茲維?莫肖維茨“啪”地一聲把骰子砸在木桌上。這一擲非常幸運(yùn),,他牌組里的兩張撲克牌能獲得特殊的力量,。他把過(guò)了塑,、保持跳躍姿勢(shì)的超級(jí)英雄卡片橫置,也就是進(jìn)入戰(zhàn)斗模式,。虛擬角色發(fā)動(dòng)攻擊,,給對(duì)手致命一擊,對(duì)手無(wú)法防備,。勝利,!
在美國(guó)的任何地下室或游戲商店里,都有可能出現(xiàn)這一幕,。書呆子們聚在一起,,指揮卡片上的巫師、戰(zhàn)士和女武神馳騁戰(zhàn)場(chǎng),。但這場(chǎng)游戲還不一樣,。4月中旬的早晨,地點(diǎn)是位于曼哈頓托尼?翠貝卡街區(qū)的豪華閣樓,,對(duì)戰(zhàn)雙方是時(shí)尚的風(fēng)險(xiǎn)投資家和嗓音沙啞的流行文化歷史學(xué)家,。用游戲玩家的話來(lái)說(shuō),這是一場(chǎng)“游戲測(cè)試”,。
兩人的商業(yè)伙伴兼臨時(shí)對(duì)手是莫肖維茨?,F(xiàn)年41歲的莫肖維茨可不是普通玩家,他頭發(fā)蓬亂,,戴著黑色眼鏡,,時(shí)常爆發(fā)大笑,與20世紀(jì)90年代的卡通劇《德克斯特的實(shí)驗(yàn)室》(Dexter’s Laboratory)里的天才小男孩曼達(dá)克非常相似,。莫肖維茨喜歡創(chuàng)意T恤衫,,今天他穿的T恤衫上寫著“向權(quán)威提問(wèn):?jiǎn)栁沂裁炊夹小薄K跇O客圈里以擅長(zhǎng)萬(wàn)智牌知名,。(編者注:萬(wàn)智牌是一種集換式卡牌游戲,。它是同類游戲中最早發(fā)明的,也是極受歡迎的卡牌游戲之一),。
莫肖維茨最出名的是以弱勝?gòu)?qiáng),。他的絕招是用低價(jià)值卡戰(zhàn)勝?gòu)?qiáng)大的對(duì)手。
如今,,莫肖維茨正在玩更大的游戲,希望在超過(guò)1000億美元的電子游戲產(chǎn)業(yè)里同樣以弱勝?gòu)?qiáng),。莫肖維茨的目標(biāo)是被稱為數(shù)字收藏卡游戲的小眾市場(chǎng),,據(jù)估計(jì),今年該市場(chǎng)將從去年的15億美元增長(zhǎng)到20億美元,。最知名的例子就是突破性手機(jī)游戲《爐石傳說(shuō)》(Hearthstone),,據(jù)稱截至2018年11月,,玩家已經(jīng)達(dá)到1億。
莫肖維茨的計(jì)劃激進(jìn)又簡(jiǎn)單,,即創(chuàng)造完全專注的游戲,,拋棄傳統(tǒng)的掠奪性戰(zhàn)術(shù)。在游戲里,,玩家可以用數(shù)字交換的超級(jí)英雄和機(jī)器人卡牌互相戰(zhàn)斗,。玩家能在在線市場(chǎng)中購(gòu)買、出售或交易不需要的數(shù)字產(chǎn)品,。即便是大熱門免費(fèi)游戲《爐石傳說(shuō)》,,也并無(wú)類似功能。
想法出現(xiàn)的原因似乎很明顯,。數(shù)十年來(lái),,游戲玩家可以在現(xiàn)實(shí)世界中交換卡片。但不管是法律還是其他原因,,網(wǎng)絡(luò)游戲卻一直堅(jiān)決拒絕該功能,。
莫肖維茨召集了兩位追隨的伙伴。其中之一是之前提過(guò)參加游戲的歷史學(xué)家布萊恩?大衛(wèi)-馬歇爾,,他是Emergents的產(chǎn)品主管,。大衛(wèi)-馬歇爾的功勞之一是在曼哈頓切爾西區(qū)的一處閣樓里開辦名叫Neutral Ground的店面,雖然現(xiàn)在店面已經(jīng)關(guān)門,,但在初創(chuàng)人員的心目中擁有神話級(jí)的地位,,相當(dāng)于游戲界的 Studio 54俱樂(lè)部。(有時(shí)大衛(wèi)-馬歇爾會(huì)為萬(wàn)智牌玩家營(yíng)業(yè)到凌晨?jī)扇c(diǎn),,在一場(chǎng)又一場(chǎng)戰(zhàn)斗中甩出自己的神獸卡牌,,玩家里有中年數(shù)學(xué)書呆子,也有很難適應(yīng)環(huán)境的中學(xué)生,。)
三人組中的另一位成員是30歲的凱薩琳?布萊特曼,,在開發(fā)游戲的初創(chuàng)公司Coase擔(dān)任首席執(zhí)行官。這家公司的名字是為了紀(jì)念著名經(jīng)濟(jì)學(xué)家羅納德?科斯,。
如果說(shuō)莫肖維茨和大衛(wèi)-馬歇爾為項(xiàng)目注入了游戲血統(tǒng),,布萊特曼則幫公司與風(fēng)險(xiǎn)投資和游戲世界以外有影響力的人們建立聯(lián)系,其中包括億萬(wàn)富翁,、密碼愛(ài)好者蒂姆?德雷珀,。布雷特曼曾經(jīng)在金融領(lǐng)域兩大知名機(jī)構(gòu)《華爾街日?qǐng)?bào)》和對(duì)沖基金橋水工作,最出名的是跟丈夫領(lǐng)導(dǎo)加密貨幣項(xiàng)目,,2017年曾經(jīng)籌集2.34億美元,。她非常善于交際,也很有魅力,,去年還跟法國(guó)丈夫亞瑟登上《連線》雜志的封面,。布萊特曼常年穿梭于紐約和巴黎,,留下一串串雞尾酒和各種妙語(yǔ)。
布雷特曼,、莫肖維茨和大衛(wèi)-馬歇爾攜手向游戲業(yè)發(fā)起挑戰(zhàn),。業(yè)內(nèi)資深人士預(yù)測(cè),如果這款目前正在向早期測(cè)試人員推出的新游戲能流行開來(lái),,那么它有望開啟以數(shù)字產(chǎn)品交易為中心的新興產(chǎn)業(yè),,規(guī)模可達(dá)十億美元,。而其他人則不那么樂(lè)觀,。有人指出,新游戲要面臨強(qiáng)大的競(jìng)爭(zhēng)對(duì)手,。結(jié)局往往是失敗,。
莫肖維茨并未受懷疑論者干擾。他一邊洗著超級(jí)英雄卡牌,,一邊回憶自己有多少次絕地逢生,。他打算再來(lái)一次,只不過(guò)這次要顛覆傳統(tǒng)的數(shù)字游戲設(shè)計(jì)邏輯,,將萬(wàn)智牌的魅力注入軟件,,引領(lǐng)新一輪虛擬卡牌收藏狂潮。
創(chuàng)造奇跡
20世紀(jì)80年代末,,數(shù)學(xué)家也是貝爾實(shí)驗(yàn)室的校友理查德?加菲爾德開始構(gòu)想一種新型游戲,。他想到將可收藏卡牌與幻想戰(zhàn)斗游戲結(jié)合。跟棒球卡一樣,,可以設(shè)置稀有卡,,卡包能夠隨機(jī)開出稀有卡,這也是與當(dāng)代大多數(shù)桌游相比最顯著的創(chuàng)新,。由此,,萬(wàn)智牌誕生了。
1993年,,當(dāng)萬(wàn)智牌的第一張卡牌出現(xiàn)在西海岸時(shí),,就立刻收獲了狂熱的粉絲。青少年和成年人都被游戲里類似“龍與地下城”的超凡神話吸引,。他們開始沉迷購(gòu)買“補(bǔ)充包”獲得新卡牌,,用在個(gè)人的卡組里。隨著玩家們?cè)谌栏鞯芈嫷旰痛髮W(xué)校園里推介,,游戲通過(guò)老式的口碑傳播流行起來(lái),。
對(duì)于粉絲來(lái)說(shuō),玩萬(wàn)智牌是非常私人的事?!叭f(wàn)智牌比其他紙牌游戲或桌游都更接近角色扮演。每個(gè)玩家的牌組都像個(gè)角色,?!薄都~約客》文章引用游戲發(fā)明者加菲爾德在《紐約客》的話表示。
玩家扮演叫“鵬洛克”的幽靈角色,,可以召喚虛擬的野獸和魔法進(jìn)入戰(zhàn)斗,。幻想背景以及復(fù)雜的分層規(guī)則是游戲最吸引人的地方,。對(duì)很多人來(lái)說(shuō),,搭建卡組相當(dāng)私人。根據(jù)玩家個(gè)性不同,,容易受魔法“色輪”里的五種顏色之一吸引,,而“色輪”有點(diǎn)類似霍格沃茨的分院帽。舉例來(lái)說(shuō),,白色角色與法律和秩序有關(guān),,而黑色人物體現(xiàn)了無(wú)情的權(quán)力,綠色角色代表公共價(jià)值等等,。
萬(wàn)智牌很快變得非??駸帷,!拔以诼嫷曜龌顒?dòng)營(yíng)銷時(shí)就發(fā)現(xiàn)了,。人們都在拼命收集卡牌。有人因?yàn)槲覀儧](méi)有某張牌而憤怒地找我抱怨,,他氣得抓住了我的衣領(lǐng),。”大衛(wèi)-馬歇爾回憶說(shuō),。
雖然萬(wàn)智牌代表著豐富且充滿幻想的文化,,但在現(xiàn)實(shí)世界中也不斷升值。萬(wàn)智牌推出后不久就出現(xiàn)市場(chǎng)泡沫,,引起了麻煩,。投機(jī)者不斷拆開3美元的補(bǔ)充包,尋找能倒賣獲利的稀有卡,。簡(jiǎn)直就像極客圈的郁金香狂熱,。瘋狂收集卡牌促進(jìn)了銷售,但也可能破壞游戲的完整性和潛在的樂(lè)趣,,把萬(wàn)智牌變成變成像Pogs一樣曇花一現(xiàn)的游戲,,如今的Pogs只剩下懷舊,而不再是游戲。
對(duì)掌握該款游戲的Wizards of the Coast公司來(lái)說(shuō),,打造可持續(xù)的品牌要像央行行長(zhǎng)一樣思考,。公司本可以不惜一切利用萬(wàn)智牌泡沫撈一把就走,但最終選擇了不同的策略,。他們向市場(chǎng)投放某些卡牌以降低轉(zhuǎn)售價(jià)值,,這讓投機(jī)者非常惱火。公司還引入了錦標(biāo)賽規(guī)則,,要求玩家使用最近年份的卡片,,這意味著不能通過(guò)購(gòu)買搭配強(qiáng)大的卡片,例如人人渴望的黑蓮花卡來(lái)獲勝,。Wizards公司故意戳穿泡沫,,其實(shí)是一種冒險(xiǎn),但事實(shí)證明,,此舉是先見(jiàn)之明,。
調(diào)整卡牌市場(chǎng)的策略成功了。萬(wàn)智牌一直很熱鬧,。如今,,萬(wàn)智牌世界的運(yùn)營(yíng)非常類似于擁有3800萬(wàn)人口、管理良好的斯堪的納維亞國(guó)家,。3800萬(wàn)是全球玩家數(shù)量,,還催生了豐富的粉絲文化和一系列模仿者。二級(jí)市場(chǎng)仍在走強(qiáng),。2019年,,eBay上一張黑蓮花卡的售價(jià)超過(guò)16.6萬(wàn)美元。
盡管萬(wàn)智牌很早就已經(jīng)獲得成功,,但進(jìn)入電腦時(shí)代后,,它做得并不好。多年來(lái),,Wizards of the Coast的母公司孩之寶一直提供電腦版萬(wàn)智牌游戲,,但一直相對(duì)小眾。去年9月,,孩之寶發(fā)布了《萬(wàn)智牌:競(jìng)技場(chǎng)》(Magic: The Gathering Arena),,希望學(xué)習(xí)競(jìng)爭(zhēng)對(duì)手《爐石傳說(shuō)》激活老游戲。不過(guò),,雖然早期反饋不錯(cuò),,但該款游戲只能在電腦上玩,不可以在移動(dòng)設(shè)備上玩,,而且像《爐石傳說(shuō)》一樣,,玩家不能像在實(shí)體世界里一樣通過(guò)二級(jí)市場(chǎng)交易和轉(zhuǎn)售卡牌,。(萬(wàn)智牌的發(fā)言人布魯斯?杜根表示,“會(huì)考慮移動(dòng)端”,。雖然存在購(gòu)買《爐石傳說(shuō)》和《競(jìng)技場(chǎng)》賬號(hào)的黑市,,但賬號(hào)并不保險(xiǎn),而且買賣行為違反了游戲的服務(wù)協(xié)議,。)
Emergents團(tuán)隊(duì)希望開發(fā)新數(shù)字游戲復(fù)制萬(wàn)智牌的樂(lè)趣,,所以正在密切研究萬(wàn)智牌的經(jīng)驗(yàn)教訓(xùn)?!熬拖袼姓軐W(xué)都比不上柏拉圖一樣,所有卡牌游戲都比不上萬(wàn)智牌,?!辈既R特曼說(shuō)。
團(tuán)隊(duì)和不修邊幅的領(lǐng)導(dǎo)者莫肖維茨都認(rèn)為,,新游戲破解了行業(yè)密碼,。當(dāng)船員們向游戲業(yè)巨頭傾斜時(shí),莫肖維茨卻手持長(zhǎng)矛對(duì)抗,。他不僅是專家玩家,,用布萊特曼的話說(shuō),他是“游戲圈的勢(shì)利者”,,而且是馬丁?路德式的人物,,他喜歡直言其他游戲設(shè)計(jì)師的剝削和操縱行為。也許他還有點(diǎn)唐吉訶德的氣質(zhì)吧,。
避開激烈競(jìng)爭(zhēng)
