Mission
Last updated
Last updated
Speaking of our role model, MapleStory, we analyze how this game managed to last for over 19 years and people still love it. We found three vital factors.
The Game needs to be fun and friendly to Web 2.0 users "When it's a game, it must be fun" is our keyword and core of game development. If we aren’t able to create a game that entertains people as the wording GAME should be, we will not launch it. We design Buddy Beater as the first game of QuinzyVerse Kingdom. The first game genre we decided to develop is battle royale arena. Fighting each other with funny weapons and features is the best way to interact between players and players to build a strong community, which in the alpha-beta test has very positive feedback. As we always listen to our player feedback. We want to scale up to the Mobile timing RPG game, which supports single-player and aligns with the Web 2.0 casual gamer lifestyle.
People can play with their friends or find a new friend over there Buddy Beater PVP concept follows the name of "Buddy Beater." Our game match needed eight players in the arena to fight each other and survive from the ring of fire, the last man standing wins. We believe that a strong community and relationship between players is crucial for the game's lifespan. We design the character in 2D with a big head because we want people to see facial expressions and interact with each other as if this is their second life.
The game economy must be reliable. The biggest goal of Buddy Beater is to support the long-term investment with our sustainable economic system, in which we step back from Webb 3.0 and analyze how Web 2.0 monetize. We found out that when the game is fun and addictive, players will top up. Accordingly, GameFi has a negative image for Web 2.0 people, many took it as another scenario of Ponzi. We have to change that perception by designing a reliable economy of the game align with the Web 2.0 monetizing model.