撰文:三三
Author: Three and three.
11月24日,韩国DAXA(数字资产交易所联合协商机构)宣布不再支持Wemade(娱美德)旗下数字货币WEMIX的交易,包括Bithumb、Upbit在内的多家大型韩国数字货币交易所宣布在12月8日下架WEMIX币。
On 24 November, the Korea DAXA (the joint consultative body of the Digital Assets Exchange) announced that it would no longer support Wemade's digital currency, WEMIX, and that several large Korea Digital Currency Exchanges, including Bithumb and Upbit, had announced that WEMIX would be installed on 8 December.
之后一周,WEMIX币价格一路从1.7美元掉到0.3美元,单日最高跌幅超过80%。其关联公司Wemade、WemadeMax、WemadePlay股价单日最高跌幅都超过了29%。
The following week, the price of WEMIX fell all the way from US$ 1.7 to US$ 0.3, with the highest decline of more than 80% in one day. Its affiliates Wemade, WemadeMax, WemadePlay and WemadePlay recorded the highest decline of more than 29% in one-day shares.
与此同时,和阿蟹等链游故事的剧情相似,因为WEMIX币暴雷,靠挖矿网赚火起来的《MIR4》(《传奇4》)也在迅速被用户抛弃。据第三方数据显示,截至12月5日,《MIR4》国际服移动版最高同时在线人数较2021年同期减少约78%,Steam在线人数同比减少约66%。
At the same time, the story is similar to the story of the chain travel, such as crabs, because the WemIX mine, which earns fire from mining networks, is also rapidly abandoned by users. According to third-party data, as of 5 December, the number of MIR4 international mobile clothes at the same time as online was about 78% less than in the same period in 2021, and the number of Steam online was about 66% less than in the same period.
就这样,在惨淡的用户数据和恶评之间,这款“最新正统续作”给本就老迈的《传奇》IP再补一刀。
Thus, between the bleak user data and the pernicious comments, the “update orthodox” was added to the old Legendary IP.
《传奇4》凭什么火?
What's the story of Legend 4?
事实上,在崩盘之前,WEMIX和《传奇4》都曾是韩国数字货币和链游市场的明星项目。
In fact, before the crash, WemIX and Legend 4 were both star projects in the Korean digital currency and chain market.
WEMIX币在2022年上半年的价格常处在5美元以上,在2021年11月期间一度超过20美元,项目本身还拿到了微软、新韩资产管理等4600万美元的投资。
The price of WEMIX in the first half of 2022 was often above US$ 5 and once exceeded US$ 20 in November 2021, the project itself received US$ 46 million in investments in Microsoft, New Korea asset management, etc.
同期,《传奇4》的同时在线人数过130万、Steam同时在线榜前十,在那个所谓的“链游”市场,这款产品几乎享受着降维打击般的胜利。娱美德的股价在一年内翻了几番。
During the same period, Legend 4 was accompanied by over 1.3 million online, and Steam was on top of the top 10, and in that so-called “linkwalking” market, the product enjoyed almost a knock-down victory. The share price of entertainment virtues quadrupled several times in a year.
这种成功,来自于游戏和“币”的相互成就。
This success comes from the mutual achievement of the game and the currency.
如果聊币,一方面,玩儿币是搞投资,而投资看的是收益和风险。
When it comes to currency, on the one hand, it is an investment, and investment is about returns and risks.
相比市场上大量皮包公司、“白皮书型”公司们的数字货币项目,WEMIX的背后是WEMADE,是上市公司,曾经的网游巨头,以及当年亚洲第一网游IP《传奇》的著作权所有者。这些背景,使WEMIX在理论上投资风险更低。
Compared to the digital money projects of a large number of purse companies in the market, “white paper” companies, WemAIDI is behind WemADE, a listed company, a former Internet giant, and the owner of the year's first Internet tour IP Legend. These backgrounds make WemIX theoretically less risky to invest.
