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How we created the perfect NFT world

Pavlo Karapinka

23.08.2023

10 Min Read

A story about a marketing agency that built an NFT game just before a big market crash.

Intro

It is evening, around 8 pm. 10 people sit in darkness (the electricity has gone down), talking about a guy called “Serrathen”. They agree that he’s a bit dumb. He’s just ended up on a strange planet outside his habitat. How could we save him?

 

They talk about a game and are committed to finding a name for it. The word “Void” is a core.

 

There’s also quite a big cat in the room, with sad eyes and a penchant for everyday weirdness. A candle burning out on the wooden table.

— How about the Void’s Howl?

— Damn good, but … doesn’t feel right.

— Serrathen’s path?

— No way, sounds like he’s a Jehovah’s Witness.

— The Void in the Cyber?

— Hmm… maybe CyberVoid?

The First NFT Anti-Case Ever: How We Built a Play-to-Earn Game with a Tarantino-Style Finale

Spoiler: This is the case about our passionate endeavour to launch a play-to-earn game in a Cyberpunk setting with a mystical mix-up. The case that happened to become an anti-case which is kinda a badass thing about it.

 

You’re going to go through lots of humour (both dark and ironic), NFT specifics, market fluctuations, pleasure, brainstorms, and joy, of course. Tarantino-kind-of-mood will be on full display. Get ready!

 

Let’s figure out how it happened. To help you better understand the nature of the hype that was around the time we gathered material for this case, we are going to walk you through the main events. Sit comfortably, sip your coffee, and enjoy!

Chapter 1

NFT Odyssey 2022 or what was in Marcellus Wallace's briefcase

NFT madness

High-pitched whisper, “Get your own NFT project… now… Want to know what Vincent Vega and Jules Winnfield saw in the briefcase? It was an NFT collection of Marcellus Wallace’s…”

 

Boom! The NFT market got wild, uncontrolled, and viral. It was the very beginning of the autumn of 2021. Axie Infinity just planted a thought right into the action part of the brain of every single NFT enthusiast. The ideas collided with each other and deflated the market into bigger pieces.

This is how on the stage appeared various NFTs:

On the other side of the trend map another volcano started to boil up. The play-to-earn concept became super famous: like a high-frequency beat that slowly deafens simple binary games with pixel pictures.

 

The game industry was at the threshold of change.

 

Having watched both trends powering up, we suddenly caught ourselves thinking (out loud), “Shouldn’t we launch an NFT play-to-earn project?”

Conclusion

The hype was rising, establishing itself badly, and we just went along, submitting to the pull of our creative demands without apology. When the game industry faced such changes as it seemed at the moment it would be a mistake not to step in.

Chapter 2

A cyber cookie

How it all started

Two guys sitting in a car. One of them is eating a cookie, thinking. Another one is driving. He is wearing dark glasses and casting a gimlet eye on the car next in line.

— Hey, do you know about different NFT junk, and how people sell all kinds of crap?

— Yeah, so?

— Well, I’ve been thinking, if we could, you know, start an NFT game, one of the heroes…

— Would we eat a cookie that we’ll wrap later as NFT? Ha-ha-ha

— Duuh!

— Huh. FForget about that cookie – we need a hero who would do a splashy journey over the post-apocalyptic world just to do his job.

— Trapped, and hungry, he would want this cookie!

This mise-en-scène is how the whole thing started: Pasha, with a vast background in the marketing of Blockchain projects as a founder of Solus.Agency, and Dima, the owner of a game studio with experience in Game development, decided to use the hype to launch the project they’ve been planning for a long time: a game. The intention was to burrow deeper into this since both played games their whole lives.

 

However, none of them wanted any stripped-back route: not another NFT collection or meaningless chugging games.

 

Despite their experience, and the fact that more and more really strong players were approaching the market, they chose a hard path.

CyberVoid was supposed to put itself on a map as a cyberpunk game (in the Gibsonian sense of this word) with tangible shades of a mystical setting. The community-oriented NFT game was something that we wanted to move to the spotlight. We rolled out mesmerizing Lore in amounts that would easily turn into a book if the project held on a little longer.

 

To tell you the truth we wanted a real, true gaming thing.

 

If you are one of those geeks that has to know every single corner of the game, you can dive deep into the game’s concepts by reading the cards with descriptions. If you don’t need these details – let’s move further 🙂

Details

Sounds like a blessing from William Gibson or Tolkien.

 

This has to take time, ain’t it? They hoped that the community would be ready to immerse themselves into really classy games before the game was finished.

What did they plan?

This ended up in a big, detailed manifestation that would clarify what the game was going to be.

 

So, they hit the road!

