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Target and market
We are initially targeting 3D combat video game players who enjoy futuristic worlds and understand the nature of NFT and cryptocurrency.
In the longer term, we aim to target all game enthusiasts, whether they are initiated to cryptocurrency or not, by popularizing its use and making it as transparent as possible.
Our avatar is :
  • Between 18 and 52 years old.
  • 75% men and 25% women.
  • First French-speaking then English-speaking, Chinese-speaking, Korean-speaking and Japanese-speaking.
  • Occasional or regular players.
  • Players who have the purchasing power to acquire NFTs, required to play.

Present state of the project and roadmap

The world of online play to earn has existed since the beginnings of the Internet. Online casinos, poker, but also very accessible mini-games like Prizee (2000) allowed anyone to play with simple concepts, even childish, and earn points which could be exchanged for physical gifts.
The play to earn concept then became more popular with the development of MMORPG (Massive Multiplayers Online Role Playing Game). Your virtual character explores a universe and has an inventory. Each item that equips him allows him to improve his abilities and to progress in the game. In this way, a character who is weak but better equipped will quickly overcome some of the obstacles and frustrations the game can generate, while another character who does not have such good items will have to perform repeated and time-consuming actions in order to evolve and become better equipped.
Marketplaces within these games, such as World Of Warcraft's auction house, allow you to trade or sell items for in-game currency. Rare items are sold at high prices and allow players to evolve faster, and above all, to save a lot of time.
The introduction of 'in-game' marketplaces led some players to develop external marketplaces where these items can be traded for dollars or euros. The payment is then made outside the game and the goods are transferred into the game in a manual and often illegal way. In this way, the most expensive items allow players, mostly teenagers or young adults, to earn extra money while playing.
This has led to numerous abuses, forcing game publishers to take into account the emergence of this new economic model: allowing players to buy items with real money without disrupting the balance of the game, and this, in a perfectly legal manner.
The growing adoption of cryptocurrency as well as the rise of NFTs is now giving birth to some incredible concepts. There is no longer any need to be a "pro-gamer" who needs excellent skills and speed to become the best and get the biggest rewards in a play to earn game. A smart player will easily be able to reach his goals in other types of games, where gaming skills are not synonymous with results, as long as he has a game with a solid and structured economy. The player earns valuable NFTs as well as cryptocurrency by exploring, selling, trading or being a clever strategist. This is the case for example with:
  • Decentraland.
  • Axie Infinity.
  • Illuvium.
  • Splinterlands.
  • The Sandbox.
  • Neon District.
  • MyNeighborAlice.
The evolution of the marketcap and the considerable growth volume of these games can be consulted at any time by clicking here.
We can see then:
  • Dazzling growths in less than a year. For instance Axie Infinity which reached a market cap of 3.9 billion dollars.
  • Active projects: The Sandbox records a volume of 197 million dollars on September 14, 2021.
  • A growing number of projects that are still in the development stage and yet are generating millions in volume. This is the case of Star Atlas ($215m market cap) or Illuvium ($297m market cap).
What's even more interesting is that sometimes, Bitcoin is being battered while these new economies resist and continue to grow. This is a sign of considerable enthusiasm for these projects and of an economy that is increasingly uncorrelated with market fluctuations.