莫肖維茨很小就開始玩游戲,小時(shí)候他跟父親下棋,。不過(guò)都是改版的游戲,。剛開始玩時(shí),莫肖維茨的父親只用國(guó)王和一個(gè)小兵,,他則能用所有棋子,。后來(lái),當(dāng)莫肖維茨學(xué)會(huì)將死父親的殘軍時(shí),,父親再增加更多棋子,,逐步提升難度。
他十幾歲時(shí)也遇到過(guò)類似的實(shí)力錯(cuò)位,,當(dāng)時(shí)他沉迷于萬(wàn)智牌,,在紐約市參加各種比賽,希望獲得獎(jiǎng)金,,然后出名,。雖然他的父母都是哥倫比亞大學(xué)教授,生活相當(dāng)舒適,但莫肖維茨的零花錢相當(dāng)少,。由于他太窮,,搭建60張牌的卡組時(shí)只能用其他人的棄牌,也只能用非正統(tǒng)策略獲勝,。
莫肖維茨擅長(zhǎng)用低價(jià)值卡贏得比賽,,這種策略也成了他的成名絕技。后來(lái)出品萬(wàn)智牌的Wizards of the Coast等游戲公司紛紛邀請(qǐng)莫肖維茨試玩,。有好幾次,,他“破解”了游戲。(所謂“破解”是極客術(shù)語(yǔ),,是指發(fā)現(xiàn)設(shè)計(jì)上的缺陷導(dǎo)致自動(dòng)獲勝,。)在美國(guó)西部工作期間,莫肖維茨玩過(guò)不同的游戲,。他在丹佛郊外的印第安式賭場(chǎng)玩撲克賺了一大筆錢,,然后在拉斯維加斯從事賭博行業(yè)。莫肖維茨不愿談及他工作細(xì)節(jié),,只表示跟數(shù)學(xué)有關(guān),。
這并不奇怪。莫肖維茨在說(shuō)話時(shí),,會(huì)分析周圍每種情況的概率,,幾乎能看到他腦中蹦出一連串的方程式。由于數(shù)學(xué)能力超群,,他談起某些整數(shù)時(shí)格外溫柔,。“17歲在我心中地位比較特殊,。因?yàn)?7是最隨機(jī)的數(shù)字,。”他在回憶高中數(shù)學(xué)俱樂(lè)部的生活時(shí)順口說(shuō)了一句,。
莫肖維茨離開拉斯維加斯,,在量化公司Jane Street工作,后來(lái)在很快倒閉的醫(yī)學(xué)研究初創(chuàng)公司MetaMed當(dāng)過(guò)首席執(zhí)行官?,F(xiàn)在,,他把所有的數(shù)字運(yùn)算能力都用在Emergents上。他的任務(wù)是設(shè)計(jì)新游戲,,顛覆此前游戲制作者賺錢的基礎(chǔ),。
莫肖維茨要廢除“戰(zhàn)利品盒”。批評(píng)人士稱,,“戰(zhàn)利品盒”能開出特殊武器或增強(qiáng)功能的摸彩袋類似彩票,。他們指責(zé)游戲行業(yè)操縱玩家,,特別是兒童,花費(fèi)數(shù)百甚至數(shù)千美元(或游戲時(shí)間)獲取數(shù)字垃圾,。戰(zhàn)利品盒引發(fā)的爭(zhēng)議導(dǎo)致美國(guó)和歐洲的政治家呼吁全面禁止,。
莫肖維茨說(shuō),戰(zhàn)利品盒利用玩家的弱點(diǎn)實(shí)施操縱,。他提出了“斯金納箱”實(shí)驗(yàn),,“斯金納箱”是指把老鼠放進(jìn)盒子里,訓(xùn)練采取某種活動(dòng)以換取食物,。
在電子游戲中,,斯金納箱使用的是虛擬獎(jiǎng)勵(lì)。游戲制作者提供游戲中的金錢,、武器,、升級(jí)、催眠聲音和各種小飾品,,誘使玩家在游戲中花費(fèi)更多時(shí)間,通常都是乏味重復(fù)的活動(dòng),。這并不是莫肖維茨提出的陰謀論,。只要在網(wǎng)上搜索“斯金納盒和游戲”,就能發(fā)現(xiàn)該理論在游戲設(shè)計(jì)討論中很常見(jiàn),。對(duì)游戲制作者來(lái)說(shuō),,操縱玩家玩更長(zhǎng)時(shí)間有助于推動(dòng)部分人購(gòu)買更多戰(zhàn)利品盒,從而提高收入,。但在莫肖維茨看來(lái),,結(jié)果是游戲變得單調(diào)乏味。
Emergents等游戲產(chǎn)品市場(chǎng)似乎不太可能解決既有問(wèn)題,,但莫肖維茨相信,,類似市場(chǎng)將具有革新意義?!叭绻辉试S交易,,就會(huì)強(qiáng)迫人們‘肝’時(shí)間?!彼忉屨f(shuō),,玩家可能不得不在游戲的一個(gè)小角落里耗費(fèi)數(shù)小時(shí),,才能獲得某種工具或武器,。
莫肖維茨還認(rèn)為,行業(yè)未能建立游戲內(nèi)交易選項(xiàng),,削弱了想象力。他說(shuō),,每個(gè)玩家都努力獲取商品時(shí),,會(huì)傾向于從游戲博客上介紹幾種已嘗試,、真實(shí)的、被證明是成功的卡牌搭建策略中選擇一種,。在他看來(lái),,如果玩家可以購(gòu)買或交換工具和武器,,就能探索非正統(tǒng)戰(zhàn)術(shù)并獲得優(yōu)勢(shì)。這正是莫肖維茨玩萬(wàn)智牌時(shí)做的事,,他相信該經(jīng)驗(yàn)同樣適用于在線游戲,。
不過(guò),有個(gè)問(wèn)題也很明顯,如果二手?jǐn)?shù)碼產(chǎn)品能開啟十億美元的產(chǎn)業(yè),而且提升游戲的趣味性,,那么為什么之前沒(méi)有人這么做,?
其他人為什么失敗
游戲行業(yè)不愿為玩家提供銷售和交換產(chǎn)品的方式,,其實(shí)是有充分理由的,。
不出所料,,第一個(gè)原因就是合法性。首先,明確說(shuō)明卡牌價(jià)值可能等于不小心承認(rèn)公司私下賣彩票,。這在世界某些地區(qū)是非法的,,包括美國(guó)的很多州,。因此,Wizards of the Coast等公司明智地選擇“不說(shuō)明”也不否認(rèn),,把市場(chǎng)業(yè)務(wù)留給獨(dú)立經(jīng)銷商,。其次,,相關(guān)市場(chǎng)可能會(huì)被欺詐者濫用。《反恐精英》(Counter-Strike: Global Offensive)的制作者最近就發(fā)現(xiàn),市場(chǎng)上幾乎所有交易員都是洗錢者,,試圖套取不義之財(cái),。
此外還有一系列商業(yè)原因?qū)е掠螒蚴袌?chǎng)比較少見(jiàn),。比如說(shuō),游戲制造商擔(dān)心二手游戲市場(chǎng)會(huì)影響新游戲發(fā)售,。
傳統(tǒng)上,,類似的銷售行為主要通過(guò)劍或者《魔獸世界》(World of Warcraft)里的金幣,但近來(lái)更多的銷售是以游戲玩家稱之為“美化”或“皮膚”的形式出現(xiàn),,主要用來(lái)裝飾玩家的角色,,如太陽(yáng)鏡或新鞋。在游戲《堡壘之夜》(Fortnite)里買皮膚的熱潮中尤為引人注目,。學(xué)生玩家極其重視,,如果游戲形象沒(méi)有經(jīng)過(guò)修飾就會(huì)被嘲笑“默認(rèn)”,從而被迫花錢裝扮角色,。僅在2018年,,《堡壘之夜》的皮膚銷售額就達(dá)到24億美元?!侗局埂防锩侩p運(yùn)動(dòng)鞋和太陽(yáng)鏡的收益都會(huì)直接進(jìn)入制造商Epic Games的口袋,。在Epic Games看來(lái),何必冒險(xiǎn)允許商店轉(zhuǎn)售商品降低利潤(rùn),?奶牛要用來(lái)擠奶,,而不能殺雞取卵。
韋德布什證券公司的分析師邁克爾?帕切特表示,,蠶食利潤(rùn)的擔(dān)心真實(shí)存在,,但也有所夸大?!熬拖窦偬?yáng)鏡,。有些人花10美元買假冒的LV,但不能說(shuō)如果沒(méi)有假貨那些人就都會(huì)花200美元去買正品,?!彼f(shuō),。
但是,,即便相信二手貨不會(huì)侵蝕銷售,游戲制作者遠(yuǎn)離二手貨市場(chǎng),,以及《爐石傳說(shuō)》和《競(jìng)技場(chǎng)》等游戲禁止任何形式的交易還有個(gè)原因。主要擔(dān)心是單獨(dú)個(gè)人或機(jī)器人擁有多個(gè)賬戶利用規(guī)則與系統(tǒng)博弈,先是辛苦收集稀有卡,然后將所有卡片集中到一個(gè)賬戶,。如此一來(lái)卡牌可能失去價(jià)值,,也影響游戲的初衷。
在提供游戲內(nèi)交易平臺(tái)方面,游戲設(shè)計(jì)師對(duì)前輩的失誤記憶猶新,。2011年,,游戲巨頭暴雪在暗黑型角色扮演游戲《暗黑破壞神3》(Diablo III)內(nèi)推出了“拍賣行”,。本來(lái)拍賣行是希望替代eBay和其他未經(jīng)授權(quán)的交易論壇,,提供內(nèi)部選擇,,也為了在《暗黑破壞神3》里增添有趣的新經(jīng)濟(jì)元素。不幸的是,,拍賣行導(dǎo)致了意外的結(jié)果,,一些中國(guó)和俄羅斯的經(jīng)濟(jì)雇傭兵在機(jī)器人幫助下,加入游戲僅僅為了獲得和出售二手武器,。這些人在官方拍賣行兜售數(shù)字產(chǎn)品,,購(gòu)買方則是富有的商人,為了打敗游戲里最強(qiáng)悍的壞人購(gòu)買最好的武器,。很快,暗黑破壞神的精英隊(duì)伍中出現(xiàn)了越來(lái)越多的“氪金”玩家,也是游戲界的禁忌,。該現(xiàn)象引發(fā)聲討浪潮,,導(dǎo)致暴雪在2013年關(guān)閉了拍賣行,。
與早期幾乎摧毀萬(wàn)智牌的投機(jī)泡沫一樣,暗黑破壞神拍賣行的慘敗也凸顯了反常的經(jīng)濟(jì)力量如何摧毀原本受歡迎的游戲,。后來(lái)多位游戲行業(yè)人士得出結(jié)論:游戲內(nèi)交易市場(chǎng)行不通,。實(shí)際上,,莫肖維茨承認(rèn)潛在投資者已經(jīng)詢問(wèn)過(guò)Emergents 團(tuán)隊(duì),,打算如何避免暗黑破壞神式的崩潰。
莫肖維茨的回應(yīng)是,,將游戲世界比作現(xiàn)實(shí)世界,。“在萬(wàn)智牌里,有個(gè)我們稱之為‘手提箱先生’的家伙,他帶著所有牌參加錦標(biāo)賽。”他說(shuō)。在萬(wàn)智牌的世界里,,Wizards of the Coast可以利用錦標(biāo)賽的規(guī)則,限制比賽中能使用卡牌的種類,從而控制手提箱先生,。在Emergents里,莫肖維茨設(shè)想將玩家分成不同的等級(jí),讓擁有卡組價(jià)值相似的玩家互相競(jìng)爭(zhēng),。(系統(tǒng)不會(huì)阻礙擁有適當(dāng)資源的聰明玩家挑戰(zhàn)“手提箱先生”,,但會(huì)確保多數(shù)競(jìng)技均衡匹配,。)
首席執(zhí)行官布萊特曼也曾經(jīng)對(duì)游戲氪金問(wèn)題進(jìn)行過(guò)深入思考,不過(guò)她的觀點(diǎn)更具學(xué)術(shù)性,。在她的研究中,,以及創(chuàng)立加密貨幣公司Tezos的過(guò)程中,她廣泛閱讀了有關(guān)金融和博弈論的書籍,,結(jié)果發(fā)現(xiàn)書中知識(shí)對(duì)理解經(jīng)濟(jì)學(xué)在游戲設(shè)計(jì)的作用很有益,。
布雷特曼說(shuō),暗黑破壞神拍賣行的失敗是因?yàn)橛螒虻拿赓M(fèi)模式很容易被機(jī)器人和流氓玩家利用,。盡管Emergents提供免費(fèi)版本,,新玩家可以免費(fèi)獲得一把牌,但她表示,,游戲的機(jī)制下,,玩家不能使用機(jī)器人來(lái)“肝”,或者積攢物品轉(zhuǎn)售,。
但即使Emergents找到了擊敗機(jī)器人的方法,,也要先有人玩游戲才能實(shí)現(xiàn)目標(biāo),而吸引玩家并不容易,。從長(zhǎng)遠(yuǎn)來(lái)看,,《爐石傳說(shuō)》仍然是最受歡迎的數(shù)字收藏卡牌游戲,而莫肖維茨輕視的一些戰(zhàn)術(shù)正是玩家能連續(xù)數(shù)小時(shí)沉迷手機(jī)的原因,。其他模仿的游戲(也就是所謂的“克隆爐石”)幾乎沒(méi)有成功的,。
“很多游戲都在模仿《爐石傳說(shuō)》,卻沒(méi)有自己的特色,?!盢PD游戲(NPD Games)的分析師馬修?迪納爾說(shuō)?!澳7碌穆飞嫌幸欢蚜沂?。在這個(gè)領(lǐng)域里,暴雪占據(jù)了絕對(duì)優(yōu)勢(shì),?!?
