MetaSoccer is the first football MetaSoccer game in which players can form their own football team and play as the owner or manager of the team. Generate revenue while playing the game. Meta Soccer combines video games, sports guessing and Soccer to build a new sports game system based on blockchain. In addition, Meta Soccer is a reference to the traditional football series, and everything in the game is exactly the same as the real life football ecology. The players in the game are ERC-721-compliant NFT.
Assets in MetaSoccer will evolve as the game stages are set. For example, a player's skills can be affected by training, playing and other factors. As players stay in the game longer, they will age and retire just as they do in real life. Not only does this allow the player to experience a more realistic game environment, but it can also be used to control the number of characters over time.
MetaSoccer will bring a whole new experience to football fans around the world who will be able to immerse themselves in a complete management experience. In a true "play and earn", they will be able to have fun while actually owning their teams and players. A well-designed token model will motivate players to build and develop their teams over the long term. It would also allow managers to trade, coach and lead their teams to win league titles while acquiring MSU. They can even become stadium owners, which enables them to increase revenue through tickets and stadium leasing, a completely new mechanism.
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MetaSoccer was created by Champion Games, a well-known Spanish game studio. The expert team behind this ambitious project did much to achieve its milestones and raise its profile. MetaSoccer's advisory board boasts well-known youtubers such as Reven, Willy Rex and Kmanus88 (with millions of followers on social media). Complete the development phase of a video game by hiring global talent skilled in Golang technology and programming on the Solidity chain. MetaSoccer will also prioritise marketing efforts to capture the attention of the relevant 40 per cent of the global audience.