E-sports market

The boom of the mobile gaming market is a key trend in the gaming world in the last few years. Part of this phenomenon, which we want to take part in, is explained by the massive adoption of smartphone and the consequent decline of computer gamers. Indeed, computer games require a substantial investment to play the latest games.
We can clearly see the huge growth of the smartphone gaming market in the many studies on the internet.
Families buy smartphones before buying computers. Very often, the computer available at home will be dedicated to office tasks and not to gaming. The development of our game on mobile platforms will allow a better market penetration by reducing the installation effort.
The online gaming market is growing at a steady pace due to factors such as:
  • The increasing adoption of advanced gaming technologies.
  • Changing consumer preferences in terms of entertainment.
  • Rising income levels and increasing demand for mobile gaming.
  • Growing gaming market penetration of smartphones and apps.
  • Improved Internet connectivity resulting in an increase in the number of gamers.
As competitive video games continue to become part of popular culture, investors, brands and global media are all paying attention. So are consumers. In fact, there will be 26.6 million monthly esports viewers in 2021, up 11.4 percent from 2020, according to Insider Intelligence's report.
The industry has seen a huge increase in investors, most recently private equity firms. The number of esports investments doubled in 2018, from 34 in 2017 to 68 in 2018, according to Deloitte. This is also reflected in the total amount of money invested in the industry: Investments rose to $4.5 billion in 2018, up from just $490 million the year before, a staggering annual growth rate of 837 percent, according to Deloitte. This investment is distributed to players in the ecosystem - from esports organizations to tournament operators and digital broadcasters - allowing it to operate and grow.
The striking growth of mobile video games now also extends to e-sports. As the computing power of smartphones increases, major licenses are now moving to mobile. This is particularly the case for the popular League of Legend with Wild Rift.
The latter is not an isolated case: PUBG Mobile, Fortnite Battle Royale or Call of Duty Mobile are making the same move. Competitions have been organized to celebrate the rise of this new phenomenon, giving new ideas to development studios! The Red Bull MEO (the acronym for Mobile Esports Open) is now considered the biggest esport tournament on mobile. Asia and South America are in full swing when it comes to competitive mobile gaming. China for example is reported to have twice as many players on mobile as on PC. This can be explained by a low initial cost and increasingly powerful phones.
According to esports.net, 4 out of 5 most viewed e-sport competitions in the world are mobile game competitions. For the 2022 Asian Games, the 8 selected and medal-eligible games include mobile games.

Interest in the mecha genre

Born from science fiction, mecha were quickly introduced in manga and anime movies. We very often see at least one mecha or giant and powerful creature, piloted by humans, in Japanese animation's biggest successes. So much so that it is today possible to visit real animated statues of robots, especially in Tokyo, or even to be able to pilot them as is the case with the famous Kuratas created in 2015.
The fascination for robotic engineering is increasing, whether these robots are piloted or totally autonomous. An example of this is the tremendous success of films such as:
  • Pacific Rim with a $411 million box-office.
  • I-robot with 347.2 million dollars.
  • Alita, 404 million dollars.
  • Transformers 3 with a crushing 1.124 billion dollars.
These show that, although the concept was originally Japanese, the Western world is producing more and more robot movies. As for cartoons, their success is no longer to be proven, as evidenced by the cult devoted to series such as Neon Genesis Evangelion, Code Geass, Goldorak or Mobile Suit Gundam. So much so that a Gundam robot of 18 meters high was actually designed by a Japanese company and presented to the public.
Beyond that, we can see on social networks fascinating videos such as :
  • 34 million views for the Boston Dynamics robot and a considerable growth in the number of subscribers to their youtube channel.
  • Giant robot fights with 9.8 million views.
  • Or miniature robot competitions reaching 23 million views.
Robot video games are also successful:
  • The famous Mechawarrior series from 1989 continues to develop mecha fighting games. Its latest release is from 2019.
  • Hardcore Mecha gets quite honorable ratings (8.8/10) rivaling the best ratings of video games.
  • New promising games such as MASS Builder are developed and highly anticipated by the critics.
Surfing on these positive waves from E-sport, play to earn, cryptocurrency/NFT and mecha interest, we want to push even further the experience offered to our players.
We don't want to create yet another mecha fighting game. We are going to change lives by creating a virtual world, where every action you take has value and an impact on the game's economy.

Inspiration

The universe and concept of Mechachain is rooted in various inspirations, but above all captures the great issues of tomorrow: the new space race and its future colonization, the rise of artificial intelligence and the question of transhumanism.
In addition to this deep interest in the major issues of our century, we also assume more or less direct influences to our favorite works of fiction such as:
  • Ready Player One
  • Code Geass
  • Evangelion
  • Aldnoah Zero
  • Mobile Suit Gundam
  • Knights of Sidonia
  • Ghost in the Shell
  • Pacific Rim
  • Alien
  • Warhammer 40K
The founding members are all regular or occasional players and enjoy games as diverse as:
  • Overwatch
  • Super Mecha Champions
  • League of Legends
  • Minecraft
  • Hades
  • MechWarrior
  • Fortnite
  • Titanfall
  • Dofus
  • Guildwars
Some of these games are an inspiration for Mechachain's gameplay, but also examples for our team to follow in terms of adoption and appeal.