The Fortnite effect
Fortnite is one of the most profitable games in history–It is growing. Since launching, the free-to-play game has yielded more than $ 1.2 billion in revenue. I also have the record for most of the revenue in just one month: $ 318 million in May.
Fortnite has been a huge success. Not the first free-to-play game with in-app purchases, but its combination of Minecraft and a massive 100-person multiplayer and its cartoon-style graphics crammed 125 million players& nbsp; in less than a year. And Epic Games had the perfect tool to monetize in this pool: offering new skins, accessories and emotes almost & nbsp;everyday.
This unprecedented success has encouraged the likes of call of Duty is Battlefield release its own Battle Royale modes, which seems to have slowed growth from Fortnite. The players are now sell their Fortnite accounts and switching to new games. This, however, is a violation of EULA of Fortnite.
The black market
"Tfue" is one of the best Fortnite players, whose account was forbidden for violation of the EULA. His attempt was to sell his account, which he does not own: according to Epic, the account belongs to them. This is not an isolated case: players can purchase Fortnite accounts full of skins and dance moves on unofficial markets such as eBay, where sellers give the email and password of the account advertised to the highest bidder.
The underlying reason for the Epic Games crackdown is not just the loss of the opportunity to profit from these transactions, but also because it promotes a market for stolen accounts. In reality, there have been reports of players claiming it their accounts have been violated and that they have noticed fraudulent charges on their accounts.
So here we are faced with a bottleneck problem: we have a highly profitable business model with unprecedented success in history, which is still facing tons of limitations. Players do not own their accounts, they can not sell or buy accounts (legally) outside the game framework, and they have to start over when a new blockbuster game is released as they can not transfer anything from the previous game. Epic Games is probably losing here.
Public request
A study of Asset eXchange worldwide (WAX) out of 1,000 players and 500 developers found that "62% of players believe they have the flexibility to transfer virtual items from gaming to play, so it's worth spending money on these items." He continues: "In fact, close to three – some of the players said they would buy virtual items if they could use them in more games."
This trend also applies to game developers: "84% of the surveyed developers would create in-game articles if they were compatible with several different games." This makes sense, considering that "66% of game developers said that virtual objects are a key component of their game's monetization strategy and the article's value is suppressed by the publisher's unnecessary control." that this time, blockchain is the silver bullet.
Blockchain for games
With blockchain for games, in-game items will have even more impact and value than what was done with Fortnite. Items will be transferable between games, which will encourage players to buy them when they can reuse them. Scarcity will also begin to play a role, which not only increases the value of some objects, but also creates new gameplay options. Imagine having a Thanos glove in Fortnite–which was available only for a limited time–like an object on the blockchain!
As emphasized by the WAX study, developers are also encouraged to create multiple game items when they can resell them on different games. But there are also other benefits. "As a market leader, Steam, Apple and Google have the power to charge developers high commissions, immediately eliminating small developers from taking part and achieving success," said David Hanson, Co-CEO of the blockchain games distribution platform -powered Ultra. "Blockchain has the power to address these challenges and redefine the gaming industry as we know it, making instant processing of payments possible, enabling developers to quickly reinvest the money in their businesses."
Hanson also highlights the benefits that blockchain brings in fraud prevention, since the unchanging nature of this technology "facilitates anti-fraud marketing that gives developers the ability to spend their marketing resources effectively and monitor that these resources are legitimate. "
But, promising as it seems, blockchain is not without problems. "The main obstacle at the moment is not so much the development of in-game items as the difficulty of acquiring new users," says Igor Barinov, Tech Lead of POA Network.
"To play blockchain, a new user has to go through many steps, from installing a web portfolio like MetaMask or Nifty Wallet, to understanding the concepts of gas and eth, to understand how to get Eth to pay for gas. and fuel in the first place! "
Some games, like DopeRaider, have reduced the necessary steps by relying on services like Portis, which allows users to simply play by registering with an email address. Barinov hopes that "once the onboarding process is simplified, mass adoption will follow quickly", to a degree where users do not even realize that they are using a blockchain system.
The great success of Fortnite depends on the creation of new objects every day. Blockchain makes this possible by encouraging developers and encouraging players. Perhaps a new "Fortnite" awaits in blockchain. We just have to simplify the technology for average users.
