Veterans from the gaming industry, who dived into Web3, overwhelmingly agree blockchain games should be fun to play and offer a sustainable financial model. When it comes to genres, many of them believe MMO games have the chance to onboard the masses into Web3. You can read the original article on the TechCrunch website.

MMO is the genre which has given rise to epic titles with flourishing virtual economies like World of Warcraft and EVE Online. Vets think it could benefit from having in-game assets as blockchain-based tokens to enable true user ownership.

Side note: Dan Houser, a co-founder of Rockstar Games, invested in blockchain.

Jerome Wu, who worked on World of Warcraft’s China publishing during his three years with The9 and seven years with Blizzard, states that China has the best MMO teams in the world.

One of China's biggest MMOs is coming to the West later this year | PC Gamer
Swords of Legends Online, based on the hit MMO Gu Jian Qi Tan Online

Like many of his industry peers, Wu jumped on the Web3 bandwagon. Over the past year, he’s been working on a space-themed MMO title called Space Nation, which aims to be a AAA blockchain game with co-founders including veteran game director Tony Tang and film director Roland Emmerich, who’s known for high-budget catastrophe movies. The game has a total budget of $40 million.

The team is spread across multiple countries, with core development taking place in China because “the country’s MMO developers are the most efficient and cost-effective in the world,” according to Wu.

Blockchain games are still infants and have more urgent problems to solve. What they need right now is a better economic system and a more solid technical infrastructure, which are exactly where China’s edge lies.

Jerome Wu

China’s strength in MMO is a latecomer’s advantage. Homegrown developers began to emerge only around 2000; at the time, they had no chance of beating top games imported from foreign companies, such as MMO works Stone Age, Cross Gate, Legend of Mir, MU, and World of Warcraft. But foreign games needed help with localization and publishing, which gave Chinese firms an opportunity to carve out expertise and learn from these big titles.

Through working on product operations and publishing for foreign games, Chinese studios gained deep insight into economic and social design, user behaviour, and monetization. They quickly turned around and used that knowledge in their own game development, which is why most of their early-day hits were MMO.

You will see that Chinese people are always at the forefront of devising new business models and then improving them.

Jerome Wu