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How can clever gameplay design hide technological inadequacies? #8

@DecentralisedGaming

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@DecentralisedGaming

We know that blockchain technology isn't the best for speed right now, although there are some interesting innovations in the R&D stage (rollups etc). Until these technologies are widely tested and deployed, we might need to come up with gameplay reasons why a game is slow at certain times. Basically, coming up with a story as a reason for keeping a player immersed even though the real problem is technology.

Let's brainstorm ideas where and see if we can whittle them into something useful for the book.

Slowness / block time

  • Abstract network lag as a need-to-wait story element, such as "strong wind in a desert so you have to wait it out".
  • Abstract block confirmation time as some maturation time story line for an in-game item. E.g. smithing an item will take time, so the character graphic can be hard at work while the human player waits on the next block.

Transactions Fees / Costs

  • Can be disguised as food (cf. http://ethernal.world/). You need to buy food to play. If you run out of food you are hungry and can no longer move.
  • In a multi-chain game, the fees to play could be different. So different kings exert different taxes. It could perhaps be one chain too.... although it might be strange if gas costs are not the same everywhere.
  • Perhaps high loot areas have higher tx fees / gas costs? Some of these tx fees can go to a pool that then subsidizes the costs for new players to join. Having a free-to-play solution in a decentralised game is tough. This is perhaps one mechanic.

Staking

  • If players owned an inn, they could have NPC guests that pay rent. You need to stake(?) to buy the inn perhaps, and the NPCs pay you a reward (inflation for staking).

Fundraising

  • Devs need funding, but that's tricky for a decentralised game that's already running. ICOs/pre-sales are probably not a long term solution. Perhaps some of the block reward goes to the developers. This could be like a King taking some tax from the citizens.
  • If food = tx fees, then some of that food could also be paid to the monarch.
  • A popular game has a lot of eyeballs on it. A real-world company could pay for advertising to the player base, which could be outside of the game, but the company could donate money to each player to cover some transaction fees. The gameplay reason is that crop yields were good this year so everyone has more food. An in-game company / guild, might want advertising too!
  • Filecoin mechanism to incentivise full-nodes. The story justification is something like: the player is a land owner who receives a tax from NPC residents.

(anti-)Botting

  • Bots can be a problem and require careful consideration to combat. However, there might be a way to include bots in a good way that also has a gameplay aspect: Players could just buy or rent the bot script and in the game, which controls an NPC. Naturally they need food in order to work. - h/t: @Codie-Petersen
  • Allowing for PVP can help to reduce bots too. Players tend to be better at PVP than bots.

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