<u>Intro:</u>
AdaQuest is a game project combining three different game phases into one whole Fantasy World Game Experience.
Our first game mode is called ARENA. This is also the first use case for our NFT hero cards. At the moment, this mode is in Alpha state (see screenshot overview).
<u>Arena game mode features in a nutshell:</u>
- Fast-paced duel mode(timer, round-based)
- Player vs. Player (Quest mode will deliver PVE)
- Matchmaking (different approaches will be tested, depending on player base)
- Web & mobile based (no native, because of NFT Appstore restrictions)
- Focused on Hero, skill, and level
- Allows a first use case & foundation for the NFT Cards, items, and play mechanics.
So, in the end, we like to offer the player the chance to play this mode during Coffee breaks. Level the character, <u>try out different items & abilities</u>, and socialize with the AdaQuest community. This first use case will build the foundation in terms of balancing and future game modes.
This challenge is about bringing Cardano to a bigger gaming audience(Challenge KPI). We have started this project in 2021 to exactly do this. How we will do it? By focusing on these points:
Game experience FIRST!
- Hand-drawn graphics
- Different game modes for different target groups & player styles
- Deep Lore related to the Cardano blockchain (names, places, people, etc.)
Reaching for a wide gamer-centric user base
- Real free to play model without any paywall or pay2win
- Easy and user-friendly game-account/marketplace experience
- Involving the community into the development
- Fair prices and no power creep related NFTs
Ensuring the development cycle
- Using our native on-chain token(QuestToken) for marketing and further funding
- Reaching out to DEX and SEED funding platforms related to Cardano (e.g. kick.io)
- Collaborate with other developers from the Cardano ecosystem
- Onboarding young talents through AdaQuest into the Crypto world
Marketing:
Once completed we will communicate this through our social media and game-related channels. We also will use our business network from the games & entertainment industry. Showing and promoting AdaQuest with different partners like IGN, Checkpointhub, GEE Magazin, and of course a lot of Influencers, Podcasters, YouTubers, and Cardano Partners like Playermint, Muesliswap, or Cardano SWARM!
Key Marketing Strategy: <u>Organic, steady, and healthy growth without useless pseudo Influencer and social media spend!</u>
Our KPIs:
Even if we are free and not at the "mercy" of a big publisher or investor, budget and time are always issues when it comes to creating games. As an independent developer, the biggest risk is that you will run out of money or dev power. Either someone will try to sell you a service he/she can´t deliver in time or someone create something you already paid for, but in the end, it is useless for your project :(
To mitigate this, we work only with people we already know and meet in RL or worked before with them. Sometimes we receive recommendations or test young talents before offering them a contract. Our working and project experience will ensure to keep track of the budget and put enough into our reserve to be prepared for turbulences and struggles, which sometimes you can´t avoid.
<u>That´s why we will track & measure this:</u>
- New user accounts after releasing a feature (after polished Alpha Release)
- Budget spend vs. Revenue after feature release (e.g. new website language integration)
- Website Visits, Page Impressions & Views (also YT, Twitter, etc.)
- NFT Sales (after polished Alpha Release)
Target Groups
Primarily:
- Fantasy, RPG & pen & paper fans and nerds
- Hand-drawn art lovers
- Core PVP mobile gamers (strategy & tactics)
Secondary:
- NFT & blockchain enthusiasts
- Casual mobile gamers
Tertiary:
- Mobile gamers
- Curiosity-seekers
Challenges
- Blockchain-related updates/upgrades that can influence our development
- Providing user suggested feature upgrades
- Doing testing and balancing right without time sinks
- Delivering the promised version in time and budget
Risks
- Generating technical debt through "bloat" feature sets
- Compensation of non-productive time
- Unforeseen technological obstacles
Our risk management includes the experience we have gathered within the last two decades in games development. We avoid already some of the risks by clearly communicating our steps and taking precautions NOW! That´s why we never will drop a version, because for the sake of releasing something. However, we use some of these tools to help us minimize the risk:
- Only one weekly team meeting (tasks are distributed to each division)
- Tracking & documentation with JIRA & Confluence
- Overall quick communication through Slack
- Learning & optimizing processes by reflecting everyone's working style