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I think the way most games are set up, the 'drops' part isn't compatible with self hosting - how do you verify someone accomplished the thing (completed the que
by cwkoss 5y ago
I think the way most games are set up, the 'drops' part isn't compatible with self hosting - how do you verify someone accomplished the thing (completed the quest, killed the boss, etc.) without cheating?
If you don't verify, the economy gets flooded and value of everything approaches zero - even if it is on the blockchain. If the entity controlling the economy isn't controlling the servers the code is running on, is anti-cheat feasible?
I think there could be a novel game economy pattern could emerge from this that could be compelling (where items are not tied to in-game accomplishments), but I'm skeptical blockchains can mesh with current popular game economies.
The only alternative seems like it would require all of the game logic to be encoded on the blockchain, which would mean killing a monster would cost money (to encode the transaction) - would have to be an extremely compelling game to justify the expense.
- cwkoss 5y agoMaybe a game could be created that's an autonomous CCG game - so the 'game' is played half on self hosted servers where you take a set of cards, configure and build your 'deck' and play test games with yourself (potentially just locally), then you could engage in 'ranked battles' on controlled servers which have the authority to issue new cards. Each server could have an allowlist of which servers' cards are playable on their server, so it would allow for a decentralized network of card issuers and a web of trust to determine which cards are valid in which contexts. (Gameplay doesn't necessarily need to be card-based, could be autonomous entities like soldiers and tanks with a set of buff/modifier cards.)