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Head of Gas Hero, a dialogue chain game: An analysis of game design and whitepaper.

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Gas Hero is a large-scale multiplayer online game developed by Find Satoshi Lab, the developer of STEPN.
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Original author: Mable Jiang


This article is a summary of the views expressed by Mable Jiang, Chief Revenue Officer of Find Satoshi Lab, on her personal social media platform. BlockBeats has compiled them as follows:


Today's protagonist is Zhongni (@johnnyL37020770), the project leader of the large-scale multiplayer online game Gas Hero. Zhongni has been working in the gaming industry for many years. It is truly an incredible opportunity to work with his old friend Jerry after more than a decade. Zhongni is looking forward to interacting with everyone in the future. This conversation mainly discusses the game design of Gas Hero and the second part of the white paper.


The development of traditional games has been accompanied by the addition of core elements, from the initial single-player games to story and role-playing games, to electronic sports games, and finally to social and virtual society games. Web3 games bring new elements - economic experience. Users experience the fun of strategic thinking and action through interaction with economic models and communities, which is difficult to achieve in traditional games.   


Web3 Game Design Challenges to Overcome


How to achieve native social interaction in Web3

How to make various assets have a comfortable output and recycling method.How to deal with the impact of economic cycles.


Our Gas Hero game model attempts to solve these three problems.   



Gas Hero's architecture is to put all players into a shared world social system. Each settlement has 9 players, each guild has 9 settlements, and each jurisdiction has 9 guilds. We hope to have at least millions of users in the game, so when designing cities, jurisdictions, guilds, settlements, and bases, we need to consider this scale.   


The game uses AI to determine 175 cities, which is based on factors such as population, GDP, country and continent balance. We also use AI to help identify the jurisdiction of all cities, but due to the large differences in the jurisdictional division methods of different cities, we are researching how to balance them.   


Several heroes were reserved for players in the game's starting "Fire Seed Plan", who were severely injured and died a few days later. Players can use them to understand the game's combat style, obtain upgrade materials and equipment. After a series of battles, players will accumulate resources and gradually return to the surface, all of which do not require players to make any payments.   


After returning to the surface, players need a base vehicle to settle down. A certain number of base vehicles will be distributed through community activities, and those who do not obtain them can also purchase them directly. After settling down, players can sell accumulated resources to cover the cost of purchasing base vehicles. The price of base vehicles will dynamically change based on the prices of resources that can be produced in underground battles. Players need a certain amount of startup costs to make the game's economic system healthy.


After obtaining the base vehicle, players can choose where to land or let the system decide. The player's choice depends on their strategy, such as in prosperous areas where competition may be fierce but there are also more opportunities, while in less fertile areas, competition may be less intense but opportunities are also scarce. Landing in the same settlement with friends may be a good choice. If there is competition in the settlement in the future, the experience of team cooperation may be very good.  


The game sets up a tree-like world structure, with each unit having its corresponding manager, starting from the base and going all the way up to the highest level. We will elaborate on how to become a ruler, the benefits and obligations of ruling, the combination of power design and fame and fortune in the subsequent white paper.   


Battle is an important part of Gas Hero, and players can obtain resources through personal or guild battles. The core design of this game is based on the supply and demand of resources. Gas Hero has a variety of resource types, each with its specific consumption requirements. How to capture the cycle and changes of individual products will become an important part of the market economy.   


The auction mechanism in Gas Hero is very unique. Each guild and jurisdiction has its own auction house, and the items on it are provided by the official according to the system rules. The design of the auction house also reflects the market's supply and demand adjustment mechanism. Regions with lower purchasing power are more likely to have low-priced goods, while more prosperous regions are more likely to have better goods on the shelves. In the auction house, players also have the opportunity to obtain hero recruitment tickets, which may recruit Genesis heroes.  


The map structure above the guild level in the game also involves some buildings related to governance, such as management departments, city halls, and the United Nations. This may indicate that the early stage of the game focuses on accumulating resources, while the later stage focuses more on gaining influence and reputation. Players need to constantly improve their status through various means.  


Gas Hero provides a diverse experience, not only with battles, but also with elements of strategy and social interaction. To gain power and the best experience, it's not enough to rely solely on spending money, but also requires various methods and strategies. Are you ready?


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