- Introduction
Daniele Sestagali, Wonderland’s front man, has already said in an interview that he intends to turn $TIME into the currency of several blockchain games and, for that, will develop a game capable of showing the potential of $TIME as an economic asset.
I’m not Daniele, but anyway I’d like to share with the community my vision of what the first game in the Wonderland universe would be like.
- The concept
ZOGS NATION is a 2D platform medieval/steampunk MMORPG game where players take control of a humanoid frog-like creature to explore a multi-layered underground fantasy world.
Like any good RPG, ZOGS gameplay revolves around character evolution. But unlike other games, the ZOGS experience will not be limited to killing insects to level up. ZOGS NATION will provide the typical interactions of games, but, above all, it will allow the development of a metaverse focused on social relations and finance management, uniting everything in one.
However, ZOGS’s proposal is not to replace instagram or replace decentralized finance platforms, but rather to serve as a bridge to all this, facilitating the creation of networking and uniting common interests.
- Game mechanics
3.1. Zogs
Zogs are the playable characters within the ZOGS NATION universe. Each Zog is visually unique. This means that no Zog will have the same physical characteristics as another Zog. For this to be possible, the Zogs will be obtained by minting an NFT with random attributes. The attributes are: (i) frog type; (ii) size; (iii) skin color; (iv) shape of the primary spot; (v) primary spot color; (vi) type of ltongue; (vii) tongue color; (viii) eye shape; (ix) eye color; (x) color of the region around the eyes; (xi) pattern of double chin stains; (xii) color of jowls; (xiii) set of accessories.
Some attributes will be rarer than others. Thus, as some attribute combinations will be rarer than others. But that won’t influence anything but appearance. Also, some items may change the appearance of Zogs in-game, such as weapons and armor, clothing, accessories, tattoos, etc.
In order to make the game fun and fair, all Zogs will start with no advantages over each other. This means that the Zogs’ starting battle stats will be the same for everyone. However, players can buy Zogs already evolved by other players. Battle attributes are: (i) hit points; (ii) energy points; (iii) strength; (iv) magic; (v) physical defense; (vi) magic defense; (vi) dexterity (movement speed, attack speed, dodge chance and critical hit chance).
Each time a Zog levels up it will receive a point boost in all stats. However, players will also be able to allocate points for attributes of their choice.
3.2. ZOGS NATION Universe
Tired of the traditional banking system and other boring things created by humans, the frogs – which, secretly, are the most intelligent species on earth – decided to look for a new place to live and buy lambos. That’s when they came across a shiny rabbit hole full of mushrooms and other treasures…
In the world of ZOGS NATION, players can venture into a story mode with other players focused on exploring the underground, battling mutant bears and other creatures, joining guilds and battling against each other, collecting materials, developing professions. , building cities, etc.
The underground will have numerous layers.
The overlay will be the closest to the surface, where, in each session, all players will pass before going to other layers. In it is located the Nation, the universal city of the Zogs. It is a peaceful place for commerce between players, global chat, streaming, advertising, launching new games and tokens, etc. Certain Nation neighborhoods can be acquired through an auction system and will allow not only external customization but also internal customization through the creation of sub-layers (houses, establishments, banks, venues for events, etc.).
The Default Layers will be free and common access, and will be used for the development of the game’s story. Many of the regions in these areas will be immutable to ensure story linearity, however, they will have some locations customizable by guild staff members who own the rights to that layer. The rights over a region (customization, taxes, rents etc) can be contested every 60 (sixty) days through a guild war. The winning guild will also be able to rent the rights to other guilds.
The guild layers will be fully customizable locations by guilds, which may allow access only to their members or to the entire community. The guild layer cannot be contested and will only be deleted upon guild extinction.
Underlayers are the most dangerous and most rewarding places for daring players. Access to each sublayer will require a specific level and can be explored individually or in groups.
3.3. Items
In order not to turn ZOGS NATION into a boring pay to win game, NFT items that influence gameplay can only be obtained or forged within the game. However, occasionally there will be sales of limited numbers of NFT cosmetic items for customizing Zogs (accessories, clothing, special effects for abilities, expressions, tattoos, emojis, etc). At each new collection, items different from the previous ones will be sold to guarantee the scarcity of each object. In addition, there will be sales of items necessary for customizing the world, creating advertising, building environments, etc.
Zogs will be able to use a number of equippable items to get stronger on their journey, such as (i) weapons; (ii) pectorals; (iii) helmets; (iv) gloves; (v) boots, (vi) mounts; (vii) covers; (viii) gliders; (ix) necklaces, (x) rings, (xi) bracelets, (xii) scrolls. Zogs can obtain these items in PvE by killing bosses, events, etc. In addition, these objects can be forged and improved through a crafting skill system (blacksmith, seamstress, craftsman and craftsman).
To get the materials used in the forging system, Zogs will have to harvest all sorts of materials and learn to refine and manipulate them.
The game will also feature a number of other consumable items, such as potions, meals, books for learning and improving skills and professions. These items will also depend on resource harvesting and profession system to be obtained.
3.4. economy and commerce
ZOGS NATION is a blockchain based game that allows basically anything that has value to the community to be traded in cryptocurrencies, this includes not just items, but item rights, region rights, rewards participation rights, rents, data and much more.
As for the tokeneconomics part, I will need the help of the specialists, both to obtain and to demand the coins.
Nevertheless, the ultimate goal is to create a healthy, harmonious and cyclical economy for $Time and for an in-game currency (how about Frog Magic Credit Card ($FMCC) ?).
For example, minting a ZOG might require staking and burning $TIME.
Thank’s for your time. This is just a very early draft of the idea. If you like I can tell you more about what I thought for the story, ambient, metaverse, social media, guilds, classes, items and abilities. Feel free to make any suggestions.
Edit 1: Complementing the story, I’d like to leave something a little nebulous for players, as they get hints throughout the game about what happened to the earth and the human race and why the frogs fled underground.
For the classes, I’m thinking something really steampunk as the game’s premise is a world where humans exist (or have existed), and therefore we’ll be able to see technology and references to things from the surface: mage subclasses mimicking the power of the sun, using radioactive artifacts etc. Rangers using all types of ranged weapons from bows to rifles.