另一方面,理论上来说,WEMIX项目本身也有着比其他区块链、发币项目更合理的模式和更大的想象空间。
On the other hand, in theory, the WEMIX project itself also has a more rational model and more room for imagination than other block chains, currency projects.
WEMIX项目主要由代币钱包、NFT交易平台、资金流动池和链游应用四个部分组成,除了《传奇4》,WEMIX手下还有《AQUA for WEMIX》《CrypTornado for WEMIX》《BirdTornado for WEMIX》等多个品类产品在研或在运营。
The WEMIX project consists mainly of four components, namely, currency wallets, NFT trading platforms, liquidity pools and chain applications. In addition to Legend 4, WEMIX has several product categories such as AQUA for WEMIX and CrypTornado for WEMIX and BirdTornado for WEMIX.
据娱美德创始人朴冠浩说法,目前公司还有40余个游戏IP可用于链游产品改编,最终目标是拥有100款基于区块链的游戏,通过IP游戏内容+Play to earn的吸引力,WEMIX可以不断吸收用户,并使其在游戏、代币、NFT市场间持续留存和转化。
According to Park Choon-ho, founder of Entertainment, there are currently more than 40 games of IPs available in the company to adapt their chain-based products. The ultimate goal is to have 100 block-based games. Through the attraction of IP games + Play to early, WEMIX can absorb users and sustain them in the game, in the tokens, in the NFT market.
如果聊游戏呢?
What if we talk about the game?
在所谓的“链游”市场内,《传奇4》是极为少见的拥有大IP和成熟的,大基本盘游戏玩法的产品。
In the so-called “linkage” market, Legend 4 is an extremely rare product with large IPs and mature, big-plate games.
这是一款用虚幻4做的MMORPG,主攻移动端,也在Steam等PC游戏平台发了手游模拟器既视感的PC端。
It's an MMORPG made out of a fantasy 4 and it's a mobile end. It's also a PC end where hand-swap simulators have a sense of view, like those of the PC game platforms in Steam.
简单来说,游戏有着不错的3D画面表现,美术风格和文化元素上还有明显的韩国特色。
In short, the game has a good 3D image, and there are obvious Korean features in art style and cultural elements.
游戏内容,则包含数十小时的剧情和MMORPG现存的几乎所有玩法,如战斗、宠物养成、NPC奇缘、家园经营等。玩家可以在进入游戏的前几个小时内体验挺成熟的MMO玩法,并在达到40级后玩儿挖矿网赚。
The game contains dozens of hours of drama and almost all of MMORPG’s existing games, such as fighting, pet breeding, NPC wonders, home running, etc.
据在2021年末体验过游戏的玩家和参与过挖矿代练的工作室说法,因为游戏内有着大量自动寻路、战斗内容,相比市面上最新的MMORPG,体验相对枯燥,但好在画面表现力和故事、玩法配置远高于同类链游,加上传奇IP情怀加持,总体体验“还可以接受”。另外,按照WEMIX的高峰价计算,当时的每日收益可以保持在百元以上,巅峰时期可以超过400元。
According to players who experienced the game in late 2021 and participated in mine-digging workshops, because there was a lot of automatic search and combat content in the game, which was relatively boring compared to the latest MMORPG on the market, but better at image performance and story-playing, which was well above the same chain, combined with legendary IPs, the overall experience was “acceptable.” Moreover, based on the peak price of WemIX, the daily return could be maintained at more than $100 and at a peak of more than $400.
对币圈用户来说,能赚钱,还有游戏体验。对游戏玩家来说,凑合能玩,还能赚钱。两者结合,就有了“单月下载量过百万”、“单月收入过1000万美元”的成绩。
For currency circles users, there's money, there's game experience. For game players, it's fun and there's money. Together, there's a "one-month download over millions" and a "one-month income over $10 million."
怎么又崩了?
What's happening again?
和成功时的相互成就相似,在崩盘时,币和游戏也在相互拖累。其中,WEMIX暴雷的核心原因是触碰了投资和区块链生意的底线,信任。
Similar to success, money and games are dragging on each other when they crash. The core cause of the WEMIX thunder is to touch the bottom line of investment and block chain business, trust.
