Project Information

2.1 WHAT IS OBOTS?

Obots is a video game belonging to the genre of "fighting games". But also and more importantly, it is a play to/and earn game in which you can get benefits by competing, winning fights, and soon, in the training mode, just by playing (no need to win in the matches).

Obots allows you to engage in 1vs1 combat against online players connected on another device, against the AI or against your own friends thanks to private game rooms.

The goal is to beat your opponent in an armed duel over two rounds of 1 minute each. You will have to reduce the opponent's stamina by making use of skills you can acquire and special weapons scattered around the stage.

The game works with Unity technology coupled with a blockchain platform from which characters (NFTs) and skills (received through tokens) can be obtained. Thanks to blockchain protocols, by playing and/or winning games, two types of tokens are obtained, OBT and NAB, that can be used in the aforementioned purchase/sale of digital assets or that users can store in their wallets and exchange with other players.

In addition to the game itself, Obots is complemented by an NFT marketplace where users can purchase the various playable characters.

Each time you buy a character, the platform generates a unique NFT with a binding smart contract. These non-fungible tokens can be purchased by credit/debit card (the marketplace has implemented a payment gateway via Stripe for user convenience) using the MATIC cryptocurrency via Metamask or Wallet Connect (both also integrated) or using energy points associated with your player profile. OBT and NAB tokens can also be used. Once the NFTs are acquired, the characters will automatically appear in your game account.

In Obots you play a cybernetic warrior who battles his way through various duels with other robots to free the Andromeda galaxy from the evil forces of the Great Winter Empire. Cygurd the hunter, Kyohana, the shadow, Occami, the hero E-1000, the slave... all of them will do their best to win in the Obots tournament.

You can watch the tralier here.

2.2 GAMING 3.0: WHAT IS PLAY TO EARN?

The video game industry has always been at the forefront, squeezing the most out of all the options that new technologies bring us. It has generated unique experiences that have attracted millions of people across the world to invest time and money in these assets.

Blockchain technology is increasingly being introduced into our society and it has not been left behind in the world of video games either. It has thus created one of the most interesting use cases based on blockchain technology and cryptocurrencies: Play to Earn video games.

The Play to Earn video game is based on a model through which a user can earn money in the form of cryptocurrencies or tokens and NFT when playing. It has completely changed the way blockchain technology assets are being exploited.

Many experts have considered it as the new Gaming 3.0. A phenomenon where the main currency of exchange is cryptocurrencies or tokens and NFTs, and where the user can earn these rewards while playing.

2.3 WHAT ARE NFTS?

NFTs or Non Fugible Tokens refer to units of value that are assigned to a business model, one of the most important for these assets, that of cryptocurrencies. In the framework of the crypto world, they are unique assets that cannot be modified or exchanged for another that has the same value. In other words, each asset has a unique value.

Blockchain technology began by focusing on the financial market, but has gradually carved its way into the most important sectors of our economy. Specifically NFTs, which you've probably heard of before. These Non Fungible Tokens have become popular in the fashion industry, artwork or real estate, and have seen a new opportunity in video games.

2.4 NFTS AND VIDEO GAMES

NFTs have been configured as one of the main elements, together with cryptocurrencies or tokens, for which a player is rewarded in a video game. This is what is known as the "Play-to-Earn" model, or playing to earn money.

This gives video games a new added value: they no longer serve only as a means of escape or entertainment for players, but they can now also obtain rewards that translate into monetary assets. One of the clearest examples can be seen in the popular Axie Infinity game, characterized by the use of NFT and blockchain technology for its operation.

2.5 PROBLEM

We live in complex times where the traditional economy is not always a reliable source of income. That is why a part of society seeks to generate that extra income. Those people closer to the most innovative technological environment have been aware of the advantages of the digital economy and specifically blockchain technology, which through investment in crypto markets has allowed them to generate extra income. Close to this reality is the case of Play to Earn video games, games established in blockchain networks that through the purchase and sale of tokens allow the user to generate profits in exchange for playing. As we write this litepaper, several Play to Earn titles are in development. However, all of them follow in the wake and game mechanics of Axie Infinity, currently the most prominent game in the genre. These are turn-based/card games whose developers have simply been concerned with modifying the theme and aesthetics.

We also take into account the emergence of a new player profile, which combines the characteristics of the traditional gamer with those of a person knowledgeable about the crypto world and its advantages, who seeks to increase his income through leisure activities. E-gaming thus becomes a way to generate income.

2.6 SOLUTION

Occam has developed Obots, a game that breaks with the rules established by other Play to Earn/Play and Earn games which almost entirely have adopted the genre of turn-based combat, offering a new and dynamic gameplay nonexistent in this environment. Obots also seeks that the player can experiment with the game completely free of charge, without the need to invest (unless you want to buy new characters - NFTs) and have the ability to choose: Does the user want to play Obots because it's fun? He/she can. In order to earn money? He/she can too. We do not close ourselves to just one possibility and we open the doors to a free gaming mode in order to generate build trust and transparency with the users.

