the following design is based off @apolynya’s tweet describing their story legos concept
story legos consist of a set of smart contracts/rules that govern how events unfold within a virtual world
this world could be text based or run on a game engine
genesis story seeds the world with characters of varying traits and abilities
events thereafter are governed via predefined rules that advance the current state towards the next state
chracters intial traits and abilities are neither good nor bad until the intial event which updates the meta and sets the world in motion
events can be generated via majority vote or gpt4 call via chainlink vrf seed to update the current story and meta
the purpose of these lego building blocks is that there can be exponential permutations with how stories unfold with each new lego block introduced
replay the same “game” but with a different set of initial conditions
change one small block to completely change the dynamics with how the world unfolds
lego blockification enables rapid experimentation
eg
infinite replayability via initial state changes (ideal for tournaments)
economic simulation sandbox
consensus mech sandbox
infinite extensibility
like what doom wads (mods) did for games
app store did for iphone
and what the plugin store will do for chatgpt
why games?
the next big thing will start out looking like a toy - chris dixon
thesis
future real world economic and governance systems will start as incentivised game experiments (gamefi)
there are 3 main categories of events. genesis, 0th and nth events
genesis
seeds the world and rules that govern how events unfold
includes
initial story
intial mint of characters
choice of consensus mechs and their rules
economic systems, their assets and currencies
0th event
the first event that defines the intial meta update that defines what traits and abilities have what advantages (and/or disadvantages) within the world and their parameters
includes
rng event that initialises the meta and kicks the world in motion
initialises traits and abilities of characters and how strong/weak they are in the world
eg
strength based characters are stronger resource farmers but x% weaker than intel based chars
intel based have y% faster walkspeed than strength but z% slower than dex based
nth events
every other event that unfolds in the world
decided by predefined rules and consensus mechs (see below)
can have totalitarian rule (traditional games)
or decentralised/democratised rule (dao based gaming)
includes
meta updates such that players that are performing bad can still catch up and players far ahead can still fall behind
generative or predetermined story updates with how the world unfolds (depends on choice of consensus mech)
what needs to be built by developers if dao based game
genesis story
initial story that seeds the lore and world
randomly generated via ai or written by team
characters (nfts/sbts)
playable characters (+npcs?)
includes
traits and abilities
breeds/races
items
wearables
can be used to enhance character traits and abilities
consumables
temporary or permanent boosts but are destroyed upon use
non-transferables
items can be transferable or non-transferable depending on the desired economics of the game
vested items
items that are vested upon receiving to introduce more tools for tokenomic system design
initial mints
rngs the initial player set with placeholder traits
traits are initialised during the 0th event
free, paid, whitelist mints. capped or uncapped
mechanisms
first come first serve, dutch/batch auctions, lottery
consensus mechs
vote counts
1 token 1 vote
1 character 1 vote
1 level 1 vote
systems
totalitarian rule
single game-master makes decisions (trad games)
decentralised
majority vote with quorum
democracy
multisig of designated key holders
mechanism to boot and elect new key holders
economic systems
policy mandates
price stability or exchange rate stability mandates
in a 2015 imf report they recommend low income developing nation countries to '“set a clear mandate that assigns primacy to the goal of price stability”
sufficiently advanced incentivised game economies are just small nation states
capital controls
closed or open economy
if closed then price or exchange rate stability mandates are not necessary (refer to trilemma)
currencies
fixed or floating peg algo currencies
basket of goods based currencies
currencies backed by a basket of ingame resources
external currencies ie eth, usd
tokenomics
single, dual or multi token ecosystems
mechanisms
staking, ve(3,3), bonding curve
utility
governance, ingame money, irl revenue share
