 In part four of this series, we're talking about some of the unique features coming to GenoPet, including my favorite feature that I'm looking forward to, which is skill-based battling. That's right. It's skill-based. Kevin goes into details on all these features coming into the game, including social fight, challenges, and achievement systems, how they're battling cheaters, and much, much more. Let's go ahead and dive into part four of this series. So let's talk a little bit about the gameplay. This game is not what most are probably used to in the move to earn space. There's no stopping your run. There's no starting your run. You don't have to open it to stop your run. You don't have to be outside moving for your steps to count. When it comes to anything with games, people are always looking to cheat the game. They're always looking for ways to exploit the game, looking for an edge, for an advantage. What are some of the mechanisms that the team is implementing to prevent cheating? This is submitted by Nenchi. Yeah, it's a good question, one that we get a lot, and boy, do I know that if there's something that can be exploited, it will be. We're addressing it in a few different ways, and I think a diverse approach helps us here. First, I mentioned how steps need to be converted into energy to be used in the game. Energy is not a token. It's literally just what it's like action points within the game that you can use for any purpose. Leveling up, earning, exploring battle, all of that is going to require energy. The steps to energy conversion, however, follows an exponential decay function where every incremental step you take is going to give you slightly less energy, such that it's not to your benefit to walk 50, 60, 70,000 steps a day, unless you naturally do so, or that's really your goal. But in terms of earning energy to use in the game, you're going to be getting marginally less and less. And we did that on purpose because we didn't want people, even if cheating wasn't a concern. This is not a game where we want people to be trying to walk 100,000 steps in a day and injuring themselves. So there is a natural decay for a diminishing return on each step you take built into just the baseline formula. On the back end, we're looking at the data now, and at this point it's just about continuing to collect data and get smarter about identifying problematic or exploitative walking or behavior, and then punishing those users. Now it's Web 3, so it's very difficult to come up with the right sort of penalty right now. I think we're just banning game accounts. But the basis for that is we look at a number of factors. Essentially at a high level, looking at how many steps you walked, what the cadence of it was, the timing, how much of an outlier you are versus the rest of the population. These are just a few of the factors that go into the decision making on the back end. But I got to say, it's pretty obvious when someone is cheating, when you have all of that data in front of you. And so that's kind of what's powering our decision making on the back end. And that model will only get smarter as we go. Yeah, and it sucks because there's always a few bad apples that ruin it for the majority of the community. So that's always something that that sucks. But it's a reality of any game, really. It doesn't matter what game it is. There's always going to be those people looking to try to exploit it one way or the other. And at this point we embrace it as part of the design challenge. It's part of what it means to build in Web 3, that you accept that players will take it seriously. And if you are careless, they will make you pay for that. And from my perspective at this point, I just embrace it as part of the journey. And it makes certainly game design a lot more exciting from our perspective. So other than of course moving, what are some of the other features that, other than just walking and moving, that will keep the game fun? I know you mentioned the battling is coming up. That's a feature is coming up. You've mentioned some of the stuff with the habitats that you'll be able to do. Now what are some of the other features that are going to be in the game? I think battle is a huge one because typically in our own style, we have to, we want to make battle our way. And it's not going to be, or at least the way we're developing it. We don't want it to be this very take your turn selecting your attack. And then there's a random number generator in the back. And maybe your attack was super effective. We want it to be more dynamic. And so there's going to be the strength of your geno pet, but there's also a skill element, a live skill element involved as well that will make battle very interesting. I'm all, the other big piece of gameplay that I'm really excited about, that's a little bit closer on the roadmap is what we're generally calling nurture. And that's just pet interaction and bonding. So feeding your pet, playing with your pet, petting your pet. These might all seem like very simple actions, but we're incorporating a lot of expressions, reactions, dynamism within the pets themselves that I think players will really enjoy. Like, petting your pet is just awesome. I've just been testing it a little bit. It's eyed, light up, it's dancing around, it's so cute. But that's also going to have some serious impact on gameplay because the way we're tying it all together is if you nurture your pet well, it's going to be more efficient. It's going to convert energy better. It's going to be in a better mood. It's going to be more effective. And so these are just some of the elements of gameplay that probably don't sound all that new compared to the traditional games, but we just have our own spin on it within the context of our game. And I'm glad to hear that there's going to be some skill element to the battle. It's not just a random number generator. Absolutely. I played another move