story legos

the following design is based off @apolynya’s tweet describing their story legos concept

description

  • 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

how

  • 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

why

  • 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)

event categories

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

components

  • 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