据韩网信息、DAXA公告显示,促成这次暴雷的条件主要是3个:
According to the Korea Net, DAXA announcement, the conditions that led to the thunderstorm were mainly three:
第一,WEMIX项目本身并不是直接在公链上挖矿、发币,而是借助游戏产品内的代币如“黑铁”转换至DRACO币,再通过WEMIX钱包转换为WEMIX币。在这期间,黑铁、DRACO币的总量、产出速度、价值并不是完全的透明和可控,加上WEMIX钱包对用户过多的信息索取,一切看上去都极具风险。
First, the WEEMIX project is not a direct mining and currency transmission in the public chain, but is converted to DACO currency by means of a token in a game product, such as "black iron," and then to WEMIX currency through the WEEMIX wallet. During this period, the amount of black iron, DRACO, the speed of output, the value of which is not entirely transparent and manageable, together with the excessive number of user requests for information from WEMIX wallets, all appear to be extremely risky.
第二,娱美德在同期被曝有多项“欺诈嫌疑”,信任越少,风险越大,WEMIX的价格也就越低。
Second, recreational virtues were exposed to multiple “false suspicions” during the same period, and the less trust, the greater the risk, the lower the price for WEMIX.
2022年1月,多家韩媒报道称,娱美德在暗中抛售了大约5000万枚WEMIX币,这造成了散户恐慌,当周WEMIX币价格从7000韩元跌至4000韩元左右,韩网消息称“至少有万名投资人资产受损”。
In January 2022, a number of Korean media reported that entertaining virtues had secretly sold about 50 million Wemix coins, causing fear in the diaspora, when the price of WemIX fell from 7,000 won to around 4,000 won a week and Korean Internet sources reported that “at least 10,000 investors have lost their assets”.
2月,娱美德新发布的2021年财报被质疑造假,官方虽有反驳,但最终将营收同5607亿韩元改为3373亿韩元,营业利润从3258亿韩元改成1009亿韩元。二级市场的信任关系继续破裂。
In February, the new version of the 2021 financial report, published by the Recreationalists, was called into question and, despite official rebuttals, eventually changed the revenue from 56.7 billion won to 33.7 billion won, changing the operating profit from 325.5 billion won to 10.9 billion won. The relationship of trust in the secondary market continues to break down.
到年中,开始有投资人指出娱美德在WEMIX的实际销售过程中明显违背了《WEMIX白皮书》中的承诺。比如其在白皮书中承诺“将发行10亿枚WEMIX币,其中74%将用于支持虚拟资产生态系统的长期成长”。但实际上,WEMIX币在前期赚取的数千亿韩元却被用来收购了另一家韩国游戏研发商Sundaytoz。
By mid-year, investors began to point out that entertainment was clearly contrary to the promise of the White Paper on WemIX in the actual sale of WemIX. For example, in the White Paper, they promised “to issue 1 billion WemIX dollars, 74% of which will be used to support the long-term growth of virtual asset ecosystems.” But, in fact, the hundreds of billions of won wemIX earned in the previous period were used to buy another Korean game developer, Sundaytoz.
据公开资料显示,Sundaytoz成立于2009年,旗下有《anypang》等多款经典休闲游戏产品,在被娱美德收购之后,公司于2021年末更名为Wemade Play,目前暂未有产品为WEMIX或相关区块链项目所用。
According to publicly available information, Sundaytoz was established in 2009 under the banner of a variety of classic recreational games such as Anypang, and after being acquired by entertaining virtues, the company changed its name to Wemade Play in late 2021 and currently has no products for WEMIX or related block chain projects.
最后,在爆雷前夕的10月,forkast等多家媒体开始爆出WEMIX暗中增发的消息,据市场数据核实,WEMIX除了向Upbit告知的2.45亿代币之外,至少还有720万代币在市场上流通。也就是说,其暗中增发了近30%。在以总量透明为绝对前提的币圈,这是天大的错。
Finally, in October, on the eve of the explosion, several media outlets, such as Forkast, began leaking information about the hidden increase in WemIX. According to market data, WemIX had at least 7.2 million in circulation in the market, in addition to the $245 million that Upbit had informed it. That is to say, it had increased by nearly 30%.