成功機(jī)會(huì)之渺茫可能令人望而生畏,,但除了莫肖維茨和大衛(wèi)-馬歇爾過(guò)往的從業(yè)經(jīng)歷和布萊特曼的經(jīng)濟(jì)頭腦之外,,Emergents團(tuán)隊(duì)還有一個(gè)有望打贏突圍賽的優(yōu)勢(shì)。他們相信自己手握王牌,那就是名叫區(qū)塊鏈的新技術(shù),。
區(qū)塊鏈賦能游戲世界
2017年,,“區(qū)塊鏈”一舉變身流行語(yǔ),,在很多人眼里成為了時(shí)尚。但與其他新技術(shù)一樣,,區(qū)塊鏈既被夸大,,也有被誤解的地方。至于Emergents團(tuán)隊(duì),,布萊特曼認(rèn)為區(qū)塊鏈技術(shù)可以應(yīng)對(duì)二手商品市場(chǎng)和游戲規(guī)則改變的挑戰(zhàn),。
從本質(zhì)上看,區(qū)塊鏈只是可以在多臺(tái)計(jì)算機(jī)上運(yùn)行的新型軟件,,能創(chuàng)建永久防篡改的賬本,。最著名的例子是比特幣區(qū)塊鏈,也有很多其他例子,,包括2014年布萊特曼和丈夫創(chuàng)建的Tezos,。諸多區(qū)塊鏈都可用于創(chuàng)建公開可信的交易記錄。目前,,金融,、航運(yùn)和貴重寶石等多種行業(yè)都在使用區(qū)塊鏈跟蹤產(chǎn)品并建立原產(chǎn)地證明。
在游戲世界里,,區(qū)塊鏈可以用來(lái)創(chuàng)建不受篡改的記錄,,記錄某項(xiàng)數(shù)字財(cái)產(chǎn)的擁有者,,不管財(cái)產(chǎn)是寶劍,、怪物,還是稀有的太陽(yáng)鏡,。在Emergents里,區(qū)塊鏈能隨時(shí)提供某位玩家擁有某張卡牌的權(quán)威記錄,,就好像游戲監(jiān)管者擁有可靠的會(huì)計(jì)團(tuán)隊(duì),,可以確保游戲經(jīng)濟(jì)的完整性。
游戲中使用區(qū)塊鏈還能提供有趣的可能,,即為粉絲創(chuàng)造新的數(shù)字收藏品,。具體來(lái)說(shuō),玩家可以付費(fèi)獲得精英玩家在錦標(biāo)賽中使用的數(shù)字卡牌或劍,,反正區(qū)塊鏈能夠確認(rèn)出處,。其實(shí)類似于購(gòu)買明星球員在世界大賽上使用的球棒。
雖然區(qū)塊鏈?zhǔn)切碌挠螒蚣夹g(shù),但值得注意的是,,區(qū)塊鏈和加密貨幣領(lǐng)域里的很多高手都是萬(wàn)智牌迷,。其中包括以太坊的創(chuàng)始人維塔利克?布特林,以太坊是僅次于比特幣的流行數(shù)字貨幣,。加密貨幣交易所Kraken的首席執(zhí)行官杰西?鮑威爾回憶說(shuō),,他曾經(jīng)在萬(wàn)智牌比賽中與莫肖維茨對(duì)決。(Mt.Gox是早期主要的比特幣交易所,,最開始是萬(wàn)智牌在線交易所,。)相關(guān)名人和身后龐大的社交媒體粉絲可能會(huì)大力推廣支持區(qū)塊鏈的新游戲。
當(dāng)然,,最后都取決于游戲制造商能否第一時(shí)間無(wú)縫集成區(qū)塊鏈技術(shù),。Niantic Labs的首席執(zhí)行官,也是精靈寶可夢(mèng)(Pokémon Go)的創(chuàng)始人約翰?漢克警告稱,,“游戲必須排第一位,。”他的意思是,,如果游戲本身無(wú)法吸引人,,背后支持的技術(shù)并不重要。
其他也有人意見(jiàn)相同,?!暗阶詈螅€是要有頂級(jí)質(zhì)量的游戲,,并且玩起來(lái)要非常有趣,。這一點(diǎn)不能妥協(xié)?!盋oinbase和Naspers支持的初創(chuàng)公司Immutable的首席執(zhí)行官詹姆斯?弗格森說(shuō),,該公司正在研發(fā)基于區(qū)塊鏈的數(shù)字卡牌游戲,名叫Gods Unchained,。
這還不是Emergents唯一的競(jìng)爭(zhēng)對(duì)手,。2018年,加密貨幣公司Ripple跟長(zhǎng)期從事游戲行業(yè)的聯(lián)盟宣布為游戲制造商提供1億美元,,用于整合區(qū)塊鏈技術(shù),。曾經(jīng)擔(dān)任Kabam聯(lián)合創(chuàng)始人兼首席執(zhí)行官的周凱文目前在領(lǐng)導(dǎo)區(qū)塊鏈游戲初創(chuàng)公司Forte,Kabam是熱門的移動(dòng)游戲制造商,,曾經(jīng)與《星球大戰(zhàn)》,、漫威和《指環(huán)王》等知名品牌合作?!妒姑賳尽返那爸鞴芗s翰?林登擔(dān)任Mythical Games的首席執(zhí)行官,,負(fù)責(zé)監(jiān)督內(nèi)置區(qū)塊鏈的新游戲,。
“區(qū)塊鏈的優(yōu)勢(shì)在于可以轉(zhuǎn)變范式,而不只是提供新平臺(tái),。使用區(qū)塊鏈跟蹤和交易游戲資產(chǎn)能改變出售資產(chǎn)的類型,。”他說(shuō),。
林登,、布萊特曼和其他人都在賭,區(qū)塊鏈將在游戲領(lǐng)域帶來(lái)技術(shù)飛躍,,級(jí)別類似于之前引入的游戲手柄或多人在線游戲,。在他們看來(lái),問(wèn)題并不在于區(qū)塊鏈能否改變游戲,,而是誰(shuí)能第一個(gè)成功,。
來(lái)一張莫西就能贏
在翠貝卡閣樓上,莫肖維茨邀請(qǐng)風(fēng)險(xiǎn)資本家跟他對(duì)抗桌上的另一位投資者,。她坐在桌旁,,兩人在工匠、前鋒和閃光風(fēng)暴等實(shí)體卡牌周圍調(diào)整兵力,。目前團(tuán)隊(duì)用實(shí)體卡牌演示游戲,,與此同時(shí),開發(fā)人員也在搭建數(shù)字版,。
“我們會(huì)用長(zhǎng)棘龍打掉對(duì)方的燈塔,,這樣就能用自己的燈塔了!”莫肖維茨告訴困惑的搭檔,。他抽牌時(shí)眼睛閃著光,。這張卡牌上的角色是莫西。顯然,,她很強(qiáng)大,。幾分鐘后,一切都結(jié)束了,,莫肖維茨打出莫西,,消滅了對(duì)手的最后一支部隊(duì),。
隨后幾人在布魯克林著名的Dough bakery吃甜甜圈,,投資人向莫肖維茨問(wèn)起游戲的推出計(jì)劃。有個(gè)關(guān)鍵決策是,,Emergents團(tuán)隊(duì)要不要跟知名品牌合作,,比如漫威或《權(quán)力的游戲》(Game of Thrones),還是單純靠大衛(wèi)-馬歇爾設(shè)計(jì)的工匠,,長(zhǎng)棘龍之類鮮有人知的卡牌,。
他們說(shuō),,Emergents同事一直在跟知名片方談判,但目前不太受重視,?!皼](méi)有人愿意第一個(gè)吃螃蟹?!辈既R特曼說(shuō),,她的預(yù)測(cè)是,如果首款區(qū)塊鏈游戲在市場(chǎng)上施展吸引力,,吸引知識(shí)產(chǎn)權(quán)授權(quán)會(huì)更容易,。
與此同時(shí),莫肖維茨身心自己能打造出更優(yōu)秀的在線游戲,。他早已習(xí)慣遇到懷疑者,,然后用被證實(shí)的預(yù)測(cè)讓對(duì)方驚訝。如果莫肖維茨能笑到最后,,就像以前很多次他獲勝后突然大笑,,在場(chǎng)所有人都可以聽(tīng)到。如果Emergents大獲成功,,則可能會(huì)在龐大的游戲產(chǎn)業(yè)里打開巨大的垂直市場(chǎng),,而2018年游戲行業(yè)的收入就已經(jīng)超過(guò)全球電影行業(yè)。
Mythical Games的首席執(zhí)行官約翰?林登曾經(jīng)領(lǐng)導(dǎo)Tony Hawk Skateboarding等大型品牌,,其實(shí)他見(jiàn)過(guò)類似場(chǎng)景,。他舉了亞馬遜旗下Twitch的例子,數(shù)百萬(wàn)粉絲在Twitch上觀看游戲直播,,購(gòu)買在線游戲贊助的品牌也在增加,。林登認(rèn)為,在熱門游戲里引入二手商品市場(chǎng),,可能會(huì)引發(fā)另一場(chǎng)金融盛宴,。
他說(shuō):“每次只要讓人們更深入玩游戲,還能賺點(diǎn)錢,,就可以催生數(shù)百萬(wàn)美元的新產(chǎn)業(yè),。”(財(cái)富中文網(wǎng))
譯者:夏林
茲維?莫肖維茨“啪”地一聲把骰子砸在木桌上,。這一擲非常幸運(yùn),,他牌組里的兩張撲克牌能獲得特殊的力量。他把過(guò)了塑,、保持跳躍姿勢(shì)的超級(jí)英雄卡片橫置,,也就是進(jìn)入戰(zhàn)斗模式。虛擬角色發(fā)動(dòng)攻擊,,給對(duì)手致命一擊,,對(duì)手無(wú)法防備,。勝利!