Obots and its marketplace (customer centered) turn the "gaming 3.0/blockchain experience" into something simple, fun and profitable if desired. Technologically it is also a lightweight software, easy to install and runs on virtually any Windows computer without the need for a high-performance PC on the part of the player.

2.7 UNIQUE SELLING PROPOSITION

Obots has been developed as a fighting game with a free play mode (training mode) that allows users to try out its functionalities without having to invest money. They can even create private rooms to play with their friends instead of being randomly matched with another player from their region, which makes it more fun as they can share the experience.

Once they have played the game and are looking to generate profits, starting to play and earn money with Obots is much easier than with other video games of similar characteristics.

It also allows quick games that do not imply dedicating minimum times of 20 minutes. Our title provides the possibility of playing 2-minute fights in which you can already generate income, both for victories and for time spent playing.

Obots is also the first of its kind, a fighting game with blockchain technology.

Last but not least, the Obots marketplace has been designed with the best possible user/buyer experience in mind, eliminating friction by incorporating different payment methods that make it easy obtaining game assets and characters without having to go through tedious processes, which is usually the case with the vast majority of blockchain games.

2.8 WHY NOW? (MOMENTUM)

On the one hand, we must take advantage of the evangelization carried out by Axie Infinity, which allows us to have a user base that fits the Buyer Persona of Obots (Mix Gamer-Crypto-NFT) and, being a title of a different genre and characteristics to the pioneer (Axie), it is fully compatible with it. Obots does not seek to supplant Axie, but to become a complement to it, diversifying the possibilities of Play to Earn.

We can add to this the network the founders of Occam have in the Southeast Asian market and specifically in the Philippines, which is a global force with an important trajectory in Play to Earn and Web3.

In addition, at a time of crisis in the general spectrum of the population, Obots is a way to obtain extra income.

2.9 MARKET

Obots is currently a PC game for Windows (although its technological base is easily exportable to other environments). Globally, there are around 1.5 billion people playing video games from a computer.

Since the game requires the purchase of digital assets, our Buyer Persona is an adult gamer, which represents 70% of those 1.5 billion players globally.

Based on the fact that 1.05 billion people are over 18 years old and play video games from a PC, we have a target audience ready to evangelize and therefore we give them the opportunity to start playing for free and without a wallet to convert them into crypto-players through conversion funnels.

On the other hand, globally, 4.2% of the population already owns cryptocurrencies, so they understand what a wallet is and how to manage in this blockchain environment. 4.2% represents approximately 320 million people.

Based on this data we have:

A global video game market with a size of $198.4 billion, 1.5 billion PC gamers, of which 1,050 are already of age and on the other hand we have 320 million people within the crypto world who may be interested in playing Obots to generate extra income in cryptocurrencies.

Finally, the video game industry is one with the highest turnover within the entertainment sector, surpassing even movies. Added to this is the arrival of the metaverse, one of the key pieces of the future of the sector.

2.10 COMPETITION AND DIFFERENTIATION

The main differences between Axie Infinity and Obots are the following:

Game system. Axie infinity is based on turn-based combat, so the user experience at the gameplay level is slow and largely influenced by chance and strategy when combining your characters. In Obots, PvP combats are in real time, so the most important thing is your skill and strategy as a duelist, as it happens in successful titles such as Fornite or Brawlhalla. Thanks to this, the rounds are faster and more dynamic so it is not necessary for the player to have a lot of free time to play (average duration per game of 2 minutes in Obots compared to 20 minutes in Axie infinity).

Onboarding. Axie infinity forces the user to download his wallet, link it, buy the characters to be able to start playing... so there are many points of friction when it comes to start playing. In Obots you can try the game without spending money, simply by registering with your e-mail or using the Google or Facebook social login implemented in the game. In this way, Obots becomes a model similar to Freemium, allowing players to test it easily and, if they are convinced as a product, move on to the competitive mode and invest money in order to obtain income in the form of tokens.

Gameplay limitations. Axie Infinity only allows playing 20 games per day and this is a key point in the growth of Obots since it is not necessary to "steal" players from Axie, since both titles are compatible. When the playing time in Axie Infinity comes to an end, they can continue to generate income with Obots and vice versa.

In Obots, by playing in training mode, you get reward tokens during the first 25 games, but in the competitive mode, you can play as long as you want and get energy whenever you win the game. In any case, in training mode there is no limitation on the number of games, but only on the number of games with rewards included (25 per day).

That said, the highest peak of players that Axie Infinity has achieved is 3 million active users, which has generated a monthly income for the company of 254 million dollars.

If we analyze an indirect competitor, since it is not a P2E, but a fighting game, we have Brawlhalla with 80 million active users.

This is indicative of the potential that Obots has as a fighting game compared to Axie Infinity.

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