于是从10月开始,Upbit等多家交易所开始对WEMIX进行风险预警,并要求娱美德提交准确发行数据,警告无果后,5大交易所决定在12月8日对WEMIX进行下架处理,崩盘来了。
As a result, starting in October, several exchanges, such as Upbit, began to provide risk alerts to WEMIX and requested entertainment to submit accurate distribution data. After warning of the lack of success, five major exchanges decided to take down WEMIX on 8 December and crashed.
第三,在LUNA、FIX的崩盘之后,韩国政府对区块链、数字货币项目的态度有了转变,整个2022年间一直保持着愈加严苛的监管趋势。同时其实链游、NFT+游戏的玩法在韩国本身也不合法,其《游戏产业振兴法》规定,“不得利用游戏实施赌博行为或促使其实施其他射幸行为或 放任其实施该等行为”。《游戏产业法》则明文禁止“通过游戏获得的有形、无形的结果进行货币兑换或以回购行为获利”。
Third, following the collapse of LUNA and FIX, the Korean government’s attitude toward block chains and digital money projects has changed, maintaining an increasingly stringent regulatory trend throughout 2022. At the same time, chain travel, NFT+ games are not legal in Korea itself, and its Game Industry Revitalization Act states that “playing is not allowed to gamble or induce it to perform other fortunate acts or to allow it to do so.” The Game Industry Act expressly prohibits “money exchange or repurchase for tangible, intangible results obtained through games.”
事实上,火爆一时的《传奇4》在韩国国内发的也是无币的“绿色版”,挖矿玩法主要在国际服展开。
In fact, the burning Legend 4 is also a non-monetary “green version” in Korea, and mining plays are mainly conducted in international uniforms.
回到《传奇4》游戏本身,为什么WEMIX崩了,游戏就会崩呢?
Back to the Legend 4 game itself, why does WemIX crash, and the game crashes?
原因也不复杂,在脱离挖矿、网赚之后,作为一款2021年上线的游戏,《传奇4》在游戏市场是几乎没有竞争力的。
The reason for this is also not complex, since Legend 4 is hardly competitive in the game market as a 2021 game, after leaving mining and making profits from the net.
以游戏内容视角看,娱美德给《传奇4》主要做了4个改变。
From the point of view of the content of the game, entertainment has made four major changes to Legend 4.
1.画面从2.5D改为3D,加入了捏脸系统;
1. The image was changed from 2.5D to 3D, and the face-cuffing system was added;
2.游戏核心体验从原来的无硬性目标,用户自行探索、升级改作大量阶段任务和剧情目标;
2. The core experience of the game has evolved from a non-hard target, with users exploring and upgrading themselves to a large number of stage tasks and drama targets;
3.操作上从手操、探索改为大量自动攻击和寻路;
3. Operational change from manual, exploratory to large-scale automatic attacks and search paths;
4.装备系统以材料为核心,由BOSS掉落宝箱孵化,大幅降低高阶装备稀有度。
4. The equipment system is material-centred and hatched from the BOSS drop box, significantly reducing the high-level equipment scarcity.
对老IP粉来说,这款游戏太“新”了。
This game is too "new" for old IP powder.
因为大量经典体验的消失和挖矿网赚的加入,原本为游戏服务的社交系统几乎被工作室、二道贩子霸占,他们玩也玩不懂,聊也聊不成。能做的,除了退游,也就是差评出气。
Because of the disappearance of a lot of classic experiences and the profits of mining networks, social systems that used to be used to play games are almost dominated by studios and two-way vendors, who can't play or talk.
对新世代的玩家来说,这款游戏又太老了。
This game is too old for new-generation players.
