Playkey是一家领先的云游戏提供商,正在考虑建立一个ICO,目的是以指数级的速度通过分权加速云游戏开发的步伐。其目的是为
游戏玩家提供合理价位的机会,可随时随地使用连接到互联网的任何设备随时随地玩最受欢迎的游戏,而无需购买高端个人电脑或控制台。云游戏的革命已经开始酝酿,但仍然在努力通过
一些障碍,即:
•游戏流媒体软件开发过程复杂;
•获得游戏开发商和发行商的批准,在云平台上使用他们的游戏;
•硬件(专业GPU,服务器设备,数据存储设备等)的高成本。Playkey基于成熟的工作技术。由45位经验丰富的研发专家组成的团队
与领先的游戏发行商合作,包括育碧,Bethesda和Wargaming。 Playkey
拥有由伦敦,法兰克福,阿姆斯特丹和莫斯科等地设立的120台Nvidia Grid供电服务器组成的网络,并得到欧洲大型风险投资基金的支持。
Playkey旨在创建一个生态系统,其中: - 矿工开始提供云游戏服务 - 所有交易均以PKT令牌完成 - 矿工和游戏玩家之间的所有交易均通过智能合约进行操作--Playkey Foundation负责监管游戏玩家和矿工社区以及开发系统
平台的现有版本可在https://playkey.net
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注意。未经证实的成员实际上可能不是团队成员
验证 0%
注意。未经证实的成员实际上可能不是团队成员
Stagnant target market with signs of depression. The opportunity for large corporate players to enter the market.
Decentralization can not lead to a significant jump in the signal quality, since the mining capacities are often geographically tied to specific places, hence, problems with the coverage of some areas are possible. Restrictions on the minimum necessary Internet connection speed for service users play a deterrent role for the project development in less developed markets like LATAM, thus, the service can at some point have problems with scalability, not related to infrastructure. The value proposition level ischallenged due to the fact that the project did not attract the interest of major game developers (activision, EA, ubisoft).
Many aspects of the business model either put the company in an uncomfortable position before the partner publishers, forcing to coordinate each project placed on the platform with them and on their terms and share some of the proceeds, or they force to rely on the miners community with its exclusively speculative motives. Generating part of the revenue in the tokens form , even if the cost of services is fixed in dollars, exposes part of the company's revenues to the risk associated with the courses volatility of the crypto-currencies and the token itself. Mining of tokens can be more risky and less profitable than developers suggest - in particular, it is more discrete - thus, this video streaming channel for users can be unstable. Moreover, this business model element may not in principle take place , because in order to meet the standards of the infrastructure provider for the Playkey ecosystem - that is, the miner - another configuration of the equipment may be required, in other words, a direct transition from crypto-currency mining to PKT mining may not be possible that means additional costs for the miners, as well as the loss of precious time. Due to the chosen model, sales problems may arise because, because according to Playplay experience ,they drive mainly AAA- games with the rights to distribute which are extremely difficult to part by subscription publishers because of a conflict of interest.
The company is too ambitious in assessing its capitalization - an estimation is on the level of $ 150 million puts it on a par with the top ICO on the market - there is a risk of the company's capitalization collapse if its decision "does not shoot properly". There is no refund mechanism in case of ICO fails - collected funds leave the company, unrealized tokens are destroyed. Playkey allocates a significant tokens share - up to 18 million - for pre-sale, characterized by a significant (up to 35%) discount and 20% bonus which makes it attractive for investors to exit the secondary market for tokens. That infringes the interests of investors who entered the project later, given the volume of sales at the Pre Sale stage, the risk of negative impact of such speculation on the token rate. The part of expences, represented in the WP has already been included in the road maps, financed by the previous project investors, so the project takes twice as much money for the same thing.
Lack of experience in creating and scaling similar scale projects on the side of the company's management core leaders. Lack of specialists with block development experience. Regional education of the company's management core. The team has already been calculated in fairly simple terms from the point of view of marketing and experimentation -design situations, and it cost the time.The team task is much more complex now, and no one will wait for the solution.
Gaming is moving into the cloud, following video, music and other services. For gamers, cloud gaming is 10x cheaper than owning personal gaming hardware (PC/console), leveraging share economy principles. The development of GPUs, the Internet, and low-latency streaming, have diminished the demand for personal gaming hardware. In fact, the next generation of consoles could be the last one that is based on hardware.
Moving gaming into cloud technology has now become inevitable – 70% of Steam players are unable to play AAA titles like GTA V in high resolution, and 30% of players cannot even run such titles on their obsolete PCs. The demand for cloud gaming will continue to grow. The demand for latest-generation hardware, and the increased requirements from gaming caused by resource-intensive VR technologies, will be making home hardware more and more expensive and non-viable for casual gamers.
Industry leaders predict – the future of gaming is streaming.
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