在美國(guó)的任何地下室或游戲商店里,,都有可能出現(xiàn)這一幕,。書呆子們聚在一起,指揮卡片上的巫師,、戰(zhàn)士和女武神馳騁戰(zhàn)場(chǎng),。但這場(chǎng)游戲還不一樣。4月中旬的早晨,,地點(diǎn)是位于曼哈頓托尼?翠貝卡街區(qū)的豪華閣樓,,對(duì)戰(zhàn)雙方是時(shí)尚的風(fēng)險(xiǎn)投資家和嗓音沙啞的流行文化歷史學(xué)家。用游戲玩家的話來(lái)說(shuō),,這是一場(chǎng)“游戲測(cè)試”,。
兩人的商業(yè)伙伴兼臨時(shí)對(duì)手是莫肖維茨。現(xiàn)年41歲的莫肖維茨可不是普通玩家,,他頭發(fā)蓬亂,,戴著黑色眼鏡,時(shí)常爆發(fā)大笑,,與20世紀(jì)90年代的卡通劇《德克斯特的實(shí)驗(yàn)室》(Dexter’s Laboratory)里的天才小男孩曼達(dá)克非常相似,。莫肖維茨喜歡創(chuàng)意T恤衫,今天他穿的T恤衫上寫著“向權(quán)威提問(wèn):?jiǎn)栁沂裁炊夹小?。他在極客圈里以擅長(zhǎng)萬(wàn)智牌知名,。(編者注:萬(wàn)智牌是一種集換式卡牌游戲。它是同類游戲中最早發(fā)明的,,也是極受歡迎的卡牌游戲之一),。
莫肖維茨最出名的是以弱勝?gòu)?qiáng)。他的絕招是用低價(jià)值卡戰(zhàn)勝?gòu)?qiáng)大的對(duì)手,。
如今,,莫肖維茨正在玩更大的游戲,希望在超過(guò)1000億美元的電子游戲產(chǎn)業(yè)里同樣以弱勝?gòu)?qiáng),。莫肖維茨的目標(biāo)是被稱為數(shù)字收藏卡游戲的小眾市場(chǎng),,據(jù)估計(jì),今年該市場(chǎng)將從去年的15億美元增長(zhǎng)到20億美元,。最知名的例子就是突破性手機(jī)游戲《爐石傳說(shuō)》(Hearthstone),,據(jù)稱截至2018年11月,玩家已經(jīng)達(dá)到1億,。
莫肖維茨的計(jì)劃激進(jìn)又簡(jiǎn)單,,即創(chuàng)造完全專注的游戲,,拋棄傳統(tǒng)的掠奪性戰(zhàn)術(shù),。在游戲里,,玩家可以用數(shù)字交換的超級(jí)英雄和機(jī)器人卡牌互相戰(zhàn)斗。玩家能在在線市場(chǎng)中購(gòu)買,、出售或交易不需要的數(shù)字產(chǎn)品,。即便是大熱門免費(fèi)游戲《爐石傳說(shuō)》,也并無(wú)類似功能,。
想法出現(xiàn)的原因似乎很明顯,。數(shù)十年來(lái),游戲玩家可以在現(xiàn)實(shí)世界中交換卡片,。但不管是法律還是其他原因,,網(wǎng)絡(luò)游戲卻一直堅(jiān)決拒絕該功能。
莫肖維茨召集了兩位追隨的伙伴,。其中之一是之前提過(guò)參加游戲的歷史學(xué)家布萊恩?大衛(wèi)-馬歇爾,,他是Emergents的產(chǎn)品主管。大衛(wèi)-馬歇爾的功勞之一是在曼哈頓切爾西區(qū)的一處閣樓里開辦名叫Neutral Ground的店面,,雖然現(xiàn)在店面已經(jīng)關(guān)門,,但在初創(chuàng)人員的心目中擁有神話級(jí)的地位,相當(dāng)于游戲界的 Studio 54俱樂(lè)部,。(有時(shí)大衛(wèi)-馬歇爾會(huì)為萬(wàn)智牌玩家營(yíng)業(yè)到凌晨?jī)扇c(diǎn),,在一場(chǎng)又一場(chǎng)戰(zhàn)斗中甩出自己的神獸卡牌,玩家里有中年數(shù)學(xué)書呆子,,也有很難適應(yīng)環(huán)境的中學(xué)生,。)
三人組中的另一位成員是30歲的凱薩琳?布萊特曼,在開發(fā)游戲的初創(chuàng)公司Coase擔(dān)任首席執(zhí)行官,。這家公司的名字是為了紀(jì)念著名經(jīng)濟(jì)學(xué)家羅納德?科斯,。
如果說(shuō)莫肖維茨和大衛(wèi)-馬歇爾為項(xiàng)目注入了游戲血統(tǒng),布萊特曼則幫公司與風(fēng)險(xiǎn)投資和游戲世界以外有影響力的人們建立聯(lián)系,,其中包括億萬(wàn)富翁,、密碼愛(ài)好者蒂姆?德雷珀。布雷特曼曾經(jīng)在金融領(lǐng)域兩大知名機(jī)構(gòu)《華爾街日?qǐng)?bào)》和對(duì)沖基金橋水工作,,最出名的是跟丈夫領(lǐng)導(dǎo)加密貨幣項(xiàng)目,,2017年曾經(jīng)籌集2.34億美元。她非常善于交際,,也很有魅力,,去年還跟法國(guó)丈夫亞瑟登上《連線》雜志的封面。布萊特曼常年穿梭于紐約和巴黎,,留下一串串雞尾酒和各種妙語(yǔ),。
布雷特曼、莫肖維茨和大衛(wèi)-馬歇爾攜手向游戲業(yè)發(fā)起挑戰(zhàn),。業(yè)內(nèi)資深人士預(yù)測(cè),,如果這款目前正在向早期測(cè)試人員推出的新游戲能流行開來(lái),,那么它有望開啟以數(shù)字產(chǎn)品交易為中心的新興產(chǎn)業(yè),規(guī)??蛇_(dá)十億美元,。而其他人則不那么樂(lè)觀。有人指出,,新游戲要面臨強(qiáng)大的競(jìng)爭(zhēng)對(duì)手,。結(jié)局往往是失敗。
莫肖維茨并未受懷疑論者干擾,。他一邊洗著超級(jí)英雄卡牌,,一邊回憶自己有多少次絕地逢生。他打算再來(lái)一次,,只不過(guò)這次要顛覆傳統(tǒng)的數(shù)字游戲設(shè)計(jì)邏輯,,將萬(wàn)智牌的魅力注入軟件,引領(lǐng)新一輪虛擬卡牌收藏狂潮,。
創(chuàng)造奇跡
20世紀(jì)80年代末,,數(shù)學(xué)家也是貝爾實(shí)驗(yàn)室的校友理查德?加菲爾德開始構(gòu)想一種新型游戲。他想到將可收藏卡牌與幻想戰(zhàn)斗游戲結(jié)合,。跟棒球卡一樣,,可以設(shè)置稀有卡,卡包能夠隨機(jī)開出稀有卡,,這也是與當(dāng)代大多數(shù)桌游相比最顯著的創(chuàng)新,。由此,萬(wàn)智牌誕生了,。
1993年,,當(dāng)萬(wàn)智牌的第一張卡牌出現(xiàn)在西海岸時(shí),就立刻收獲了狂熱的粉絲,。青少年和成年人都被游戲里類似“龍與地下城”的超凡神話吸引,。他們開始沉迷購(gòu)買“補(bǔ)充包”獲得新卡牌,用在個(gè)人的卡組里,。隨著玩家們?cè)谌栏鞯芈嫷旰痛髮W(xué)校園里推介,,游戲通過(guò)老式的口碑傳播流行起來(lái)。
對(duì)于粉絲來(lái)說(shuō),,玩萬(wàn)智牌是非常私人的事,。“萬(wàn)智牌比其他紙牌游戲或桌游都更接近角色扮演,。每個(gè)玩家的牌組都像個(gè)角色,。”《紐約客》文章引用游戲發(fā)明者加菲爾德在《紐約客》的話表示。
玩家扮演叫“鵬洛克”的幽靈角色,,可以召喚虛擬的野獸和魔法進(jìn)入戰(zhàn)斗,。幻想背景以及復(fù)雜的分層規(guī)則是游戲最吸引人的地方,。對(duì)很多人來(lái)說(shuō),,搭建卡組相當(dāng)私人,。根據(jù)玩家個(gè)性不同,,容易受魔法“色輪”里的五種顏色之一吸引,而“色輪”有點(diǎn)類似霍格沃茨的分院帽,。舉例來(lái)說(shuō),,白色角色與法律和秩序有關(guān),而黑色人物體現(xiàn)了無(wú)情的權(quán)力,,綠色角色代表公共價(jià)值等等,。
萬(wàn)智牌很快變得非常狂熱,?!拔以诼嫷曜龌顒?dòng)營(yíng)銷時(shí)就發(fā)現(xiàn)了。人們都在拼命收集卡牌,。有人因?yàn)槲覀儧](méi)有某張牌而憤怒地找我抱怨,,他氣得抓住了我的衣領(lǐng)?!贝笮l(wèi)-馬歇爾回憶說(shuō),。
雖然萬(wàn)智牌代表著豐富且充滿幻想的文化,但在現(xiàn)實(shí)世界中也不斷升值,。萬(wàn)智牌推出后不久就出現(xiàn)市場(chǎng)泡沫,,引起了麻煩。投機(jī)者不斷拆開3美元的補(bǔ)充包,,尋找能倒賣獲利的稀有卡,。簡(jiǎn)直就像極客圈的郁金香狂熱。瘋狂收集卡牌促進(jìn)了銷售,,但也可能破壞游戲的完整性和潛在的樂(lè)趣,,把萬(wàn)智牌變成變成像Pogs一樣曇花一現(xiàn)的游戲,如今的Pogs只剩下懷舊,,而不再是游戲,。