to earn game where it was with cats. But that's just random. There was no skill base. It was all random. And you lost most of the time. I think I was keeping track of it. There was like a 25% 1% and it was all random, so there's nothing I could do. So a little bit of variance keeps things interesting. But I think for us, and maybe this comes from us being passionate gamers that love games like Starcraft, we are building a skill-based game. It will reward dedication, skill, and creativity more than anything. And I think, honestly, that's the only way to create a game that is meaningful to people. And only when you have a meaningful game can you create enough value for people to earn. And so that is pivotal to what we do. You need to be able to look at another player and be like, wow, that player did well. And so that's why what they're doing is worth more or is more valuable, or I want to aspire to that. And that's the kind of gamer mentality that we want to cultivate within even just the bones of the game that we're designing. This kind of connects with this next question that I have. And it's about the social fight aspect to the game. I know you guys already have the leaderboards implemented into the app. I know you guys have the, like we just spoke about the battle features coming up. That's going to be a lot of fun. Will there be challenges and maybe an achievement system or anything like that? Yeah, definitely, definitely in the works. I think it just makes a ton of sense, right? Like, hey, if you've walked and hit your step goal five days in a row, we should celebrate that. If your pet has been in a great mood, max mood for 10 days straight, we should celebrate that. Everything within the game can be turned into an achievement or a challenge. Honestly, at this point, it's just a resource prioritization exercise. It's like, should we build that? Or should we build this other thing first? And that we're trying to grow the team as we build the game. And sometimes it's just tough. Everything has to go in order, unfortunately. That question was submitted by Nathan Chappell. So thank you, Nathan. AR, VR, are there any plans for VR and AR in the future for this game? That's a good question. Maybe something AR related. But at this point, it's just ideas. And I think we're seeing as far as augmented or virtual reality is concerned, gaining companies really kind of choosing one or the other. Like, I'm gonna build a world in VR that I'm gonna pull you into as the player. I want you to immerse yourself physically into my world. Whereas AR is more about maintaining your presence in the physical world, but the game is like an enhancement, right? It allows you to interact with the physical world in new ways. And that, the latter is much more, I think, in spirit and mission aligned with what we're trying to do. So right now, currently, the game is invitation only. Will the app, do you guys plan on always keeping it invitation only or do you ever plan on opening it up? No, we do not want to keep it invite only. The plan is to open it up fully publicly. The apps are already conditionally approved for full public release. We're just choosing to keep it on invite code right now. And the real reason for that is because we are building this whole thing the WEM3 way. If we had done it in a traditional way, no one would even know that GenoPets exists right now. We would all be in some dark headquarter facility building the game in secret. And then we get a huge marketing budget and we go launch and now everyone knows what it is, right? And we can start focusing on acquisition. Unfortunately, that's not how we've done it. We've done it. We are building open kitchen style. The community gets to see what we're building almost every day. They provide feedback. They have input. And so we are building as we go. We're laying down the railroad tracks as the train is going. And so what that really means is it's a slower process, but it's a more inclusive process. And that also means that we are not ready yet to just open the floodgates with user acquisition. We've seen what happens sometimes when you open too fast and you allow yourself to be buried by just the amount of new people coming in. We know people are so thirsty and ready for more, but I would ask the community to trust us a little bit. We are continuously increasing the number of invite codes out there. And eventually we will get to a fully public launch, but we also need the actual game and the product to be able to support that each step along the way. Yeah. And for those looking for an invite code right now, if you're watching this video currently, drop a comment in this video, and I will be giving out some invite codes for those engaging with this video who tuned in this far. So make sure to do that. I'll be giving away some. Yeah, one of the few ways you can get one right now. Yeah. All right, so, and those last two questions were from Rui Mello and MJ Crypto. So they'll also be winning some invite codes for submitting those questions. I hope you guys have enjoyed part four of this interview with Geno Pets COO Kevin Kim. If you guys want a free activation code, I have 100 to give away. Drop a comment below, referencing your favorite part of this video with your thoughts or comments on it. And of course, make sure you subscribe to the channel. Goes without saying. If you have made it this far already, then you don't want to miss the last and final piece of the puzzle part five. In part five, we talk about the elephant in the plater earn room, sustainability and tokenomics. And I asked Kevin the tough questions. I even asked him about Ponzi Nomics. And I think you'll be surprised at his answer. Just click the video on the screen to watch part five right now. I hope you guys haven't been watching all these videos without subscribing. If you have, make sure to smash subscribe right now. I'll see you in part five. Peace and love.