> For the complete documentation index, see [llms.txt](https://defi-wars.gitbook.io/wp/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://defi-wars.gitbook.io/wp/gameplay/target-audience-and-main-issues.md).

# Target audience and main issues

On the one hand, the game brings together those who are already familiar with blockchain technology and blockchain games because they provide high earning opportunities. However, there is a problem of a high technical threshold and it affects quite a large number of players.

Difficult registration, authorization, and excessively high fees for participating in games discourage users from joining the game. Also, for users unfamiliar with cryptocurrencies, technology and other modern developments, it becomes almost impossible to access the game. In DEFI WARS, there is no need to fill out any data forms to register or log in to the account.

In addition, the creation and selection of all game characters, skins, characteristics, skills is formed and implemented taking into account a number of opinions of the focus group, which consists of an audience of 16 to 40 years old.

Since the 2000s, you can note several sharks in the game industry whose genre is identical to the one used in DEFI WARS:

* **D**ota 2 with over 700,000 daily users.
* Clash of Clans (iOS & Android) with over 1 million daily users.

There is a huge number of equally well-known games in the genre of strategy and it seems that they solve a lot of problems. However, they all share the following shortcomings:

1. Outdated interface (relative to the 2000s).&#x20;
2. The problem of in-game resource turnover; black markets, where fraudsters most actively cheat players.&#x20;
3. Difficulty to understand games at the release stage due to overloading.&#x20;
4. The monotony of gameplay.&#x20;
5. Lack of proper moderation, administration, gameplay maintenance

DEFI WARS is able to solve all the above-mentioned problems using modern methods of approach to the development of the mobile games sector.


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