一方面,新一批玩家不认这个IP。因为娱美德从2003年起就放缓了韩服《MIR2》的运营节奏,改以“版权运营”做收入主力,《MIR》系列早在手游时代之前就被踢出了韩国网游头部市场。同时,因为之后十数年间关于《传奇》IP的纠纷不断,数百家企业、上百款产品都因此不得研发或运营,《传奇》也在以中国为主的大市场里错过了许多机会,没能在手游时代延续其IP影响力。
On the one hand, a new group of players did not recognize the IP. Since 2003, entertaining virtues have slowed down the pace of Korea’s costumes, turning to “licensing operations” as the main source of income, and the Mir series has been kicked out of Korea’s head market long before the days of hand-walking.
另一方面,以代表当前最高MMORPG水平的中国市场来看,一款有竞争力的MMORPG至少要具备四个要素:强表现力、开放世界、弱目标引导而强体验、小组或者说兴趣社交。至于相关尝试,2018年就有《逆水寒》、2019年就有《梦幻西游三维版》。
On the other hand, the Chinese market, representing the highest MMORPG level today, has at least four elements for a competitive MMORPG: strong performance, open world, weak target-guided experience, group, or social interest. For related attempts, there was Reverse Cold Water in 2018, and Dream West Three-D edition in 2019.
即便和这两个数年前上线的、如今看上去结局不太好的产品相比,《传奇4》也不具备任何优势。据某头部MMORPG品牌制作人称,《传奇4》这种3D+大量挂机体验的设计思路和水平,在国内2016年前后比较常见,而那一批产品多在2014年左右就已经立项。
Legend 4 does not have any advantage over these two products, which came online a few years ago and now seem to end badly. According to a head MMORPG producer, Legend 4 is a design idea and level of a 3D+ massive hang-up experience that is common in the country around 2016, and most of the products are already in place around 2014.
“在2021年把《传奇》改成套路仙侠式的产品,可以说是去其精华,广纳糟粕。”
“In 2021, the legend was changed to a set of Quaker-style products, so to speak, to go to its essence, to go to Cantonese.”
所以,流失成了必然,《传奇》IP的消耗成了必然。
Thus, the loss becomes inevitable, and the consumption of the Legendary IP becomes inevitable.
《传奇》IP,未来还在中国
Legend IP. The future is still in China.
《传奇4》在海外败了,但《传奇》IP的故事还没完。
Legend 4 lost overseas, but the story of Legendary IP is not over.
据盛趣游戏和某头部硬件渠道从业者消息,截至2022年12月,《传奇》类产品的核心用户规模,在线时长以及付费情况在MMORPG市场内还处于一个比较稳定的状态,在2020年、2021年期间,部分产品在国内和东南亚市场的月收入曾有过多次10%以上的增长。
As of December 2022, the size of the core users of Legendary products, their length on-line and their payment status remained relatively stable in the MMORPG market, according to interesting games and some of the head hardware sources, with a number of increases of more than 10 per cent in the monthly earnings of some products in the domestic and South-East Asian markets between 2020 and 2021.
许多从业者认为,《传奇4》在币圈和韩国的溃败确实会对《传奇》IP发展造成一定影响,但并不致命。在恺英网络内先后参与过《王者传奇》等多款传奇类产品研发、运营的从业者茂林(化名)看来,传奇类游戏和《传奇》IP在手游时代未能发挥最大价值的原因主要有四个:
Many practitioners believe that the collapse of Legend 4 in the currency circle and in South Korea will have some impact on the development of Legendary IP, but it will not be fatal. The reasons why the Legendary Games and Legendary IP failed to be of the greatest value in the hand-to-hand era seem to be four main reasons why they have been involved in the development and operation of a variety of legendary products, such as The King's Legend, within the Kiing network:
1.版权纠纷不断,这导致IP无法即时地、大量地推出新品,维系用户;
1. The continuing disputes over copyrights, which prevent IPs from introducing new products in a timely and massive manner and maintaining users;
2.内容供给跟不上,导致企业在数年间无法获取足够量的用户数据以指导内容更迭;
2. Lack of supply of content, resulting in enterprises not having access to a sufficient amount of user data to guide content change over the years;
3.IP用户确实有一定断层,目前以30—45岁的男性用户为主,数量和游戏时间不多,对移动游戏的接受程度不高;
3. IP users do have certain faults and are currently dominated by male users aged 30-45, with limited numbers and playtime and low acceptance of mobile games;
4.传奇类游戏相对古早的美术风格、强调数值竞争的机制难以吸引所谓“Z世代”用户,甚至会造成他们的反感。
The relatively old art style of legendary games, mechanisms that emphasize numerical competition, is difficult to attract, or even create, resentment among so-called “Z generation” users.