對(duì)掌握該款游戲的Wizards of the Coast公司來(lái)說(shuō),打造可持續(xù)的品牌要像央行行長(zhǎng)一樣思考,。公司本可以不惜一切利用萬(wàn)智牌泡沫撈一把就走,,但最終選擇了不同的策略。他們向市場(chǎng)投放某些卡牌以降低轉(zhuǎn)售價(jià)值,這讓投機(jī)者非常惱火,。公司還引入了錦標(biāo)賽規(guī)則,,要求玩家使用最近年份的卡片,這意味著不能通過(guò)購(gòu)買搭配強(qiáng)大的卡片,,例如人人渴望的黑蓮花卡來(lái)獲勝,。Wizards公司故意戳穿泡沫,其實(shí)是一種冒險(xiǎn),,但事實(shí)證明,,此舉是先見(jiàn)之明。
調(diào)整卡牌市場(chǎng)的策略成功了,。萬(wàn)智牌一直很熱鬧,。如今,萬(wàn)智牌世界的運(yùn)營(yíng)非常類似于擁有3800萬(wàn)人口,、管理良好的斯堪的納維亞國(guó)家,。3800萬(wàn)是全球玩家數(shù)量,還催生了豐富的粉絲文化和一系列模仿者,。二級(jí)市場(chǎng)仍在走強(qiáng),。2019年,eBay上一張黑蓮花卡的售價(jià)超過(guò)16.6萬(wàn)美元,。
盡管萬(wàn)智牌很早就已經(jīng)獲得成功,,但進(jìn)入電腦時(shí)代后,它做得并不好,。多年來(lái),,Wizards of the Coast的母公司孩之寶一直提供電腦版萬(wàn)智牌游戲,但一直相對(duì)小眾,。去年9月,,孩之寶發(fā)布了《萬(wàn)智牌:競(jìng)技場(chǎng)》(Magic: The Gathering Arena),希望學(xué)習(xí)競(jìng)爭(zhēng)對(duì)手《爐石傳說(shuō)》激活老游戲,。不過(guò),,雖然早期反饋不錯(cuò),但該款游戲只能在電腦上玩,,不可以在移動(dòng)設(shè)備上玩,,而且像《爐石傳說(shuō)》一樣,玩家不能像在實(shí)體世界里一樣通過(guò)二級(jí)市場(chǎng)交易和轉(zhuǎn)售卡牌,。(萬(wàn)智牌的發(fā)言人布魯斯?杜根表示,,“會(huì)考慮移動(dòng)端”。雖然存在購(gòu)買《爐石傳說(shuō)》和《競(jìng)技場(chǎng)》賬號(hào)的黑市,,但賬號(hào)并不保險(xiǎn),,而且買賣行為違反了游戲的服務(wù)協(xié)議,。)
Emergents團(tuán)隊(duì)希望開發(fā)新數(shù)字游戲復(fù)制萬(wàn)智牌的樂(lè)趣,所以正在密切研究萬(wàn)智牌的經(jīng)驗(yàn)教訓(xùn),?!熬拖袼姓軐W(xué)都比不上柏拉圖一樣,所有卡牌游戲都比不上萬(wàn)智牌,?!辈既R特曼說(shuō)。
團(tuán)隊(duì)和不修邊幅的領(lǐng)導(dǎo)者莫肖維茨都認(rèn)為,,新游戲破解了行業(yè)密碼,。當(dāng)船員們向游戲業(yè)巨頭傾斜時(shí),莫肖維茨卻手持長(zhǎng)矛對(duì)抗,。他不僅是專家玩家,,用布萊特曼的話說(shuō),,他是“游戲圈的勢(shì)利者”,,而且是馬丁?路德式的人物,他喜歡直言其他游戲設(shè)計(jì)師的剝削和操縱行為,。也許他還有點(diǎn)唐吉訶德的氣質(zhì)吧,。
避開激烈競(jìng)爭(zhēng)
莫肖維茨很小就開始玩游戲,小時(shí)候他跟父親下棋,。不過(guò)都是改版的游戲,。剛開始玩時(shí),莫肖維茨的父親只用國(guó)王和一個(gè)小兵,,他則能用所有棋子,。后來(lái),當(dāng)莫肖維茨學(xué)會(huì)將死父親的殘軍時(shí),,父親再增加更多棋子,,逐步提升難度。
他十幾歲時(shí)也遇到過(guò)類似的實(shí)力錯(cuò)位,,當(dāng)時(shí)他沉迷于萬(wàn)智牌,,在紐約市參加各種比賽,希望獲得獎(jiǎng)金,,然后出名,。雖然他的父母都是哥倫比亞大學(xué)教授,生活相當(dāng)舒適,,但莫肖維茨的零花錢相當(dāng)少,。由于他太窮,搭建60張牌的卡組時(shí)只能用其他人的棄牌,,也只能用非正統(tǒng)策略獲勝,。
莫肖維茨擅長(zhǎng)用低價(jià)值卡贏得比賽,這種策略也成了他的成名絕技。后來(lái)出品萬(wàn)智牌的Wizards of the Coast等游戲公司紛紛邀請(qǐng)莫肖維茨試玩,。有好幾次,,他“破解”了游戲。(所謂“破解”是極客術(shù)語(yǔ),,是指發(fā)現(xiàn)設(shè)計(jì)上的缺陷導(dǎo)致自動(dòng)獲勝,。)在美國(guó)西部工作期間,莫肖維茨玩過(guò)不同的游戲,。他在丹佛郊外的印第安式賭場(chǎng)玩撲克賺了一大筆錢,,然后在拉斯維加斯從事賭博行業(yè)。莫肖維茨不愿談及他工作細(xì)節(jié),,只表示跟數(shù)學(xué)有關(guān),。
這并不奇怪。莫肖維茨在說(shuō)話時(shí),,會(huì)分析周圍每種情況的概率,,幾乎能看到他腦中蹦出一連串的方程式。由于數(shù)學(xué)能力超群,,他談起某些整數(shù)時(shí)格外溫柔,。“17歲在我心中地位比較特殊,。因?yàn)?7是最隨機(jī)的數(shù)字,。”他在回憶高中數(shù)學(xué)俱樂(lè)部的生活時(shí)順口說(shuō)了一句,。
莫肖維茨離開拉斯維加斯,,在量化公司Jane Street工作,后來(lái)在很快倒閉的醫(yī)學(xué)研究初創(chuàng)公司MetaMed當(dāng)過(guò)首席執(zhí)行官?,F(xiàn)在,,他把所有的數(shù)字運(yùn)算能力都用在Emergents上。他的任務(wù)是設(shè)計(jì)新游戲,,顛覆此前游戲制作者賺錢的基礎(chǔ),。
莫肖維茨要廢除“戰(zhàn)利品盒”。批評(píng)人士稱,,“戰(zhàn)利品盒”能開出特殊武器或增強(qiáng)功能的摸彩袋類似彩票,。他們指責(zé)游戲行業(yè)操縱玩家,特別是兒童,,花費(fèi)數(shù)百甚至數(shù)千美元(或游戲時(shí)間)獲取數(shù)字垃圾,。戰(zhàn)利品盒引發(fā)的爭(zhēng)議導(dǎo)致美國(guó)和歐洲的政治家呼吁全面禁止。
莫肖維茨說(shuō),,戰(zhàn)利品盒利用玩家的弱點(diǎn)實(shí)施操縱,。他提出了“斯金納箱”實(shí)驗(yàn),,“斯金納箱”是指把老鼠放進(jìn)盒子里,訓(xùn)練采取某種活動(dòng)以換取食物,。
在電子游戲中,,斯金納箱使用的是虛擬獎(jiǎng)勵(lì)。游戲制作者提供游戲中的金錢,、武器,、升級(jí)、催眠聲音和各種小飾品,,誘使玩家在游戲中花費(fèi)更多時(shí)間,,通常都是乏味重復(fù)的活動(dòng)。這并不是莫肖維茨提出的陰謀論,。只要在網(wǎng)上搜索“斯金納盒和游戲”,,就能發(fā)現(xiàn)該理論在游戲設(shè)計(jì)討論中很常見(jiàn)。對(duì)游戲制作者來(lái)說(shuō),,操縱玩家玩更長(zhǎng)時(shí)間有助于推動(dòng)部分人購(gòu)買更多戰(zhàn)利品盒,,從而提高收入。但在莫肖維茨看來(lái),,結(jié)果是游戲變得單調(diào)乏味,。
Emergents等游戲產(chǎn)品市場(chǎng)似乎不太可能解決既有問(wèn)題,,但莫肖維茨相信,,類似市場(chǎng)將具有革新意義?!叭绻辉试S交易,,就會(huì)強(qiáng)迫人們‘肝’時(shí)間?!彼忉屨f(shuō),,玩家可能不得不在游戲的一個(gè)小角落里耗費(fèi)數(shù)小時(shí),才能獲得某種工具或武器,。
莫肖維茨還認(rèn)為,,行業(yè)未能建立游戲內(nèi)交易選項(xiàng),削弱了想象力,。他說(shuō),,每個(gè)玩家都努力獲取商品時(shí),會(huì)傾向于從游戲博客上介紹幾種已嘗試,、真實(shí)的,、被證明是成功的卡牌搭建策略中選擇一種。在他看來(lái),,如果玩家可以購(gòu)買或交換工具和武器,,就能探索非正統(tǒng)戰(zhàn)術(shù)并獲得優(yōu)勢(shì),。這正是莫肖維茨玩萬(wàn)智牌時(shí)做的事,他相信該經(jīng)驗(yàn)同樣適用于在線游戲,。
不過(guò),,有個(gè)問(wèn)題也很明顯,如果二手?jǐn)?shù)碼產(chǎn)品能開啟十億美元的產(chǎn)業(yè),,而且提升游戲的趣味性,,那么為什么之前沒(méi)有人這么做?
