Tech and Star Arena, the market is looking forward to GameFi to take over and lead the next wave.
Judging from the performance of the secondary market, Big Time seems to have successfully taken over the baton: after the token was launched on OKX, the opening price was 0.01, and at one point, the highest price reached an astonishing increase of more than 20 times.
Analyzing the chain tour Big Time: the dark war between the project side and the exchanges
But if you look around the social media, the contrast with the soaring price is the embarrassment experienced by market participants -- inaccessible, inaccessible, low liquidity, high cost.
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If you have watched the game live or tried it yourself, you can feel that the whole game is basically the same as a traditional MMORPG in terms of perception. Smooth graphics, silky movements, mature career growth design and equipment elements... everything is on the verge of being a high-spec game. Everything is in the direction of a high-specification game.
From a gameplay perspective, the core cycle of the game lies in experiencing the character's growth: taking on quests - fighting - acquiring resources/equipment/experience/skills - growing and upgrading - acquiring better resources/equipment/experience/skills - challenging more difficult quests.
And in this core game cycle, the old flavor of the chain game is still there - you can play for free, but there is a threshold for striking gold.
Free-to-play players can basically experience the same content over the course of the game, but almost rarely have access to the gold-bashing part of the game. Due to the low drop rate of NFT props within the game's normal monsters and normal copies, regular players need to invest a lot of time in livering for a smaller chance of drops.
Meanwhile, free players will not be able to produce Big Time tokens during the whole game behavior due to the lack of NFT props.
For paying players, it all leads back to the old familiar cycle of calculating resource inputs and planning token outputs.
From the information provided in the game's official introduction and the related research report from First Class, the minimum purchase inputs a player needs to strike gold are:
Space NFT, similar to a personal space, which can place NFTs and props related to playing gold; Time Hourglass, which can only produce Big Time tokens when equipped with this prop; Time Crystals, which can be consumed to create the above mentioned Time Hourglass; Time Guard NFT, similar to a gold "condition" maker, where the Time Hourglass is recharged with Time Crystals when it runs out.
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A binge for the few, a gateway for the many As we all know, Big Time isn't a new game, it's been 2 years since its initial release. But why is it getting so much attention lately?
On October 10th, Big Time opened its pre-season event, and in addition to being able to play gold in the game for token earnings, participation in the event can also earn tokens for future airdrop rewards; coupled with the fact that the exchange is on-line for tokens, its popularity has naturally been pushed up rapidly in a short period of time.
Analyzing the chain game Big Time: the dark war between project parties and exchanges
However, it is not that simple to participate in the game.
The game is not open to everyone, and playing gold requires a certain amount of capital investment and understanding of the rules.
Even if you want to experience the game without playing gold, you still need the invitation codes of a few anchors and KOLs. So while the game is heating up, a large number of ordinary users are thirsty for tickets everywhere.
This situation seems to be more like a marketing strategy, a code is difficult to find, but more to create a hot game performance, there is the momentum of hunger marketing.
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