Conclusion

There was an obvious plan, a vision, and timetables. From simply having an idea we took it to a shaped step-by-step journey that was ahead of us to undertake. The next step was to research and make it happen.

Chapter 3

Wandering through the vast lands of NFT projects

Making an NFT game: a step-by-step journey

We started with extensive and deep research. It consisted of several segments:

Once it was decided, specialised teams went to do the research. It took us quite a long time – 20 days (and nights).

During that time we did:

What did we get?

1

Design department conclusion

After analyzing a large number of NFT projects, we learned that NFTs as everyone knows them don’t make sense creating because soon they will lose positions (as for me they get boring too quickly and there are too many of them), so we need to come up with something out-of-the-box and something that will be different from all the others (like Dark Horizon).

Conclusion

2

Content department conclusion

A lore should be central to the game’s narrative – it will help to unfold the whole story and allow the users to proceed interactively. Besides, both lore and gamification were rarely used by other projects. But if it were implemented properly – it looked just top-notch.

 

Gamifications supposed to be a part of social media strategy. Such features were presented a little in other games, but what we saw was successful.

Conclusion

3

Promoting research group conclusion

Community first. And at that time the community required a pretty solid amount of deliverables and credibility points that your project needs to gain. That’s why authoritative partners in combination with well-thought-out game logic could almost guarantee the project’s success. Especially if the partnerships are not just established, but established and supported with AMA sessions, Ambassador programs and other community activities as well as retention campaigns.

Conclusion

4

Traffic research conclusions

The first and the main rule – omnichannel. Using high-price KOLs from YouTube that deliver you the best deep-dive content of your project together with low-CPM PPC channels like Facebook (ghm…Meta) or Twitter\Google Ads guarantee you a perfect CPU price and retention, ERR levels. And do not forget about retargeting!

Conclusion

5

We also understood who our audience will be

It is vital to know that our audience wasn’t supposed to be NFT gamers. No. We actually aimed at the breed of true gamers, old fags, if you will. Those, who like us, spend their childhood playing games and exploring virtual universes. You know why? Because such gamers will refuse to sleep, eat or will learn quantum mechanics in order to solve the Lore riddles. That’s the people we wanted playing CyberVoid.

 

NFT also had an impact on them once. The appearance of P2E algorithms completely changed their lives, because their hobby transformed into a means of earning a living. But with a length of time, their excitement decreases, as it’s difficult to compare their favourite games and blockchain-based games. Thus their motivation to earn while playing is strong enough to continue searching and testing new games with the hope to find blockchain-based “ Minecraft”.

Conclusion

Once each department conducted deep research we received a possibility to see a whole map of NFT projects and figure out the tendencies that are present here.

 

The research showed us what often disguises: the naked truth – our idea were one-thousand-percent right, and it would be a bad thing to keep it minimal.

 

NFT collections at the point (October, 2021) started to be wearing out — people were slowly turning to the games. Marketing didn’t stay still, it is, too, shifted towards business development. It was a feast where guildies and funds were the reason to build a community around them.

 

The role of IGO became vital. Also, it was an ideal moment to complete our business model. It almost lulled us into hypnosis.

Chapter 4

Art and content creation

1

“We don’t need any investors. We are the ones”

20 days didn’t last forever, and the research part was done. In the next step, we took our table in the middle of the room, and rolled over an extensive roadmap that had a clear statement:

 

We will create a game right away without waiting for any outside income. We simply invest our money in the development of GDD.

 

The game itself should have been like Darkest Dungeon with a variety of customizations for a user, but without complicating the very process of development. Since everyone in the team was a fan of games, and we have actual professionals from the sphere, so… the conviction that we made a top-notch off-kilter product is easy to understand.

 

We didn’t want to build a skyscraper that would never be finished: we took it step by step. We also realized that the whole game concept will be storytelling. Meaning: we wanted to distinguish a simple user as much as NFT users. Storytelling was a way to “grab” them into CyberVoid.

The game included:

2

Art & Content

So, what is the game?

 

CyberVoid depicts a future of the world that has been once attacked by The Void – a furious power that makes humanity vanish and takes their technological achievements out.

 

The Void is a mystical, strange race that left only a part of humanity untouched. It was enough for people to use it as a threshold for reinventing humanity on new terms. This time with a much greater impact of technologies they became cyborgs and created a dystopian order.

How this new world will reveal itself is completely up to the players, because they are free to choose the “dark side”, fight for the good guys, or let the Void absorb them and become an integral part of this mysterious thing.

 

The Lore and content were meant to be always echoing in the game. The better the users know it, the more chances they have to keep the enemies at bay.

The content was divided into two parts: Game and Studio.