其他人為什么失敗
游戲行業(yè)不愿為玩家提供銷售和交換產(chǎn)品的方式,,其實(shí)是有充分理由的,。
不出所料,第一個(gè)原因就是合法性,。首先,,明確說(shuō)明卡牌價(jià)值可能等于不小心承認(rèn)公司私下賣彩票。這在世界某些地區(qū)是非法的,,包括美國(guó)的很多州。因此,,Wizards of the Coast等公司明智地選擇“不說(shuō)明”也不否認(rèn),,把市場(chǎng)業(yè)務(wù)留給獨(dú)立經(jīng)銷商。其次,,相關(guān)市場(chǎng)可能會(huì)被欺詐者濫用,。《反恐精英》(Counter-Strike: Global Offensive)的制作者最近就發(fā)現(xiàn),,市場(chǎng)上幾乎所有交易員都是洗錢者,,試圖套取不義之財(cái)。
此外還有一系列商業(yè)原因?qū)е掠螒蚴袌?chǎng)比較少見(jiàn),。比如說(shuō),,游戲制造商擔(dān)心二手游戲市場(chǎng)會(huì)影響新游戲發(fā)售。
傳統(tǒng)上,,類似的銷售行為主要通過(guò)劍或者《魔獸世界》(World of Warcraft)里的金幣,但近來(lái)更多的銷售是以游戲玩家稱之為“美化”或“皮膚”的形式出現(xiàn),,主要用來(lái)裝飾玩家的角色,如太陽(yáng)鏡或新鞋,。在游戲《堡壘之夜》(Fortnite)里買皮膚的熱潮中尤為引人注目,。學(xué)生玩家極其重視,,如果游戲形象沒(méi)有經(jīng)過(guò)修飾就會(huì)被嘲笑“默認(rèn)”,從而被迫花錢裝扮角色,。僅在2018年,,《堡壘之夜》的皮膚銷售額就達(dá)到24億美元?!侗局埂防锩侩p運(yùn)動(dòng)鞋和太陽(yáng)鏡的收益都會(huì)直接進(jìn)入制造商Epic Games的口袋,。在Epic Games看來(lái),何必冒險(xiǎn)允許商店轉(zhuǎn)售商品降低利潤(rùn),?奶牛要用來(lái)擠奶,,而不能殺雞取卵,。
韋德布什證券公司的分析師邁克爾?帕切特表示,,蠶食利潤(rùn)的擔(dān)心真實(shí)存在,但也有所夸大,?!熬拖窦偬?yáng)鏡。有些人花10美元買假冒的LV,,但不能說(shuō)如果沒(méi)有假貨那些人就都會(huì)花200美元去買正品,。”他說(shuō),。
但是,,即便相信二手貨不會(huì)侵蝕銷售,游戲制作者遠(yuǎn)離二手貨市場(chǎng),,以及《爐石傳說(shuō)》和《競(jìng)技場(chǎng)》等游戲禁止任何形式的交易還有個(gè)原因,。主要擔(dān)心是單獨(dú)個(gè)人或機(jī)器人擁有多個(gè)賬戶利用規(guī)則與系統(tǒng)博弈,先是辛苦收集稀有卡,,然后將所有卡片集中到一個(gè)賬戶。如此一來(lái)卡牌可能失去價(jià)值,,也影響游戲的初衷,。
在提供游戲內(nèi)交易平臺(tái)方面,游戲設(shè)計(jì)師對(duì)前輩的失誤記憶猶新,。2011年,,游戲巨頭暴雪在暗黑型角色扮演游戲《暗黑破壞神3》(Diablo III)內(nèi)推出了“拍賣行”。本來(lái)拍賣行是希望替代eBay和其他未經(jīng)授權(quán)的交易論壇,,提供內(nèi)部選擇,,也為了在《暗黑破壞神3》里增添有趣的新經(jīng)濟(jì)元素。不幸的是,,拍賣行導(dǎo)致了意外的結(jié)果,,一些中國(guó)和俄羅斯的經(jīng)濟(jì)雇傭兵在機(jī)器人幫助下,,加入游戲僅僅為了獲得和出售二手武器。這些人在官方拍賣行兜售數(shù)字產(chǎn)品,,購(gòu)買方則是富有的商人,,為了打敗游戲里最強(qiáng)悍的壞人購(gòu)買最好的武器。很快,,暗黑破壞神的精英隊(duì)伍中出現(xiàn)了越來(lái)越多的“氪金”玩家,,也是游戲界的禁忌。該現(xiàn)象引發(fā)聲討浪潮,,導(dǎo)致暴雪在2013年關(guān)閉了拍賣行,。
與早期幾乎摧毀萬(wàn)智牌的投機(jī)泡沫一樣,暗黑破壞神拍賣行的慘敗也凸顯了反常的經(jīng)濟(jì)力量如何摧毀原本受歡迎的游戲,。后來(lái)多位游戲行業(yè)人士得出結(jié)論:游戲內(nèi)交易市場(chǎng)行不通,。實(shí)際上,莫肖維茨承認(rèn)潛在投資者已經(jīng)詢問(wèn)過(guò)Emergents 團(tuán)隊(duì),,打算如何避免暗黑破壞神式的崩潰,。
莫肖維茨的回應(yīng)是,將游戲世界比作現(xiàn)實(shí)世界,?!霸谌f(wàn)智牌里,有個(gè)我們稱之為‘手提箱先生’的家伙,,他帶著所有牌參加錦標(biāo)賽,。”他說(shuō),。在萬(wàn)智牌的世界里,,Wizards of the Coast可以利用錦標(biāo)賽的規(guī)則,限制比賽中能使用卡牌的種類,,從而控制手提箱先生,。在Emergents里,莫肖維茨設(shè)想將玩家分成不同的等級(jí),,讓擁有卡組價(jià)值相似的玩家互相競(jìng)爭(zhēng),。(系統(tǒng)不會(huì)阻礙擁有適當(dāng)資源的聰明玩家挑戰(zhàn)“手提箱先生”,但會(huì)確保多數(shù)競(jìng)技均衡匹配,。)
首席執(zhí)行官布萊特曼也曾經(jīng)對(duì)游戲氪金問(wèn)題進(jìn)行過(guò)深入思考,,不過(guò)她的觀點(diǎn)更具學(xué)術(shù)性。在她的研究中,,以及創(chuàng)立加密貨幣公司Tezos的過(guò)程中,,她廣泛閱讀了有關(guān)金融和博弈論的書籍,結(jié)果發(fā)現(xiàn)書中知識(shí)對(duì)理解經(jīng)濟(jì)學(xué)在游戲設(shè)計(jì)的作用很有益,。
布雷特曼說(shuō),,暗黑破壞神拍賣行的失敗是因?yàn)橛螒虻拿赓M(fèi)模式很容易被機(jī)器人和流氓玩家利用,。盡管Emergents提供免費(fèi)版本,新玩家可以免費(fèi)獲得一把牌,,但她表示,,游戲的機(jī)制下,玩家不能使用機(jī)器人來(lái)“肝”,,或者積攢物品轉(zhuǎn)售,。
但即使Emergents找到了擊敗機(jī)器人的方法,也要先有人玩游戲才能實(shí)現(xiàn)目標(biāo),,而吸引玩家并不容易,。從長(zhǎng)遠(yuǎn)來(lái)看,《爐石傳說(shuō)》仍然是最受歡迎的數(shù)字收藏卡牌游戲,,而莫肖維茨輕視的一些戰(zhàn)術(shù)正是玩家能連續(xù)數(shù)小時(shí)沉迷手機(jī)的原因,。其他模仿的游戲(也就是所謂的“克隆爐石”)幾乎沒(méi)有成功的。
“很多游戲都在模仿《爐石傳說(shuō)》,,卻沒(méi)有自己的特色,。”NPD游戲(NPD Games)的分析師馬修?迪納爾說(shuō),?!澳7碌穆飞嫌幸欢蚜沂俊T谶@個(gè)領(lǐng)域里,,暴雪占據(jù)了絕對(duì)優(yōu)勢(shì),。”
成功機(jī)會(huì)之渺??赡芰钊送?,但除了莫肖維茨和大衛(wèi)-馬歇爾過(guò)往的從業(yè)經(jīng)歷和布萊特曼的經(jīng)濟(jì)頭腦之外,Emergents團(tuán)隊(duì)還有一個(gè)有望打贏突圍賽的優(yōu)勢(shì),。他們相信自己手握王牌,,那就是名叫區(qū)塊鏈的新技術(shù)。
區(qū)塊鏈賦能游戲世界
2017年,,“區(qū)塊鏈”一舉變身流行語(yǔ),,在很多人眼里成為了時(shí)尚。但與其他新技術(shù)一樣,,區(qū)塊鏈既被夸大,也有被誤解的地方,。至于Emergents團(tuán)隊(duì),,布萊特曼認(rèn)為區(qū)塊鏈技術(shù)可以應(yīng)對(duì)二手商品市場(chǎng)和游戲規(guī)則改變的挑戰(zhàn)。
從本質(zhì)上看,,區(qū)塊鏈只是可以在多臺(tái)計(jì)算機(jī)上運(yùn)行的新型軟件,,能創(chuàng)建永久防篡改的賬本,。最著名的例子是比特幣區(qū)塊鏈,也有很多其他例子,,包括2014年布萊特曼和丈夫創(chuàng)建的Tezos,。諸多區(qū)塊鏈都可用于創(chuàng)建公開可信的交易記錄。目前,,金融,、航運(yùn)和貴重寶石等多種行業(yè)都在使用區(qū)塊鏈跟蹤產(chǎn)品并建立原產(chǎn)地證明。
在游戲世界里,,區(qū)塊鏈可以用來(lái)創(chuàng)建不受篡改的記錄,,記錄某項(xiàng)數(shù)字財(cái)產(chǎn)的擁有者,不管財(cái)產(chǎn)是寶劍,、怪物,,還是稀有的太陽(yáng)鏡。在Emergents里,,區(qū)塊鏈能隨時(shí)提供某位玩家擁有某張卡牌的權(quán)威記錄,,就好像游戲監(jiān)管者擁有可靠的會(huì)計(jì)團(tuán)隊(duì),可以確保游戲經(jīng)濟(jì)的完整性,。
游戲中使用區(qū)塊鏈還能提供有趣的可能,,即為粉絲創(chuàng)造新的數(shù)字收藏品。具體來(lái)說(shuō),,玩家可以付費(fèi)獲得精英玩家在錦標(biāo)賽中使用的數(shù)字卡牌或劍,,反正區(qū)塊鏈能夠確認(rèn)出處。其實(shí)類似于購(gòu)買明星球員在世界大賽上使用的球棒,。
雖然區(qū)塊鏈?zhǔn)切碌挠螒蚣夹g(shù),,但值得注意的是,區(qū)塊鏈和加密貨幣領(lǐng)域里的很多高手都是萬(wàn)智牌迷,。其中包括以太坊的創(chuàng)始人維塔利克?布特林,,以太坊是僅次于比特幣的流行數(shù)字貨幣。加密貨幣交易所Kraken的首席執(zhí)行官杰西?鮑威爾回憶說(shuō),,他曾經(jīng)在萬(wàn)智牌比賽中與莫肖維茨對(duì)決,。(Mt.Gox是早期主要的比特幣交易所,最開始是萬(wàn)智牌在線交易所,。)相關(guān)名人和身后龐大的社交媒體粉絲可能會(huì)大力推廣支持區(qū)塊鏈的新游戲,。
當(dāng)然,最后都取決于游戲制造商能否第一時(shí)間無(wú)縫集成區(qū)塊鏈技術(shù),。Niantic Labs的首席執(zhí)行官,,也是精靈寶可夢(mèng)(Pokémon Go)的創(chuàng)始人約翰?漢克警告稱,“游戲必須排第一位?!彼囊馑际?,如果游戲本身無(wú)法吸引人,,背后支持的技術(shù)并不重要,。
其他也有人意見(jiàn)相同,。“到最后,,還是要有頂級(jí)質(zhì)量的游戲,,并且玩起來(lái)要非常有趣。這一點(diǎn)不能妥協(xié),?!盋oinbase和Naspers支持的初創(chuàng)公司Immutable的首席執(zhí)行官詹姆斯?弗格森說(shuō),該公司正在研發(fā)基于區(qū)塊鏈的數(shù)字卡牌游戲,,名叫Gods Unchained,。
這還不是Emergents唯一的競(jìng)爭(zhēng)對(duì)手。2018年,,加密貨幣公司Ripple跟長(zhǎng)期從事游戲行業(yè)的聯(lián)盟宣布為游戲制造商提供1億美元,,用于整合區(qū)塊鏈技術(shù)。曾經(jīng)擔(dān)任Kabam聯(lián)合創(chuàng)始人兼首席執(zhí)行官的周凱文目前在領(lǐng)導(dǎo)區(qū)塊鏈游戲初創(chuàng)公司Forte,,Kabam是熱門的移動(dòng)游戲制造商,,曾經(jīng)與《星球大戰(zhàn)》、漫威和《指環(huán)王》等知名品牌合作,?!妒姑賳尽返那爸鞴芗s翰?林登擔(dān)任Mythical Games的首席執(zhí)行官,負(fù)責(zé)監(jiān)督內(nèi)置區(qū)塊鏈的新游戲,。
“區(qū)塊鏈的優(yōu)勢(shì)在于可以轉(zhuǎn)變范式,,而不只是提供新平臺(tái)。使用區(qū)塊鏈跟蹤和交易游戲資產(chǎn)能改變出售資產(chǎn)的類型,?!彼f(shuō),。
林登,、布萊特曼和其他人都在賭,區(qū)塊鏈將在游戲領(lǐng)域帶來(lái)技術(shù)飛躍,,級(jí)別類似于之前引入的游戲手柄或多人在線游戲,。在他們看來(lái),問(wèn)題并不在于區(qū)塊鏈能否改變游戲,,而是誰(shuí)能第一個(gè)成功,。
來(lái)一張莫西就能贏
在翠貝卡閣樓上,,莫肖維茨邀請(qǐng)風(fēng)險(xiǎn)資本家跟他對(duì)抗桌上的另一位投資者,。她坐在桌旁,,兩人在工匠、前鋒和閃光風(fēng)暴等實(shí)體卡牌周圍調(diào)整兵力,。目前團(tuán)隊(duì)用實(shí)體卡牌演示游戲,,與此同時(shí),開發(fā)人員也在搭建數(shù)字版,。
“我們會(huì)用長(zhǎng)棘龍打掉對(duì)方的燈塔,,這樣就能用自己的燈塔了!”莫肖維茨告訴困惑的搭檔,。他抽牌時(shí)眼睛閃著光,。這張卡牌上的角色是莫西。顯然,,她很強(qiáng)大,。幾分鐘后,一切都結(jié)束了,,莫肖維茨打出莫西,,消滅了對(duì)手的最后一支部隊(duì)。
隨后幾人在布魯克林著名的Dough bakery吃甜甜圈,,投資人向莫肖維茨問(wèn)起游戲的推出計(jì)劃,。有個(gè)關(guān)鍵決策是,Emergents團(tuán)隊(duì)要不要跟知名品牌合作,,比如漫威或《權(quán)力的游戲》(Game of Thrones),,還是單純靠大衛(wèi)-馬歇爾設(shè)計(jì)的工匠,長(zhǎng)棘龍之類鮮有人知的卡牌,。
他們說(shuō),,Emergents同事一直在跟知名片方談判,但目前不太受重視,?!皼](méi)有人愿意第一個(gè)吃螃蟹?!辈既R特曼說(shuō),,她的預(yù)測(cè)是,如果首款區(qū)塊鏈游戲在市場(chǎng)上施展吸引力,,吸引知識(shí)產(chǎn)權(quán)授權(quán)會(huì)更容易,。
與此同時(shí),莫肖維茨身心自己能打造出更優(yōu)秀的在線游戲,。他早已習(xí)慣遇到懷疑者,,然后用被證實(shí)的預(yù)測(cè)讓對(duì)方驚訝,。如果莫肖維茨能笑到最后,就像以前很多次他獲勝后突然大笑,,在場(chǎng)所有人都可以聽(tīng)到,。如果Emergents大獲成功,則可能會(huì)在龐大的游戲產(chǎn)業(yè)里打開巨大的垂直市場(chǎng),,而2018年游戲行業(yè)的收入就已經(jīng)超過(guò)全球電影行業(yè),。
Mythical Games的首席執(zhí)行官約翰?林登曾經(jīng)領(lǐng)導(dǎo)Tony Hawk Skateboarding等大型品牌,其實(shí)他見(jiàn)過(guò)類似場(chǎng)景,。他舉了亞馬遜旗下Twitch的例子,,數(shù)百萬(wàn)粉絲在Twitch上觀看游戲直播,購(gòu)買在線游戲贊助的品牌也在增加,。林登認(rèn)為,,在熱門游戲里引入二手商品市場(chǎng),可能會(huì)引發(fā)另一場(chǎng)金融盛宴,。
他說(shuō):“每次只要讓人們更深入玩游戲,,還能賺點(diǎn)錢,就可以催生數(shù)百萬(wàn)美元的新產(chǎn)業(yè),?!保ㄘ?cái)富中文網(wǎng))
譯者:夏林
Thunk—the dice land on the wooden table, and Zvi Mowshowitz cackles. A lucky roll has endowed two playing cards in his deck with special powers. He turns the plastic-coated slips of paper, illustrated with leaping superheroes, into a horizontal position indicating combat mode. The imaginary characters attack, dealing fatal blows to the overmatched defenses of his opponent. Victory!
