Manager's Corner: Moonkarts Needs These 2 Things to Be Successful

in #arcadecolony2 days ago

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Moonkarts is a game still in infancy, having been released last summer. Since then, we have seen bug fixes and balance tweaks, but the main content of the game has stayed very much the same. Three wide and empty tracks that require no skill to master, races that are determined by the speed of the karts alone, making other stats useless, and a frustrating, extremely grindy experience when trying to earn meaningful rewards. The first thing Moonkarts needs is revamped gameplay. Some may refer to the current state of the game as "alpha gameplay", but that is too generous. This is pre-alpha proof-of-concept gameplay. The physics are there, and we have three basic outlines of tracks, but that is not enough to call this a racing game. You wouldn't call it a game if you had two karts just going in a straight line and comparing their speed. This isn't much different. At best you have a kart performance simulator with rewards that encourage the better karts to beat up on the slower ones to climb the leaderboard. And yet, there have been hints of a "beta pack" which would include new tracks and new NFTs. This was brought up by Aggy in the latest Office Hours.
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From reading this post, it seems Invennium would have to pay for Salvay to deliver extra content to the game. In my view, if we are going to pay for more tracks, we need to ask for the three existing tracks to be reworked from the ground up. These tracks need to be a lot more interactive, challenging to drive even on single player, with obstacles, small passageways, traps, powerups, etc. To make it more like Mario Karts, you need to turn every race into an adventure, allowing opportunities for skill and luck to shine through and influence the race. In Mario Karts, some karts have higher top speed than others, but they don't automatically win every race. Speed is the only deciding factor in Moonkarts, and that needs to change. Add more braking areas and places that are difficult to navigate at top speed, and obstacles that can slow you down or immobilize you for a few seconds. Just work on creating a cool game and not just a minimum viable product. The game is simply not very fun at the moment, and feels unfinished.
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The second thing Moonkarts needs is a democratization of the rewards. The current system only allows for a handful of players to really make good rewards. Perhaps three or four committed drivers can occupy the track for most of the day, and lock out anyone else who doesn't have karts as fast as their own to compete and earn serious rewards. This is an issue because you could see a whole class of new players coming in, investing money in all the things required to earn in Moonkarts, but because their kart has a lower top speed than the whales in the game, they find themselves unable to earn Colony in game by finishing 1st or 2nd, and unable to climb the leaderboard. This would leave a bad impression of the game for most new players.
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On top of it all, it is currently possible for people to race without fuel, which creates a situation where someone can race a very high fuel consumption kart, like the one in the above picture, and essentially grief all those players actually trying to earn Colony for their fuel, by putting the prospect of finishing 1st or 2nd well out of reach of these players racing on limited fuel. In such a situation, I would not be earning but I could stop others from earning. This is further compounded by leaderboard rewards since you can climb the leaderboard without using fuel. This situation creates toxicity within the game and makes consistent earning difficult, unlike GLG where the earning is practically guaranteed when playing against the computer. Salvay needs to rethink the way rewards are handed out and prepare for a growth in playerbase. Play to earn games must offer an environment where everybody can earn, based on their level of investment in the game. We currently have a system where a few "winners" get everything and other people are locked out. This is bad for the game.

Thank you for reading, once again!

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