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The Fortnite effect
Fortnite is one of the most profitable games in history–It is growing. Since launching, the free-to-play game has yielded more than $ 1.2 billion in revenue. I also have the record for most of the revenue in just one month: $ 318 million in May.
Fortnite has been a huge success. Not the first free-to-play game with in-app purchases, but its combination of Minecraft and a massive 100-person multiplayer and its cartoon-style graphics crammed 125 million players in less than a year. Ed Epic Games has had the perfect tool to monetize in this pool: offering almost new skins, accessories and emotes everyday.
This unprecedented success has encouraged the likes of call of Duty is Battlefield release its own Battle Royale modes, which seems to have slowed growth from Fortnite. The players are now sell their Fortnite accounts and switching to new games. This, however, is a violation of EULA of Fortnite.
The black market
"Tfue" is one of the best Fortnite players, whose account was forbidden for violation of the EULA. His attempt was to sell his account, which he does not own: according to Epic, the account belongs to them. This is not an isolated case: players can purchase Fortnite accounts full of skins and dance moves on unofficial markets such as eBay, where sellers give the email and password of the account advertised to the highest bidder.
The underlying reason for the Epic Games crackdown is not just the loss of the opportunity to profit from these transactions, but also because it promotes a market for stolen accounts. In reality, there have been reports of players claiming it their accounts have been violated and that they have noticed fraudulent charges on their accounts.
So here we are faced with a bottleneck problem: we have a highly profitable business model with unprecedented success in history, which is still facing tons of limitations. Players do not own their accounts, they can not sell or buy accounts (legally) outside the game framework, and they have to start over when a new blockbuster game is released as they can not transfer anything from the previous game. Epic Games is probably losing here.
Public request
A study of Asset eXchange worldwide (WAX) out of 1,000 players and 500 developers found that "62% of players believe they have the flexibility to transfer virtual items from gaming to play, so it's worth spending money on these items." He continues: "In fact, close to three – some of the players said they would buy virtual items if they could use them in more games."
This trend also applies to game developers: "84% of the surveyed developers would create in-game articles if they were compatible with several different games." This makes sense, considering that "66% of game developers said that virtual objects are a key component of their game's monetization strategy and the article's value is suppressed by the publisher's unnecessary control." that this time, blockchain is the silver bullet.
Blockchain for games
With blockchain for games, in-game items will have even more impact and value than what was done with Fortnite. Items will be transferable between games, which will encourage players to buy them when they can reuse them. Scarcity will also begin to play a role, which not only increases the value of some objects, but also creates new gameplay options. Imagine having a Thanos glove in Fortnite–which was available only for a limited time–like an object on the blockchain!
As emphasized by the WAX study, developers are also encouraged to create multiple game items when they can resell them on different games. But there are also other benefits. "As a market leader, Steam, Apple and Google have the power to charge developers high commissions, immediately eliminating small developers from taking part and achieving success," said David Hanson, Co-CEO of the blockchain games distribution platform Ultra. "Blockchain has the power to address these challenges and redefine the gaming industry as we know it, making instant processing of payments possible, enabling developers to quickly reinvest the money in their businesses."
Hanson also highlights the benefits that blockchain brings in fraud prevention, since the unchanging nature of this technology "facilitates anti-fraud marketing that gives developers the ability to spend their marketing resources effectively and monitor that these resources are legitimate. "
But, promising as it seems, blockchain is not without problems. "The main obstacle at the moment is not so much the development of gaming items as the difficulty of acquiring new users," says Igor Barinov, technical manager of the POA network.
"To play blockchain, a new user has to go through many steps, from installing a web portfolio like MetaMask or Nifty Wallet, to understanding the concepts of gas and eth, to understand how to get Eth to pay for gas. and fuel in the first place! "
Some games, like DopeRaider, have reduced the necessary steps by relying on services like Portis, which allows users to simply play by registering with an email address. Barinov hopes that "once the onboarding process is simplified, mass adoption will follow quickly", to a degree where users do not even realize that they are using a blockchain system.
The great success of Fortnite depends on the creation of new objects every day. Blockchain makes this possible by encouraging developers and encouraging players. Perhaps a new "Fortnite" awaits in blockchain. We just have to simplify the technology for average users.