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在他的《区块链游戏世界》播客的最新一集中,主编 Jon Jordan 与 Pixels 首席执行官 Luke Barwikowski 谈论了社交 RPG 的发展,就每日活跃钱包而言,这款游戏现在是最受欢迎的区块链游戏。
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 首席执行官 Luke Barwikowski 与 Jon 谈论了社交 RPG 的发展,就每日活跃钱包而言,这款游戏现在是最受欢迎的区块链游戏。他们还讨论了扩展游戏和培养开发人员以获得长期成功的问题,《Pixels》第 2 章将改变游戏的许多基本功能,使单独的玩家更加兴奋,并为游戏建立更深层次的进展。 - 游戏公会等等。
This interview has been edited for length and clarity.
为了篇幅和清晰度,本次采访经过编辑。
You can also listen to the podcast via the Fountain app and earn Bitcoin.
您还可以通过 Fountain 应用程序收听播客并赚取比特币。
BlockchainGamer: How’s it going being the most popular blockchain game?
BlockchainGamer:成为最受欢迎的区块链游戏进展如何?
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:你的规模越大,你就会得到越多的关注,你就会给生态系统带来更多的不良行为者。在我们的代币发布后,我们非常重视安全性。在最初的几天里,我们通过我们的软件转移了数亿美元,所以我们知道这是最大、最重要的优先事项。人们试图利用这一点。人们试图攻击我们,但总的来说,这是一个非常顺利的发布。我们对此深表感谢,因为在代币发行之前,团队投入了大量的时间、精力和精力,以确保我们的安全、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.
随着我们规模的扩大,其他问题也开始出现。服务器、基础设施,诸如此类的普通东西。我们的开发团队非常棒,所以他们在扩展方面做得非常好。将多人游戏扩展到 100 万 DAU 并不是一件容易的事情,尤其是当它是实时的、所有这些并发用户时。
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.
在组织建设方面,我们也思考了很多。我们正处于一个非常惊人的位置,我们在 web3 游戏用户方面处于领先地位(如果你想这样称呼它的话),所以我们想要开始做的是考虑如何为接下来的两个目标建立组织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?.
我们想要出名的并不是一家 web3 游戏公司。在接下来的五年里,我们希望参与所有游戏公司的对话。我们希望成为排名前五的游戏公司。为此建立组织是目前的斗争;思考我们要如何向前发展。我们应该关注哪些事情?我们需要什么样的人才?我们如何继续那些对我们来说非常有效的事情?
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,当我们第一次开始扩大规模时,我认为我们需要使组织更加专业化。我仍然认为我们确实需要在某种程度上这样做。但我认为我们将开始做的是加倍努力,让人们真正喜欢我们的东西,即交付速度非常快,为玩家提供新的更新,让他们参与到这个过程中。试图弄清楚如何通过注意力大规模地做到这一点,这是一种有趣且棘手的部分,但这基本上是下一个焦点。
Last time we spoke, I think the team was about 15 strong. Has that changed a lot?
上次我们谈话时,我认为球队大约有 15 人。这改变了很多吗?
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,不显着。我们在引进谁时非常小心。很棒的是,在 2021 年,当我试图招聘 web3 游戏内部的人才时,这是非常困难的。我只能让很少的业内人士加入。
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.
现在我们的情况发生了转变,我认为有些人已经开始意识到 web3 游戏的含义,并且我们得到了很多非常好的入站兴趣。因此,当我们进行建设时,我所寻找的最重要的事情是人们是否愿意努力工作并成为新事物的一部分,因为引进企业人才并不总是最合适的。
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.
我们需要愿意挨饿的人。我们还需要我们团队以前没有的专业经验。这是一支年轻、斗志旺盛的团队,他们只是想办法让事情顺利进行,现在我们希望将这两件事结合起来。
You’ve become something of a figurehead for blockchain gaming. How are you finding that?
您已经成为区块链游戏的傀儡。你怎么发现的?
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.
很高兴知道我也许可以帮助这个行业变得更好,因为我们从实际开发游戏中学到了很多教训。有些教训只有在比赛结束后才能学到。这就是我如此渴望与 Sky Mavis 和 Axie Infinity 团队合作的部分原因,因为一旦我开始构建 web3 游戏并且我们有了一个实时的 web3 游戏,我意识到,你需要经验来理解问题是什么。
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,我只是想尽自己的一份力量,帮助这个领域的其他人让这个领域变得更好。因为如果空间扩大,这对
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