In-depth experience of MOBOX's new Dragonverse Neo: a sincere work that goes beyond Web3 Genshin Impact
Author: Crypto Dog
Last week, the first season of Dragonverse Neo's internal beta officially ended. As a new open world game released by the MOBOX team this year, Dragonverse focuses on UGC narrative and the fantasy style of the original god. Although MOBOX is an old chain game team that has been listed on Binance in 2021, this new game does not retain the flavor of the previous cycle. Instead, it has taken a unique path in terms of style, mechanism and assets.
The author experienced it in depth for a week. Although I went for the generous prize pool at the beginning, I actually enjoyed it in just 7 days. On the last day, when the community opened a room for a group photo, I was reluctant to end it. I unexpectedly felt a sense of belonging from a chain game.
· A sincere work, with competition, gold, gambling, social interaction, swimming, boating, flying, and beautiful dragon girls accompanying you to enjoy various scenery along the way.
· Strong life-sustaining ability. The most feared thing for oil refining is that the R&D capacity cannot keep up + the economic model is single, but Dragon Universe does not have this problem. The built-in game editor enables it to continuously launch multiple games like Roblox, and the UGC concept was first implemented in the internal beta version.
· The most MEME cultural attribute among large-scale games, the most detailed social games, and the fastest iteration speed among highly completed games. The following picture shows the last day of the season, when the community spontaneously gathered in the server room to take a group photo and danced together in Subject 3:

In the world of Web 3.0, users are no longer surprised by the common routines of blockchain games:
The budget is only spent on promotional videos, and the videos are quietly mixed with CG. When you actually experience the game, it feels like an online love affair.
But in terms of quality, what you see is what you get in Dragon Universe. Many people even think that the live game experience is more immersive than the clips released on the official website, and it really has the flavor of Genshin Impact.
In terms of details, sincere work is reflected everywhere. For example: the football field in the level can really be used for playing football; the carousel in the amusement park can really be used for riding; accidentally climbed into the building next to the street and found that it was really a pet store, and you can go in and pet cats. It is a genuine 3D open world experience.
Many people even play it as a Galgame, obsessed with collecting various dragon wives, taking them out for shopping and sightseeing, which is also a stable happiness.
The Dragon Universe game is divided into the main world and the other world. The main world map contains entrances to the other world (statues, ships, caves). The other world is a game with independent mechanisms, including casual, strategic, and competitive games.
This internal test first released two games: Fantasy Pets and Infinite Fighting, which have completely different styles and gameplays, taking into account the tastes of most users. If you can't adapt to the bloody fighting field, and your hand speed can't keep up, resulting in repeated landings, you can choose another leisure-style elderly care healing game.
The game is playable. From the perspective of revenue, the prize pool of the two games in the internal test version accounts for 20:80. However, during the internal test, the fighting game with only 20% of the prize pool was more popular in the community. The gameplay is really addictive, and I miss the days of shaking people in the group on time every night and hacking and killing with my brothers.
In this cycle, compared to those games that "pay back in three days and go back to zero in five days", we may be more looking forward to this kind of sincere work that is both interesting and profitable.

In Web2.0, UGC (user-generated content) can be said to be the fountain of youth for the longevity of game life.
Ancient classic mod levels such as Tank Wars and CS, modern mod maps in Minecraft and Civilization 6, and cultural phenomenon-level MMO player honey behavior awards such as Final Fantasy 14, all have gained a super long game life because of UGC.
Many Web3.0 games have tried to transplant the concept of UGC, but apart from Sandbox and Decentraland, there are few successful cases. There are many reasons for this: the infrastructure cannot keep up, resulting in a high threshold for creation, and it is difficult to stimulate the creative motivation of the community... In the end, it regrettably stopped at a chapter in the white paper.
But MOBOX has implemented the concept in the internal beta version, allowing people to see the infinite possibilities of UGC.
More than 20 maps in the game are all built by community users using the built-in editor of the game. The themes include future cities, love sanctuaries, cyber music festivals, tulip fields, wasteland paradise, and dead house e-sports rooms... full of creativity and very beautiful.
The advantage of UGC is diversity, which attracts different game enthusiasts. Creators provide gamers with games and token rewards, and gamers provide creators with traffic and token consumption, which together bring token deflation, lock-up, and a larger user community to the project. The project party provides token incentives and ecological support for both, realizing a positive cycle of tokens and traffic.
This road is indeed not easy, but once it is implemented, it will be a surprise victory and last forever. This is one of MOBOX's unique advantages at present.

In-game social interaction is also the key to extending the life of the game. For example, Final Fantasy 14 relies on extremely rich life and social functions to DIY various community-initiated cultural phenomena such as the Lalafei Spring Outing, the Tsukiyomi Drama Troupe's self-decoration and rehearsal to sell tickets and long queues for buying tickets.
Relying on the excellent playability of the game itself and MOBOX's years of community accumulation, the vigorous vitality of the community can be seen everywhere during the Dragon Universe internal test. Although the beta version has not officially designed a team-building mechanism, players have spontaneously developed a variety of social methods and even developed a variety of interesting game culture. We expect the official to introduce more social mechanisms in the next season, and even issue Memes directly in the game to further amplify this atmosphere. This is the second unique advantage of MOBOX.

Finally, let's talk about the economic model.
In the past chain game economic models, the core logic was to buy NFTs and produce tokens. In this model, NFTs are expensive, and it is difficult for gamers to compete with gold-making studios, which has caused the main participants in the game to become savvy "mining, withdrawing and selling" experts. Once you enter the "mining, withdrawing and selling" mode, the balance point of consuming tokens in the game can be easily calculated. In addition, the initial circulation volume is generally very small. Under the pressure of mining, withdrawal and sale, the token price quickly falls. Users can only reduce consumption and start mining, withdrawal and sale earlier, causing the game to enter a death spiral.
Therefore, the key to avoiding the "death spiral" is to make the selling pressure of tokens less than the buying power brought by project construction.
Looking back at Dragon Universe, anti-fragile design has been made at each node: empowering tokens, dynamic gaming, and deflation of ecological assets.
In terms of assets, $MDBL tokens replace the ecological niche of traditional NFTs and become core assets rather than a means of NFT shipment. All activities revolve around $MDBL, which directly empowers the tokens themselves. In terms of mechanism, rewards are distributed in the form of rankings, combined with interesting gameplay, and calculating the "token consumption balance point" is no longer the focus of the game.
At this point, a large number of coin holders have become important nodes in the ecosystem. The project side, game players, and creators have reached a consensus of interests in the ecosystem, rather than a counterparty relationship, and realized the positive cycle of "the project side motivates players and creators through tokens - creators bring more incremental players - more players bring more benefits to creators - a prosperous ecosystem brings more token consumption and deflation".
In the world of Web 3.0, big companies can certainly spend 2-3 years to polish a 3A masterpiece with the same quality as Web2.0, but the performance of the past quarter has already reflected the market's lack of this traditional narrative.
After all, Web2 players come to the game to spend money, and Web3 players come to the game to make money.
But if, for example, a game can launch 10 copies with controlled quality and different gameplay within a year, and even allow users to deeply participate in this iteration process, it will have a very strong flexibility to follow the market reaction.
I think this is the unique route MOBOX is taking.
The production and research strength of the old team + the landing UGC narrative + the strong social atmosphere + the model of the token as the mining machine.
The above four points give it infinite and long-lasting vitality. And at each of these points, MOBOX has established its own barriers, which is a model that other chain games cannot easily copy.
Dragonverse Neo is far more than "Web3 Genshin".
This article comes from the submission and does not represent the views of BlokcBeats.
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