另一位上市公司的MMORPG产品制作人认为,传奇类游戏确有问题,但在某些方面也有优势。
Another MMORPG producer, a listed company, argued that legendary games were problematic but had advantages in some respects.
首先,国内《传奇》IP纠纷已经接近尾声。据世纪华通、恺英等公告显示,娱美德及其旗下的传奇IP株式会社在华发起的诉讼已有多起败诉。
First, the dispute over the national Legendary IP is nearing its end. According to the 21st century communiqués such as Huatun and Kie Ying, many of the lawsuits initiated in China by the Fashioned IP Corporation under its flag have been lost.
其次,以往因为版权纠缠不清的“对手”如恺英、盛趣、贪玩、椰子等也都在近两年内成立了合资公司,集中力量搞合作。《传奇》相关企业、产品也大多受到地方政府、政策支持,国民传奇产业园已经在2019年于江西宜春开业。多家企业团结、政府支持,这在当下的游戏业中十分宝贵。
Second, joint ventures have been set up in the past two years to focus cooperation on “opponents” entangled by copyright, such as Keying, Entertainment, Gambling, Coconut, and so on. Legendary businesses and products are also mostly supported by local governments, policies, and national legends have opened their businesses in Jiangxie Spring in 2019.
第三,在内容上,古早传奇游戏的核心体验里一直都有“自由探索”、“弱目标”、“强弱竞技”,这些元素符合当下MMORPG发展的大方向。
Thirdly, in terms of content, the core experiences of the ancient early legend games have always been “free exploration”, “weak targets”, “weak and weak competitions”, elements that correspond to the general direction of the current MMORPG development.
如果研发团队有能力在美术上做出接近于当前审美偏向的改变,同时尝试新的内容更迭和付费方式,以传奇20年在剧情、游戏系统、玩法数值上的积淀,完全有可能做出一款玩法在及格线以上,且有较成熟衍生文化的产品。
If the research and development team is able to make changes in art that are close to the current aesthetic bias, and at the same time try new ways of changing content and paying for it, it is perfectly possible to produce a product that is above the pass line and has a more mature culture of derivatives, with 20 years of amplitude, play systems, and play values.
更为重要的是,自盛大拿到《MIR2》代理权以来,《传奇》游戏规模最大、品质最高的一批用户都集中在中国,当一款有积淀的IP被全球最会做网游、手游的人拿在手里,机会总是有的。
More importantly, the largest and most high-quality users of the Legendary Game have been concentrated in China since the advent of MIR2 proxy power, and there are always opportunities when a surging IP is held in the hands of the world's best web- and hand-walker.
塑造《传奇》IP的陈天桥,曾经在2003年一次采访中笑称,“生不如养”,是盛大将一款叫做《Mir 2》的韩国网游塑造成《传奇》。而Wemade公司也曾经在接受采访时承认,盛大比Wemade更加了解如今的《传奇》。也许,今天的版本已经变成:当Wemade用《传奇》这个在中国出名的IP收割全球用户的时候,只有中国公司还想着如何续写《传奇》IP的下一个传奇。
Wemade also admitted in an interview that Wemade knew more about the Legend than Wemade does today. Perhaps today’s version has become: when Wemade uses The Legend, the famous IP harvester in China, only Chinese companies want to continue writing the next legend of The Legendary IP.
本文源自:iDoNews
This post is from iDoNews.
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