The scene could take place in any basement or game shop in the country—anywhere nerds gather to send card-bound wizards, warriors, and Valkyries into battle. But this match is unusual. On this mid-April morning the setting is a luxury loft in Manhattan’s tony Tribeca neighborhood, where a stylish venture capitalist and a husky-voiced historian of pop culture are, as gamers say, “playtesting.”
The pair’s business partner and temporary adversary, Mowshowitz, is no ordinary player. A 41-year-old with unkempt hair and black glasses, Mowshowitz explodes frequently into laughter, eerily similar to that of the boy-genius Mandark from the ’90s cartoon series Dexter’s Laboratory. Mowshowitz has a fondness for novelty T-shirts: Today’s reads, “Question Authority: Ask Me Anything.” He’s famous in geek circles as a champion of Magic: The Gathering, a fantasy card game beloved by millions of people.
Mowshowitz made his name as a David among Goliaths. His slingshot: using low-value cards to triumph over opponents with more powerful hands.
Now Mowshowitz is playing a bigger game. He wants to deploy the same strategy against a video game industry worth more than $100 billion that is, in Mowshowitz’s view, exploiting fans with addictive, money-grubbing ploys like forcing them to “grind,” or engage in repetitious quests. Mowshowitz’s target is a niche corner of the industry known as digital collectible card games, which are forecast to grow to a $2 billion market this year from $1.5 billion last year. Perhaps the crowning example, Hearthstone, a breakout mobile game, claimed to have 100 million players as of November 2018.
Mowshowitz’s plan is both radical and simple: Create an utterly engrossing game that doesn’t resort to conventional, predatory tactics. In it, players battle one another with digital trading cards featuring superheroes and robots. Central to the plan is an online marketplace where players can buy, sell, or trade the individual digital goods they acquire—no hoops required. It's a feature absent in recent, free-to-play hits like Hearthstone.
The concept seems obvious enough. Game players have been able to trade cards in the physical world for decades. But online newcomers have, for a variety of reasons, legal and otherwise, stubbornly refused to support the ability.
Mowshowitz has rallied a pair of converts to his cause. By his side is Brian David-Marshall, the aforementioned historian who is working with Mowshowitz as product director for Emergents. Among David-Marshall’s credits are having opened a store called Neutral Ground in a loft in Manhattan’s Chelsea district that, though now closed, retains a mythic status among the initiated—the Studio 54 of the gaming set. (On some nights, David-Marshall would keep his store open until two or three in the morning as Magic players—everyone from middle-aged math nerds to maladjusted middle schoolers—plunked down creature cards from their deck in battle after battle.)
The other member of the trio is Kathleen Breitman, the 30-year-old CEO of Coase, the startup developing the game. The name is a nod to the celebrated economist Ronald Coase.
If Mowshowitz and David-Marshall bring gaming pedigree to the project, Breitman brings connections to venture capital and influential people beyond the gaming world, including billionaire crypto enthusiast Tim Draper as a backer. Having done stints at two pillars of the financial establishment, the Wall Street Journal and the hedge fund Bridgewater, Breitman is best known for leading a cryptocurrency project with her husband that raised $234 million in 2017. A savvy networker with the ability to charm—she and her French husband, Arthur, were featured on the cover of Wired magazine last year—Breitman flits between New York and Paris, leaving a trail of cocktails and bon mots in her wake.
Together, Breitman, Mowshowitz, and David-Marshall are throwing a gauntlet at the gaming industry. If their game, now being rolled out to early testers, catches on, one industry veteran predicts it could help spawn a new billion-dollar industry centered on the trade of digital goods. Others are less optimistic, pointing out that new games face entrenched competitors. Often they fail.
Mowshowitz is unfazed by the skeptics. Shuffling a deck of superheroes, he reflects on the many times he’s won as an underdog. He plans to do it again—this time, by overturning the conventional logic of digital game design, translating the appeal of the original nerd card game Magic into software, and potentially igniting a new virtual card-collecting frenzy in the process.
Making magic happen
In the late 1980s, inklings of a new kind of game began to jell in the mind of Richard Garfield, a mathematician and Bell Laboratories alumnus. He arrived at the idea to combine collectible cards with a fantasy battle game. As in the business of baseball cards, some cards would be rarer than others, and they would be sold in randomized packs—an innovation distinguishing Garfield’s design from most other contemporary tabletop card games. Magic: The Gathering was born.
When the first Magic cards appeared on the West Coast in 1993, they won instant, ardent fans. Teens and adults alike were absorbed by the otherworldly mythology of the Dungeons & Dragons–like universe. They became hooked on buying “booster packs” to acquire new cards they could employ in personalized decks. The game went viral the old-fashioned way, through word-of-mouth, as players introduced it in comic-book shops and college campuses across the country.
For its fans, Magic: The Gathering was a deeply personal affair. “Magic is closer to role-playing than any other card or board game I know of. Each player’s deck is like a character,” the game’s creator, Garfield, would later relate in an account cited by the New Yorker.
Players assumed the role of spectral beings called “planeswalkers” that can summon pretend beasts and enchantments into battle. This fantasy backdrop—and a complexly layered rule book—were core to the game’s appeal. Constructing a deck was, for many people, an intimate act. Different personalities tended to gravitate toward one of five colors on Magic’s “color wheel,” a sort of Hogwartsian sorting hat. White characters, for instance, were associated with law and order, while black ones embodied ruthless power. Green characters stood for communal values and so on.
Magic soon became a full-fledged craze. “I found out about it when I was doing event marketing for comic stores. People were desperately seeking out the cards. I was physically accosted by someone who was so angry we didn’t have it, he literally shook me by the lapels,” David-Marshall recalls.
While Magic cards were the source of a rich, high-fantasy culture, they were also appreciating in real-world dollars. Not long after Magic launched, trouble arose in the form of a market bubble as speculators tore open piles of $3 booster packs in hopes of finding rare cards they could flip for a profit. It was tulip mania for the geek set. The phenomenon boosted sales. But the mania also threatened to ruin the integrity and underlying fun of the game, and to turn Magic into a flash-in-the-pan fad like Pogs, which today is more of a historical curiosity than a game.
For Wizards of the Coast, the company that owned the game, building a sustainable franchise required thinking like a central banker. The company could have milked the Magic bubble for all it was worth, but Wizards instead chose a different strategy, flooding the market with certain cards in order to erode their resale value, much to the chagrin of speculators. It also introduced tournament rules requiring players to use cards of recent vintage, meaning no one could win by purchasing and deploying all-powerful cards, like the much-coveted Black Lotus. In deliberately popping its own bubble, Wizards made a risky bet, but one that proved prescient.
The shake-up worked. Magic: The Gathering kept thriving. Today, the Magic universe operates much like a well-governed Scandinavian country of 38 million people—the estimated number of players around the world—and has spawned a rich fan culture and a series of imitators. The secondary markets are still going strong as well; in 2019, a Black Lotus sold for more than $166,000 on eBay.
Despite its early success, Magic fumbled while crossing over to the computer screen. Hasbro, the parent of Wizards of the Coast, has offered a desktop-only version of Magic on the Internet for years, but it has remained comparatively niche. Last September, Hasbro made a new attempt to refresh the franchise with the release of Magic: The Gathering Arena, which takes cues from rival Hearthstone. But while the early response has been positive, Arena can only be played on desktop, not mobile, and, like Hearthstone, players cannot trade and resell cards as they can in the physical world—typically through secondary markets. (Bruce Dugan, a spokesperson for Magic, says mobile is “something we’ll consider.” And while technically there are underground markets where people can buy and sell Hearthstone and Arena accounts, these are rather dubious and breach the games’ terms of service agreements.)
In building a digital game they hope will replicate the fun of Magic, members of the Emergents team are paying close attention to the lessons of the groundbreaking game. “Just as all philosophy is a footnote to Plato, all card games are a footnote to Magic,” Breitman says.
The team, and its scruffy leader Mowshowitz, believes it has finally cracked the code. As the crew tilts against a gaming industry colossus, Mowshowitz holds the lance. He’s not just an expert player and, in Breitman’s words “a video game snob,” but also a Martin Luther figure who likes to call out exploitative and manipulative behavior on the part of other game designers. Maybe there’s a little Don Quixote in him, too.
Escaping the rat race
Mowshowitz’s introduction to games came early when, as a small boy, he would play chess against his father. Those games had a twist. In their first matches, Mowshowitz’s father played only with a king and pawn, letting the young boy advance with a full board of chess pieces. In time, as Mowshowitz learned to checkmate the depleted force, his father added more pieces to his side, making the task harder.
He encountered a similar mismatch of forces as a teenager when he immersed himself in Magic, crisscrossing New York City to attend tournaments in search of prize money and prestige. While his parents, both Columbia University professors, earned a comfortable living, Mowshowitz had only a paltry allowance. His relative penury required him to build his deck—the set of 60 or so cards used in a Magic game—from others’ cast-off cards, and develop unorthodox strategies to win.
Mowshowitz would make such game play his calling card, earning renown as he won matches with low-value cards. Such abilities led gaming companies, including Magic’s Wizards of the Coast, to invite Mowshowitz to test trial versions of their games. On several occasions, he “broke” the game—geek lingo for finding a flaw in the design that produces automatic victory. During a stint in the Western U.S., Mowshowitz took up a different sort of gaming. He made a modest fortune playing poker in Indian casinos outside Denver, and then worked in Las Vegas for the professional gambling industry. Mowshowitz won’t provide specifics about his job duties other than to say they involved math.
This isn’t surprising. When Mowshowitz speaks, one can almost see a cascade of equations popping from his brain as he parses the probability of every situation around him. His math prowess also leads him to speak of certain integers with tenderness. “Seventeen has a special place in my heart. It’s the most random number,” he notes in passing when recalling his days at his high school math club.
Mowshowitz left the world of Las Vegas for stints at the quant firm Jane Street and, later, as CEO of MetaMed, a short-lived medical research startup. But he is now expending all his number-crunching abilities on his crusade with Emergents. His quest: to design a new type of game that knocks down a pillar upon which gamemakers historically earn money.
Mowshowitz is doing away with “l(fā)oot boxes.” Critics say these grab-bags—which offer the promise of winning special weapons or other game enhancements—are akin to lottery tickets. They accuse the gaming industry of manipulating players, especially children, into spending hundreds or even thousands of dollars (or playtime hours) to obtain digital junk. Controversy over loot boxes has led politicians in the U.S. and Europe to call for banning them.
