Problems and solutions
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ARCOIN Tiles is a game at the intersection of Web2 and Web3, combining the best features and compensating for the shortcomings of both worlds.
In games like Hamster Kombat or Pokémon Go, players are isolated from each other. Opportunities to interact with other players are minimal and the actions of other players do not affect the game.
In ARCOIN Tiles, this problem is solved by the very concept of the game. The map is not only a tool for conquering and viewing Tiles, but also a natural indicator of audience activity in the game, allowing a visual sense of the number of players and causing a FOMO effect proportional to the number of active users.
Projects like Hamster Kombat, Notcoin, Major, etc. lose a significant number of active users after token listing and stop attracting new players. For example, Hamster Kombat lost staggering 260 million users (86% of its audience) in just three months.
The main problem in our opinion (apart from the attitude towards the community, in the case of Hamster Kombat) is the primitive game mechanics and the lack of a full-fledged in-game world and multiplayer.
As a consequence — the gameplay of the biggest mobile Web3 apps is not interesting enough to keep users. Most of the audience leaves after getting money.
Our solution is more emphasis on MMO mechanics with proven effectiveness. To keep the audience active and engaged, the gameplay per se should be the main motive to play, not the financial incentives.
Based on the graph and article from the first problem, Hamster Kombat, with an audience of 300,000,000 active players at its peak, should have spent $300,000,000 to give players at least one dollar each. As a result, millions of players were banned before airdrop as cheaters, many unfairly, and the most active players got an average of $20-30$ for six months of play.
In ARCOIN Tiles this problem is solved through a decentralized approach: after IDO, in addition to converting ARGEM into ARCN token, players get an opportunity to put their conquered Tiles on auction, similar to usernames on Fragment.
If the player's initial bid is not outbid, they get an NFT Tile, passive income from advertising within that Tile, and the ability to sell the Tile in the future. If the Tile has an interested buyer willing to pay more — the player receives money from the buyer after the auction is closed.
The most successful mobile Web3 apps at the start of 2025 are Telegram Mini Apps. However, Telegram is still not a ubiquitous messenger installed on everyone's phone, especially in the world's leading economies with the most solvent audiences.
Our solution is to make ARCOIN Tiles a cross-platform game that works in Telegram Mini Apps, in regular browsers, and (in the future) available for download in the App Store and Google Play.
This allows us to reach markets that are not available exclusively to Telegram projects (for example, the biggest market for Pokemon Go is the US), as well as to convert some of the non-Telegram audience into Telegram users.