3

Medium comes into play

All of the storytelling articles or chapters were posted on Medium. But that’s not all: as we said before, the characters had their Twitter pages and could talk for themselves.

 

For example, one of the Serrathen’s tweets:

“Man… my blood is like fucking frozen jam right now. This guy… I am jiggered if I can’t use this chance. It can solve all my problems. I have to bring him the crystal of Cyberspace.

 

The question that bothers me is where should I go…where is the place he was talking about?”

Why did we need this?

 

This distinction is needed to avoid blending business parts with storytelling content. The goal was to give users the ploy for authenticity – a real dive into the world of the game.

 

We created the world itself, capturing the essence of the time period with uncanny accuracy. We developed the characters and their backgrounds, and we tangibly conveyed their perspectives.

We created several funnels. In one of them there was an intro article — a kind of invitation to the setting. Then Serrathen posted his voice message, making all the (future) users guess how he may deliver a message for help without getting caught by police. Answer: by people reposting it a hundred times. And they did it, of course.

Conclusion

One of the most striking aspects of this extraordinary endeavour was to establish the proper timelines for the users:

Сontent played a vital role in the concept of the game. It was complex, and multilayered, and provided an interactive experience of immersing in the game before it was actually released.

After the first, opening article about the world of Void, in the next one, we let people meet Serrathen. He was wandering on another planet after a chase. Having stumbled upon a robot, he received a message. Of course, it was hard to decipher, so he managed to reach out to Fokannon. Our community would have to repost his message 1000 times to help him. So… yes, he got the message deciphered, but nothing else happened.

 

How would people receive the first NFTs? Sit comfortably, we continue:)

 

Once Serrathen met a Void’s guard, he was given a task of finding 3 stones. This was going to be his deal with the guard, both would have their benefits. 3 stones, as you may have guessed, are 3 NFTs.

 

When Serrathen arrived on a task we launched a quest with a map. This is where the roaming would start. Community members would have to vote where exactly Serrathen should be heading: his home, Fokannon’s place, port, and a bar.

 

Each location was linked to the next other. Somewhere beside it, they would have to find an old madman. A prophet. He was ready to help Serrathen in exchange for one thing: to shout a hundred times “The Void is coming”. You get it — that would be another portion of reposts.

 

How did we do it? The answer is shorter than you may have thought: Twitter. We created threads that let users take Serrathen to different locations. One of them is definitive and led to the finish.

 

The user finds all three stones, and he gets to the guard hoping to exchange them, but the guard laughs: he tricked and lied to the user. But still guard gives a choice: either a user lets the Void come into the world, which means he will mint a character on the dark side. Otherwise, he can decline an offer and stay a good character and join the New Order.

Chapter 5

Bend your mind to enter CyberVoid!

1

Marketing strategy

— Guys, you did a fantastic job, but… this is not really matching with our brandbook, you know?

— Dudes, this is so cool, but we had to replan the event, also the triggers will be different…

 

Disclaimer: as a crypto agency we had a mass of experience promoting crypto projects. So we always had these boundaries that limited us. CyberVoid has become an outlet for us.

 

Meanwhile, the team of Solus.agency is in a state of total havoc.

— God damnit, they must be kidding!

— I knew they could say that crap about brandbook.

— Aahhhhhhhh!

— Hey, stop banging your head against that door!

— Tell you what: one day we’ll make our own product, we’ll be an agency for ourselves. That is when we’ll rock: ).

– This day has come. Here, take it. It is CyberVoid’s marketing manifestation, 40 pages long. We nailed our potential! Finally, no one can stop us! Hurrah!

Unexpected spoiler: about 15% of that manifestation we made happened. Ooh, that’s a lot, right? The cat scorned us. Even though we embark upon the task of creating a game, our inner nature always remains full-marketish. Even our cat understands that. But only because it is a marketer, too. (I am actually here. Anybody cares? Marketing, again? Seriously? You have a cat in the building, morons. Sometimes they forget this office belongs to me. Poor bastards)

 

Mostly due to the fact that it was always surrounded by the spirit of marketing and was our main brainstorm muse.

 

So, you must not be surprised that we took CyberVoid’s marketing part with hellish enthusiasm. Many ideas that were not embodied in our clients’ projects, we finally put out them out in the Ulysses-long manifestation. It included all kinds of bad words and marketing slang. In the end it did not look like the marketing strategy for the early stage startup. Nooo. Rather like a marketing strategy for a system networking business. Alas:)

What does our marketing strategy stand on, anyway?

2

How did we plan to implement it?

Since we’ve been in this market for years, our contacts with top KOLs of crypto and NFT were as solid as the CyberVoid’s buildings.. But only because we put our hopes on influencers. So, the main idea was to make influencers the integral core of the whole quiz thing. This means that sometimes they would share insights with their community, become the characters in our Lore, or even stream how they try to solve the quiz asking people to help.

