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在他的《區塊鏈遊戲世界》播客的最新一集中,主編Jon Jordan 與Pixels 執行長Luke Barwikowski 談論了社交RPG 的發展,就每日活躍錢包而言,這款遊戲現在是最受歡迎的區塊鏈遊戲。
Pixels CEO Luke Barwikowski talks to Jon about the growth of the social RPG, which is now the most popular blockchain game in terms of daily active wallets. They also discuss the problems of scaling the game and building out the developer for long term success, Pixels’ Chapter 2, which will change many of the game’s underlying features, making it more exciting for players individually as well as building out deeper progression for in-game guilds, and more.
Pixels 執行長 Luke Barwikowski 與 Jon 談論了社交 RPG 的發展,就每日活躍錢包而言,這款遊戲現在是最受歡迎的區塊鏈遊戲。他們還討論了擴展遊戲和培養開發人員以獲得長期成功的問題,《Pixels》第 2 章將改變遊戲的許多基本功能,使單獨的玩家更加興奮,並為遊戲建立更深層次的進展。等等。
This interview has been edited for length and clarity.
為了篇幅和清晰度,本次訪談經過編輯。
You can also listen to the podcast via the Fountain app and earn Bitcoin.
您還可以透過 Fountain 應用程式收聽播客並賺取比特幣。
BlockchainGamer: How’s it going being the most popular blockchain game?
BlockchainGamer:成為最受歡迎的區塊鏈遊戲進展如何?
Luke Barwikowski: The more scale that you get, the more attention you’re going to get, the more bad actors you’re going to bring into an ecosystem. We took security super seriously after the release of our token. We moved hundreds of millions of dollars through our software in the first couple of days, so we knew that was the biggest, most important priority. People tried to take advantage of that. People tried to hack us, but overall it was a really smooth launch. We’re really thankful for that because the team put a ton of time, energy and effort before the token was out to make sure that we were safe, secure and solid.
Luke Barwikowski:你的規模越大,你就會得到越多的關注,你就會為生態系統帶來更多的不良行為者。在我們的代幣發布後,我們非常重視安全性。在最初的幾天裡,我們透過我們的軟體轉移了數億美元,所以我們知道這是最大、最重要的優先事項。人們試圖利用這一點。人們試圖攻擊我們,但總的來說,這是一個非常順利的發布。我們對此非常感激,因為在代幣發布之前,團隊投入了大量的時間、精力和精力,以確保我們的安全、可靠和可靠。
And then as we’ve scaled, there’s also other issues that start to come up. Servers, infrastructure, the normal stuff like that. Our dev team is amazing, so they’ve done a really good job of scaling. It is not an easy thing to do, to scale a multiplayer game to a million DAUs, especially when it’s real time, all these concurrent users.
隨著我們規模的擴大,其他問題也開始出現。伺服器、基礎設施,諸如此類的普通東西。我們的開發團隊非常棒,所以他們在擴展方面做得非常好。將多人遊戲擴展到 100 萬 DAU 並不是一件容易的事情,尤其是當它是即時的、所有這些並髮用戶時。
When it comes to org building, we’ve been thinking a lot about that too. We’re in a really amazing spot where we have a lead (if you want to call it that) in terms of web3 gaming users so what we want to start to do is think about how we set the organization up for the next two to five years.
在組織建立方面,我們也思考了很多。我們正處於一個非常驚人的位置,我們在 web3 遊戲用戶方面處於領先地位(如果你想這樣稱呼它的話),所以我們想要開始做的是考慮如何為接下來的兩個目標建立組織5年。
What we want to be known for is not being a web3 gaming company. In the next five years, we want to be in the conversations of all gaming companies. We want to be a top five gaming company. Setting the organization up for that is the struggle right now; thinking about how we want to build moving forward. What are the things that we should focus on? What kind of talent do we need? And how do we continue the things that have been working really well for us?.
我們想要出名的並不是 web3 遊戲公司。在接下來的五年裡,我們希望參與所有遊戲公司的對話。我們希望成為排名前五名的遊戲公司。為此建立組織是目前的鬥爭;思考我們要如何向前發展。我們該關注哪些事情?我們需要什麼樣的人才?我們如何繼續那些對我們來說非常有效的事情?
For example, when we first started scaling up, I thought we needed to professionalize the organization a little bit more. I still think we do need to do that to some extent. But also I think what we’re going to start doing is doubling down on the things that people really love about us, which is shipping really fast, giving new updates to the players, keeping them involved in the process. Trying to figure out how to do that at scale with the attention, it’s kind of the fun and tricky part, but that’s the next focus, basically.
例如,當我們第一次開始擴大規模時,我認為我們需要使組織更加專業。我仍然認為我們確實需要在某種程度上這樣做。但我認為我們將開始做的是加倍努力,讓人們真正喜歡我們的東西,即交付速度非常快,為玩家提供新的更新,讓他們參與這個過程。試圖弄清楚如何透過注意力大規模地做到這一點,這是一個有趣且棘手的部分,但這基本上是下一個焦點。
Last time we spoke, I think the team was about 15 strong. Has that changed a lot?
上次我們談話時,我認為球隊大約有 15 人。這改變了很多嗎?
No, not significantly. We’re being really careful who we bring on. What’s great is that in 2021, when I was trying to hire talent inside of web3 gaming, it was very difficult. I could get very few people from the industry to sign on.
不,不顯著。我們在引進誰時非常小心。很棒的是,在 2021 年,當我試圖招募 web3 遊戲內部的人才時,這是非常困難的。我只能讓很少的業內人士加入。
It’s turned for us now where I think some people are waking up to what web3 gaming can be and we’re getting a lot of really good inbound interest. So as we’re building out, the big things I’m looking for is do people want to work hard and be part of something new, because bringing in corporate talent isn’t always the best fit.
現在我們的情況發生了轉變,我認為有些人已經開始意識到 web3 遊戲的含義,並且我們得到了很多非常好的入站興趣。因此,當我們進行建設時,我所尋找的最重要的事情是人們是否願意努力工作並成為新事物的一部分,因為引進企業人才並不總是最合適的。
We need people who are willing to be hungry. We also need that professional experience that we haven’t had on this team before too. This is a young scrappy team that’s just figuring out how to make things work and now we want to combine both of those things.
我們需要願意挨餓的人。我們還需要我們團隊以前沒有的專業經驗。這是一個年輕、鬥志旺盛的團隊,只是想辦法讓事情順利進行,現在我們希望將這兩件事結合起來。
You’ve become something of a figurehead for blockchain gaming. How are you finding that?
您已經成為區塊鏈遊戲的傀儡。你怎麼發現的?
It’s cool to know that I can maybe help make the industry better because we have a lot of lessons that we’ve learned from actually having a game out. There are lessons that you can only learn when you have a game out. That was partly why I wanted to work with Sky Mavis and the Axie Infinity team so badly because once I started building a web3 game and we had a live web3 game, I realized, you need experience to understand what the problems even are.
很高興知道我也許可以幫助這個行業變得更好,因為我們從實際開發遊戲中學到了很多。有些教訓只有在比賽結束後才能學到。這就是我如此渴望與 Sky Mavis 和 Axie Infinity 團隊合作的部分原因,因為一旦我開始建立 web3 遊戲並且我們有了一個即時的 web3 遊戲,我意識到,你需要經驗來理解問題是什麼。
So yeah, I just want to do my part and help other people in the space make the space better. Because if the space grows, that’s also good for
所以,是的,我只是想盡自己的一份力量,幫助這個領域的其他人讓這個領域變得更好。因為如果空間擴大,這對
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