Loot boxes manipulate players by preying on their biological foibles, says Mowshowitz. He points to the practice of “Skinner boxing”—a science term for putting a rat in a box and then training it to perform an activity in return for a pellet of food.
In the case of video games, Skinner boxing uses virtual rewards. In lieu of pellets, the gamemaker offers in-game money, weapons, level-ups, hypnotizing noises, and various trinkets to induce players to spend more time in a game—which usually leads to tedious, repetitious activity. The practice isn’t a conspiracy theory hatched by Mowshowitz. Search the Internet for “Skinner box and video games,” and you’ll discover the term is commonplace in design discussions. For game makers, manipulating players to play for longer periods of time helps convert some fraction into customers willing to pony up for more loot boxes, thereby boosting revenue. But the upshot is, in Mowshowitz’s view, the games become monotonous.
A marketplace for gaming goods—which Emergents is baking into its game—seems like an unlikely fix for these problems. But Mowshowitz is convinced that such a market will be transformative. “When you don’t allow trading, you force people to grind,” he says, explaining how a player might have to roam the same small corner of a game for hours to acquire a certain tool or weapon.
Mowshowitz also believes the industry’s failure to build in-game trading options undermines imagination. When every player has to grind to acquire goods, he says, they will gravitate toward one of a few tried-and-true, proven-to-win, deck-building strategies described on gaming blogs. In his view, a store where players can buy or swap tools and weapons will encourage them to explore unorthodox tactics and new ways to gain an edge. This is what Mowshowitz did in the physical world of Magic card games, and he’s convinced the lesson would apply equally to online games.
All of this, though, raises an obvious question: If secondhand digital goods can unlock a billion-dollar industry and make games more fun, why is no one doing it?
Where others failed before
There are good reasons why the video game industry is reluctant to offer players a way to sell and swap their wares.
Unsurprisingly, the first reasons are legal. For starters, explicitly stating card values could be a tacit omission that the company is hosting private lotteries, which are illegal in certain parts of the world, including many states in the U.S. As a result, Wizards of the Coast and other companies have wisely operated under the cover of better-left-unsaid deniability, leaving the business of marketplaces to independent resellers. Secondly, these markets can be abused by fraudsters. As the makers of Counter-Strike: Global Offensive recently discovered, almost all of the traders in their marketplace were money launderers seeking to cash out ill-gotten gains.
There's another set of reasons—commercial ones—that in-game marketplaces are rare. Game makers fear that markets for used items could eat into the sales of new ones.
Traditionally, such sales involved fare like swords or gold in World of Warcraft, but lately more sales are coming in the form of what gamers call “chrome” or “skins”—swag to adorn a player’s character such as sunglasses or new shoes. Chrome has become especially conspicuous during the craze over the game Fortnite. Owning it has became so important among high school kids that those with unadorned avatars have been mocked for being “a default,” and bullied into spending money to dress up their digital character. In 2018 alone Fortnite reaped $2.4 billion on sales of chrome. In Fortnite, where the proceeds of every pair of digital sneakers and sunglasses goes right into the pocket of the game maker, Epic Games, who in their right mind would risk undercutting that margin by allowing stores for resold goods? Cash cows get milked, not slaughtered.
Michael Pachter, an analyst with Wedbush Securities, says the fear of cannibalization is real but also overstated. “It’s like fake sunglasses. You can’t say every person who pays $10 for knock-off Louis Vuittons would have spent $200 if the fakes weren’t available,” he says.
But even if game makers can be persuaded that secondhand goods won’t eat into their sales, there is another reason why games have shied away from used goods markets—and why the likes of Hearthstone and Magic Arena enable no forms of trading at all. It is rooted in fear that a person—or bot—with multiple accounts will game the system, grinding to earn rare cards and then trading all that loot to a single account. The cards might lose their value, the game might lose its purpose.
Game designers are very aware of predecessors’ missteps when it comes to offering an in-game trading house. In 2011, video game giant Blizzard introduced an “auction house” to Diablo III, a hack-and-slash role-playing game. The auction house was supposed to provide an in-house alternative to eBay and other unauthorized trading forums. It was also supposed to add a fun new economic element to the Diablo franchise. Unfortunately, the auction house spawned an unintended consequence in the form of economic mercenaries—often from China and Russia—who, aided by bots, played the game solely to obtain and sell used weapons. These interlopers would hawk their digital haul in the official auction house where wealthy traders took the other side of the transactions, buying the best weapons needed to defeat Diablo’s toughest bad guys. Soon, Diablo’s elite ranks featured a growing number of gamers who had engaged in “pay to win”—a taboo in the gaming world. The ensuing backlash led Blizzard to shut down the auction house in 2013.
As with the speculative bubble that almost destroyed Magic in its early days, the Diablo fiasco shows how perverse economic forces can ruin an otherwise popular game. The episode led many in the gaming industry to conclude in-game trading markets do not work. Indeed, Mowshowitz acknowledges the Emergents crew have been quizzed by potential investors about how they plan to avoid a Diablo-style debacle.
Mowshowitz responds by drawing an analogy to the physical gaming world. “In Magic: The Gathering, there’s this guy we call ‘Mr. Suitcase’ who shows up at tournaments with every possible card,” he says. In that world, Mr. Suitcase is kept in check by Wizards of the Coast tournament rules that narrow the types of cards that can be deployed in a given match. When it comes to Emergents, Mowshowitz envisions sorting players into tiers that pit those with card decks of similar value against one another. (This system won’t preclude a crafty player with modest resources challenging a “Mr. Suitcase,” but will ensure most matchups are evenly balanced.)
Breitman, the CEO, has also thought deeply about the pay-to-win problem, though her perspective is a more academic one. In her studies, and in building the cryptocurrency company Tezos, she’s read extensively about finance and game theory—good training, it turns out, for understanding the role of economics in designing a game.
Breitman says that Diablo’s auction house failed because the game’s free-to-play model was easily exploited by bots and rogue actors. And even though Emergents will include a free version—new players will receive a handful of cards at no cost—she says the game will be designed so that players can’t use bots to “grind” and amass items for resale.
But even if the Emergents crew has found a way to beat the bots, their quest will only be a success if people decide to play their game in the first place—and that could be a tall order. Hearthstone remains the most popular digital collectible card game by a long shot, and some of the very tactics Mowshowitz despises are what have kept players casting spells on their phones for hours on end. Few rival versions of the game (“Hearth-clones,” as they’re known) have gained any traction.
“A lot of games have tried to copy Hearthstone’s approach but haven’t differentiated themselves," says NPD Games analyst Matthew Diener. "There’s a lot of skeletons on the side of the road. Blizzard really has a hammer lock on the space."
The odds may be daunting, but the Emergents team members have one more attribute—beyond Mowshowitz and David-Marshall’s gaming cred and Breitman’s economic savvy—that could help them pull off a breakout game. They believe they have an ace up their sleeve in the form of a new technology called blockchain.
Blockchain in the balance
The term blockchain achieved buzzword status in 2017, and many people have since written it off as a fad. But as with other new technologies, blockchain is both overhyped and misunderstood. For the Emergents group, it falls to Breitman to make the case that blockchain technology can solve the challenge of introducing used-goods markets and transform game play.
At its essence, a blockchain is simply a new type of software that is run across multiple computers to create a permanent, tamper-proof ledger. The most famous example is the Bitcoin blockchain, but there are numerous other examples, including Tezos, which Breitman and her husband created in 2014. These and other blockchains can all be used to create a public and trusted transaction record. Currently, industries as diverse as finance, shipping, and precious gems are using blockchains to track products and establish proof of origin.
In the world of gaming, a blockchain could be used to establish an inviolable record of who owns a given piece of digital property—be it a sword, a monster, or a rare pair of sunglasses. In the case of Emergents, a blockchain will provide an authoritative record of which players own a given card at any time. It’s as if the game’s overseers have been given an army of infallible accountants to help ensure its economic integrity.
The use of blockchains in video games offers another intriguing possibility: the creation of a new class of digital collectibles for fans. Specifically, a player could pay to obtain the same digital card or sword used by an elite player in a tournament; a blockchain would confirm its provenance. It would be the gamer equivalent of buying a bat used by a star player in the World Series.
While blockchain is a novel technology for gaming, it’s notable that many of the most prominent people in the world of blockchain and cryptocurrency are Magic fans. These include Vitalik Buterin, the creator of Ethereum, the second most popular digital currency after Bitcoin. Jesse Powell, the CEO of cryptocurrency exchange Kraken, recalls playing against Mowshowitz in Magic tournaments. (Mt. Gox, an early, major Bitcoin exchange, started its life as a “Magic: The Gathering online exchange.”) Such figures and their immense social media followings could give a boost to new video games that embrace blockchain.
All of this, of course, depends on whether gamemakers can integrate blockchain technology seamlessly in the first place. John Hanke, the CEO of Niantic Labs, creator of Pokémon Go, cautions that “the game has to come first.” He means that if a game doesn’t grip people, it doesn’t matter what technology might be supporting it on the back end.
Others have had this same revelation. “At the end of day, you have to have a triple-A quality game and be incredibly fun to play. You cannot compromise on that,” says James Ferguson, CEO of Immutable, a Coinbase- and Naspers-backed startup that’s creating a blockchain-based digital card game called Gods Unchained.
That’s not the only competition Emergents has. In 2018, the cryptocurrency company Ripple and a consortium of gaming industry veterans announced a $100 million fund for game makers to integrate blockchain technology. Kevin Chou, previously the cofounder and CEO fo Kabam, a hit mobile game maker that had partnerships with Star Wars, Marvel, and Lord of the Rings franchises, is now leading Forte, a blockchain gaming startup. And John Linden, the former head of Call of Duty, is now CEO of Mythical Games, and he is overseeing new games with blockchain built in.
“What’s beautiful about blockchain is it’s a paradigm shift rather than a new platform. Using blockchain to track and trade in-game assets changes the opportunity for what can be sold,” he says.
Linden, as well as Breitman and others, are all betting that blockchain will bring a technological leap forward in gaming akin to the introduction of the joystick or online multiplayer games before it. For them, it’s not a question of whether blockchain will transform gaming, but rather who will be the first to pull it off.
It takes Moxie
In the Tribeca loft, Mowshowitz invites the venture capitalist to join him in combat against another investor at the table. She sits, and the pair shuffle around physical cards—the Tinkerer and the Striker and Shimmer Storm—which the team is using to demonstrate the game while developers build out a digital version.
“We’ll play Dimetrodon to get rid of their Beacon so we can play our Beacon!” Mowshowitz tells his bemused partner. His eyes glint when he draws another card. The piece features a character named Moxie. She is, apparently, ultra-powerful. In a few minutes, it’s all over as Mowshowitz deploys Moxie to decimate the last of his opponent’s forces.
Afterward, as the small assembly tucks into doughnuts from Brooklyn’s popular Dough bakery, the investors quiz Mowshowitz about launch plans for the game. One critical decision will be whether the Emergents team can license a set of characters from a familiar brand like Marvel or Game of Thrones, or if it will rely on the Tinkerer, Dimetrodon, and others who come from a little-known collection devised by David-Marshall.
The Emergents crew have been in talks with big-name studios, they say, but so far have met reluctance. “Nobody wants to be the first penguin,” says Breitman, who predicts companies will be more willing to license their intellectual property once they see the first blockchain game gain traction.
Mowshowitz, meanwhile, is quietly confident that his quest to build a better version of online gaming will succeed. He is used to encountering skeptics and surprising them when his predictions turn out to be correct. If Mowshowitz gets the last laugh—which everyone will know by its abrupt and clamorous detonation—as he has so many times before, the success of Emergents could crack open an enormous new vertical in an already massive video game industry, which eclipsed the global film business in revenue in 2018.
John Linden, the Mythical Games CEO known for formerly heading up mega-franchises like Tony Hawk Skateboarding, has seen this happen before. He cites the example of Amazon-owned Twitch, where millions of fans watch video games live-streamed, as well as the growth of brands buying sponsorships inside online games. In Linden’s view, the introduction of a secondhand goods market into popular games could trigger another financial bonanza.
“Every time we’ve given people a chance to be more involved in the games and make some money,” he says, “it births a new multimillion-dollar industry.”