Yuanzai World: A Two-Person Team Finds a “Small Entry Point” for an AI-Native Gaming Startup, Aiming to Become a 2D Version of Roblox | Creator's Notes
This article is republished with permission from "游戏艺术家Game Art"
In one sentence having AI create an image, a video, a space, or even a playable game prototype is nothing new. The real question is what kind of experience the generated content delivers, how to keep players around, and even get them to pay for it.
What MetaKid World is exploring is how to turn AI's capabilities—driving world rules, character relationships, quest and story generation—into an open-world story adventure game that players can freely enter and explore.
The core gameplay uses AI to generate dynamic story worlds with infinite possibilities, in a mode similar to AI Dungeon overseas. At the same time, it is also an AIGC digital interactive entertainment platform oriented toward player creation and sharing, currently offering three modes of experience: Big World, Text World, and Interactive Story.
Taken as a whole, MetaKid World is closer to a "2D version of Roblox."
Producer Wang Kai and Chen Mingqiang were college classmates who already started a business together in school. After graduation they joined big tech companies, then reunited because of the development of large language models. Like many young up-and-coming game founders, they hold an ideal of "AI-native games."
Both believe that the key to AI Native at the current stage is finding the entry point for rebuilding games with AI—not building a traditional game first and layering AI on top, but letting AI participate in how the world operates from the ground up.
Constrained by technical capability and cost, a small startup team cannot deliver a highly interactive physical space. A more realistic path is to first pick relatively well-defined game genres to break down—such as cultivation (xianxia) or JRPG—gradually adding AI capabilities within mature game frameworks, and then move from "game + AI" toward games truly driven by AI.
ALL IN AI, making an AI open-world story adventure game
Wang Kai and Chen Mingqiang are classmates who graduated from Hefei University of Technology with computer science degrees, and they started a business together back in college. At the time, the two built a campus app that brought the class schedule system—previously accessible only through the campus network—to mobile devices, adding social features and school administration systems. Relying purely on word of mouth, the product quickly surpassed ten thousand users.
After graduating, both joined big tech companies with fairly stable jobs and incomes, but they kept exchanging startup ideas. Wang Kai says he is an INTP: when he can't sleep, his mind is full of wild ideas. One night it suddenly struck him—wouldn't it be interesting to let different characters act and interact autonomously within a complete worldview?
It happened that last year large language models were developing rapidly, and AI made this idea feasible. So the two got back together and focused their startup direction on AI games, hoping to "do something meaningful amid the wave of AI."
In the past, a player who wanted to turn an idea into a game had to complete scriptwriting, art production, programming, and more, at considerable cost and difficulty. The team wants to lower that creation barrier: users only need an idea, and MetaKid World can help generate the corresponding characters, quests, stories, and exploration content.
Early on, the product's positioning was not entirely clear. They were often challenged by users and industry insiders: is this a game, or a creation platform? During two consecutive years participating in the "Shulong Cup" AI innovation competition held by Century Huatong, judges raised similar questions.
To find a product direction, the two even sought "outside help" on Xianyu, consulting industry practitioners. Once, someone they connected with on Xianyu, claiming to be a game designer at a big company, rejected the product from start to finish. But after internal discussion, the team judged that the critique was still framed within traditional game evaluation and missed the core logic of AI-native games, so they didn't adopt it.
The answer had to be found on their own. Both believe the traditional industry tends to treat consumer games and creation tool platforms as separate things. MetaKid World's logic is "play first, create later": users open it and directly experience a complete, interactive AI world, modifying settings and creating characters at any time while playing, completing creations and sharing them. It is both a playable game and a UGC creation platform driven by the game experience.
Following this direction, Wang Kai and Chen Mingqiang arrived at an even more core reflection—an AI game must not only answer "what can AI do," but more importantly answer "why do players need it."
The answer ultimately came down to player experience. MetaKid World does not want to be a creation platform where users must first learn complex tools; instead, it lets users enter a world they can play first, and complete creation through play.
The current version of MetaKid World already delivers a fairly complete game experience. Players only need to input a single sentence or a simple setting—such as a story background, a character identity, or a thematic idea—and the system generates the corresponding world framework, including world rules, environment, character relationships, and main and side storylines.
Players can also advance the story through text dialogue and action choices. Unlike the relatively fixed NPC interactions of traditional games, AI characters have independent personalities, memories, and behavioral logic, giving different responses based on players' words and choices, keeping the story constantly evolving. The "MetaKid" agent acts as an AI companion, helping players organize characters, clues, and the current situation.
Beyond experiencing the world, players can also take part in creation—modifying world settings, creating characters and stories, and influencing NPCs' fates and story directions through their choices. After an adventure ends, players can record and export their experiences, or share the world they created with other players, letting others enter and experience their world.
Currently, the product centers on 2D plane exploration and text interaction, enhancing immersion through map exploration, character portraits, scene atmosphere, music, and other elements; richer interaction forms will be expanded in the future.