 

It looked like everything should have worked. For one thing, influencers were crazy about the game and wanted to participate in it even though they hadn’t tried it yet. They were happy to receive their own NFT, and monument their faces on those cards.

 

But we didn’t want to hurry. Okay, to tell you the truth, we wanted to. Looking at the experience of the projects we worked with, we see they lost most of their budgets just because they couldn’t wisely time their marketing activities. So, we decided to perform all the activities as quickly as possible.

 

Ideally, we wanted to accumulate the best we have from our different departments and synchronized the marketing activities two weeks before IGO.

 

So, our Bible-long marketing manifestation became one big waiting for THAT DAY. We would postpone it, since clearly Cyber Void wasn’t really ready for aggressive marketing activities. We ate some New Yearly food, drank some rum, launched a few tests and left the rest for THAT DAY.

 

Every day we would hold a high level of engagement due to our quiz activities. And… THAT DAY was still going to happen.

Conclusion

We planned to build our marketing based on the philosophy that claims “sweet fruit is the most difficult to reach out”. In other words, we wanted to gather a community of true gamers in order not to be like “all those standard projects”. In the end, we resembled “all those projects” that remained not released. You know what? The good stuff still lies ahead of CyberVoid.

3

Business development

If you think we hurried to raise more money, it is just the right time to leave this thought to the Void. No, we didn’t want that, because our aim was to get bigger investments after the first sale. So, we didn’t push funds to close checks right away – our own money was enough for the IGO.

What does our marketing strategy stand on, anyway?

No one expected what's going to happen next.

Conclusion

We wanted to create a splendid before-the-experience where people could befriend the characters and help them go on the long journey. Since we also wanted to bring more warmth into the NFT community, to ruin the tendency of stumbling upon scams, we launched many activities to attract true gamers.

Chapter 6

What did go wrong?

1

How the NFT market has damp us for no fault of its own (And what happened to it (him))

Everything was prrrfct, to (almost) quote our cat. People loved us, the community was growing, and Serrathen got his ass from a strange planet in safety (to everyone’s pleasure). We’re approaching IGO, funds are joyfully communicating with us. But… we wanted everything to be truly like the cat (almost) said. To finish everything nicely, we have to postpone some dates.

 

IGO launches, like some space rockets, are always changing: November, the end of November, December, Christmas. The last one is too close to the new year. Damn it! Reluctantly, we decided to set up the date after New year.

 

Right at this point the market has collapsed. Well, we thought that this was all about holidays. But when the spirit of holidays faded away, the market was dead. The whole play-to-earn hype simply became outdated.

2

The sudden death after New Year: the story continues

We didn’t lose hope of launching the game at the end of January, then – in February. However, the decline was strong – the community weakened, and our efforts were fruitless.

 

It was about four days that we lost to launch pre-sale. We decided to freeze the project. Just like that.

 

Now we are still working on a project, taking aside the idea of a play-to-earn approach. Tell you this: if the market will not take the path of Lazarus, we would find another way to launch a game.

 

We planned to implement many other interactive activities, but the sudden fall of the market changed everything. However, even having been cut at its prime, CyberVoid still possesses lots of ideas to be released in the next embodiment.

Conclusion

We made it to the end and did a good job, but you probably remember what we got. No? Here’s a hint: god damn nothing.

 

What mistakes did we make?

As a marketing agency that promotes huge brands, we had big ambitions around Cyber Void, too.

 

Meaning: when we were working with influencers, we acted like a big brand – and did lots of research, while influencers lost their interest and motivation.

 

All of that brought us to the next thing we want to share with you.

Insight

This experience is still throbbing inside us, and here is what we want to say: repeat our mistakes. No kidding. Seriously. In the end, it was a wondrous place to be that offers Zen-like serenity, excitement, and, curiously, provides a threshold to move further.

 

None of us thought it was in any way useless, not one effort seemed to be vain.

 

Yes, we froze the project, but we made it exactly as we wanted it to be. There is nothing chivalrous about it, but if you think about it, yeah, it is.

 

Also, the joy and pleasure of the process was immense. It was entirely worth everything we spent and invested in the CyberVoid.

 

Don’t chase after the hype, but never stop taking risks.

 

Just keep in mind that the crypto market on the hypes is moving with a speed of light (or at least the same as our cat has). What was big news today, tomorrow could be entirely forgotten.

 

We’re moving further as a marketing agency and a game development studio. Partly, because this experience pushes us even stronger to move. What about the CyberVoid? You’ll hear about 2.0. soon.

CyberVoid

NFT game

case study

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