGame B @onchainheroes @TollanUniverse @unchained_game @clashofcoins C @EVE_Frontier @playhuntertales @fableborne @Moku_HQ D @playrunehero @RuyuiStudios @RavenQuestGame @PlayProvidence @TheTreeverse
TipaChubrick tweet media
English
8
2
13
512
The Citadel retweetledi
Berna
Berna@Berna7224·
Games in development with huge potential Did I miss any?
Berna tweet media
English
195
20
301
23.2K
The Citadel retweetledi
0xHeimdall
0xHeimdall@HedgeEconomist·
Put up some art in the office
0xHeimdall tweet media
English
14
3
52
2.7K
The Citadel retweetledi
0xHeimdall
0xHeimdall@HedgeEconomist·
new map, new mode, soon™️
0xHeimdall tweet media
English
6
6
41
2.6K
The Citadel retweetledi
apix🎮
apix🎮@apixtwts·
if you've been affected by todays counter-strike update and are asking yourself how this could be prevented @0xCitadel is the only proper game that comes to mind that is designed with primitives in mind so situations like this can't happen thanks to onchain logic
apix🎮 tweet media
English
16
3
50
6.9K
The Citadel retweetledi
0xHeimdall
0xHeimdall@HedgeEconomist·
test
0xHeimdall tweet media
English
5
4
36
1.5K
The Citadel retweetledi
0xHeimdall
0xHeimdall@HedgeEconomist·
Treasury backed ecosystems are the future of Web3 MMO games with open economies. Here we drive all revenue to the treasury. Set up a link to that treasury through redemption of the governance asset and create a convertibility chain between all assets. Items > Resources > Currency > Governance > Treasury By convertibility chain, I mean that each asset can be converted through some mechanism to the next. Items can be broken back down into Resources. Resources can be used to compete for Currency. Currency can be used to compete for Governance. And Governance can be redeemed at the Treasury. Assets inherit trust, confidence, and intrinsic value from reserves such as ETH or Stables. Governance is 1:1 backed, everything else is "fractionally" backed. This provides some level of intrinsic value for each asset in the chain. A lower bound value that game assets have lacked to date. Instead of a purely speculative value based on the perception of what others will pay for an asset, there is an expected value that players can plan around. Assets don't crash to zero because they have the equivalent of a salvage value, something that real world productive assets have. The convertibility chain should create an effect where each dollar that enters the treasury becomes multiple dollars throughout the ecosystem. How? When money enters the treasury, that increases the NAV of governance (likely some revenue based premium as well). If the governance faucet is bidding the currency, that increases the nominal dollar value of the bid into the currency. This leads to appreciation of the currency, which assets in your game should be priced in. Additionally, the currency faucet is bidding into the resource pool, driving value to it. Lastly, items are made up of resources, so the value of resources increasing drives the fundamental floor value of items. This all means that a game treasury can be generating revenues off of a much larger economy. With tight value loops such as this, we can likely create a recursive effect. Whereby an increasing treasury value drives asset appreciation, and asset appreciation drives increased revenues, etc. etc. Having base value for assets in the game should also drive user growth which again helps drive treasury growth. People were so excited about Punk Strategy which is one such example of a tight value loop for two revenue streams, right? You have the transaction taxes driving punk purchases, and punk sales accruing a 20% premium to buyback the token. Games can stack many revenue streams. And in this framework they all directly benefit players. Some examples: Treasury yield Royalties Currency taxes In-game marketplace fees Subscriptions The problem to date is these revenue streams are extracted, not internalized directly to provide value back to the ecosystem. But we can certainly make this value internalization and distribution automated like Punk Strategy as in this example of a treasury backed ecosystem. Instead of growth being based on speculative fervor and hollow marketing efforts driven by terminal incentives. We internalize revenue to create fundamental ecosystem value which drives user growth. In my opinion games can become the most powerful value compounding machines ever witnessed in Web3 if they are designed properly.