Rebuilding classic games with AI, startup teams can move faster
Constrained by current technology and computing costs, MetaKid World is not yet pursuing high-fidelity 3D physical interaction; at this stage it uses 2D maps and text-and-image interaction as its main vehicle. Still, compared with static novels to read, MetaKid World builds a dynamic interactive narrative world. AI drives character memories and relationships, events keep evolving with player behavior, and stories even emerge spontaneously between NPCs.
On the technical path, MetaKid World also did not start by trying to build a complete AI big world directly, but chose to proceed in stages—a approach Wang Kai summarizes as "rebuilding games with AI."
First, the game's characters, maps, quests, events, and other content are structurally decomposed, breaking the originally rather complex game content into modules that can be managed and invoked, then linking these modules through a self-developed game engine so that AI can continuously generate content within.
On this basis, the first phase starts from text interaction, letting AI generate stories and verifying whether AI can truly drive a continuously developing game experience.
The second phase further visualizes the text content. AI breaks the generated story into structured content akin to a "script," which the game engine then parses, converting storylines originally presented as text into concrete game scenes, events, and interactions.
Compared with the first phase, this phase demands much more of the Agent. AI must not only generate stories, but also understand game structure and output executable content in structured form for the engine.
The third phase is exploring the AI big world. Ideally, AI would no longer just generate parts of a game, but participate in the operation of the entire game world, giving game mechanics, characters, quests, and events—formerly reliant on human design—dynamic generation capabilities.
According to the team, core engine modules such as characters, storylines, and structured generation have already been completed. Beyond the core AI big world experience, creation tools for characters, storylines, and quest editing have been built, preliminarily validating the feasibility of "letting AI generate playable interactive events."
That said, Chen Mingqiang admits the long-term goal is a complete AI big world; jumping straight from text adventure to a full AI big world at this stage is still too big a leap. The more pragmatic path right now is "Big World plus."
"Big World plus" does not mean directly building an infinitely open world, but first picking relatively well-defined game genres to break down—such as cultivation, JRPG, or action games—gradually adding AI capabilities within mature game frameworks, and then step by step moving from "game + AI" to games truly driven by AI.
In Chen Mingqiang's view, Roblox's community and content ecosystem align fairly well with MetaKid World's positioning, but the two paths differ. Roblox still centers on traditional gameplay; MetaKid World wants AI to go deeper into the game's底层—wait, no: wants AI to go deeper into the game's underlying layer, participating in character interactions, story development, and even combat systems, increasing the game's freedom.
Moreover, Roblox games are mostly built with Lua script programming, with AI only as an auxiliary tool; MetaKid World allows creation through natural language alone, with AI deeply driving the world's underlying operation.
This approach also distinguishes MetaKid World from AI companion products like Character.AI, Xingye, and MaoXiang—on top of the basic chat function, it has a worldview, maps, character growth, and more complete game mechanics.
Compared with the fixed flows of traditional interactive stories and the single-agent conversation model of AI companion products, MetaKid World also wants different agents to communicate and interact freely with each other. The product has added mechanisms for this—while the player is offline, the world keeps evolving autonomously; NPC interactions, characters, and events can continue developing. This is the core of what distinguishes MetaKid World from the AI companion products above.
The team also wants to avoid the framework constraints already formed by UGC platforms. Roblox, TapTap Maker, and others each have their own clear product forms and technical boundaries: the platform first defines a niche, and users create within the established framework. MetaKid World wants to enter from a more open space.
For MetaKid World, the top priority now is to solidify its base—text adventures and its own style of Big World plus—experiences that are relatively rare on the market and not well suited to being carried by traditional platforms. From there, it can gradually expand into more gameplay.
Chen Mingqiang believes MetaKid World may attract three types of users in the future: first, users who enjoy novels and web fiction, or text adventure games, who value story and imaginative space most; second, players who enjoy role-playing games, who care more about character relationships and immersion; and third, players with creative impulses amid the overall AI trend.
Wang Kai adds that as agents become widespread, users will grow increasingly accustomed to collaborating with AI directly through language, and "becoming a creator" will no longer be a high-barrier endeavor. "When making a game gets easier and easier, whatever kind of thing a user wants to play, as long as they can say it, they can play it right away."
For its business model, the team currently monetizes mainly through membership subscriptions and token consumption, and has reached partnerships with model providers such as Alibaba Cloud, Volcano Engine, DeepSeek, and MiniMax to obtain compute discounts.
In the short term, MetaKid World will keep advancing the product around "Big World plus"; if the data meets expectations, the coming year will focus on accumulating users and content, gradually proving out the AI 2D "Roblox" model.
And once users start creating content continuously, the platform will have the opportunity to further build a content distribution and community ecosystem. As for long-term exploration, when conditions mature, promising characters and worldviews could be incubated into IP. Various mini-games on the platform might also be spun off into standalone products.
"AI games are still quite new; many people probably just see AI as a production tool for games, something involved in the game-making process. But I think the ultimate AI game should truly be an AI-native game," Chen Mingqiang said. "At that point, AI would genuinely participate in design, naturally integrated into the game."
On this point, MetaKid World still wants to walk a longer road.