English
9
6
50
3.8K
apix🎮
apix🎮@apixtwts·
some current not so new thoughts on the state of web3 gaming: i always feel bad when a post like this get's a lot of engagement even tho it's mostly a shitpost and feel like i have to explain myself, so here we go 1. web3 gaming studios have made every possible mistake pretty obvious here, the amount of shitty games, overfunded grifts and studios shutting down is a bit sad and there is no sugarcoating that i don't have good data, but over $10b in investments went into web3 games with little to nothing to show for... this is partially the fault of investors overfunding these studios on hype/narrative, but mostly it's the fault of the studios who got all this money and did exactly nothing with it the only bright spot in this is, that the few studios that are left can learn from all the mistakes, but many are too stubborn (or stupid) to do so sadly 2. there is a bellcurve of games that have the potential to do well and most studios completely miss it tl;dr: you either want to be very onchain native, or very focused on web2, in between is death but that's where most games put their focus 3. narrative & tokens web3 gaming was once one of the hottest narratives in crypto, now nobody gives a fuck anymore... not surprising seeing the track record, but it doesn't help at this point it should be pretty clear that any product that focuses on degeneracy is interesting to the broader crypto crowd perps, prediction markets, RWA gachas... most games are not focused on that, and if they are it's hidden behind layers of friction a crypto user doesn't want to download an app and make a new wallet so they can spin your gold wheel using offchain gems... they want to hypergamble and if your product is not interesting to crypto users, it's very hard to create a narrative for that category one of the downstream effects of this is, that tokens do very bad... alt-coins in general are doing shit, except you are hype, pump or being shilled by CZ himself... and gaming alts do even worse no hype, no revenue for buybacks ($ygg valid exception to this atm, good job on their side), this leads to no listings, no interest from liquid funds... overall just very hard to make your token go up (if your token is live, it's a big part of your product, let's not forget that) and then there is all the tokens being launched before there even is a live game that has more than 17 players, but i won't get into that more... = gaming tokens no good = no hype = funding hard to get and more downstream effects 4. no new funding = we are stuck with the few studios left in the past we had studios announce big raises left and right, now we have almost none at all... meaning there are not many new teams experimenting with web3 games so we are stuck with a handful of studios that are still working on their games i've been sharing the few i'm still excited about all the time but here they are once again: project o, gigaverse, wildcard, cambria, oh baby games, citadel, fableborne, ygg, mythical, kamigotchi, avalon, uncharted, onchain heroes, football dot fun, limitbreak?! many of them work on very different kinds of games/products, hopefully one can produce a breakout hit that attracts more developers again but keep in mind, making games is hard and takes a long time, so even if new teams come, it would take some years for them to go live with anything most likely 5. is there no hope left?? i mentioned some cool studios above, these games are working on cool stuff when it comes to: - unique monetization around collector economies - virtual worlds - UGC - make indie games for people who are into financial experiments - hypergambling (duh) - or just simply good games with some web3 parts there is also quite a few games in asia that are doing well, but i don't have much insights here, Daniel Droege is talking a lot about them if you want to learn more and a studio like fumb games, that is making crypto powered idle games, just got $12m UA financing and there are more small success stories, gigaverse is making a lot of money, wildcard has over 100k wishlists on steam, mythical is working with huge IPs and more... things are still happening /end. are you really pivoting to literally anything else??? no lol, i'm working in a gaming studio... (: i don't like the "i told you so" crowd, i'm not here to be right, another studio shutting down is not making me any money, but it's fun to shitpost about the failures of web3 gaming here and there (i'm also addicted to impressions) i love games, crypto games are cool, i will always be interested in them, and it's super exciting to be working on one with a great team but my twitter has always been my "onchain journal" and i do many things in crypto outside of gaming so there is no need for me to pivot that being said, as a creator it should be pretty obvious that opportunities might decrease more and more i will continue having fun onchain, i will continue to try new apps including games, and i will continue to bullpost the games i like if you are building in web3 gaming, remember this: many of the people who are saying "i told you so, web3 gaming is dead" are some of the best counter signals you can find...
apix🎮 tweet media
English
73
9
161
25K