# story legos **Published by:** [smolpp](https://paragraph.com/@smolpp/) **Published on:** 2023-05-11 **URL:** https://paragraph.com/@smolpp/story-legos ## Content 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 ## Publication Information - [smolpp](https://paragraph.com/@smolpp/): Publication homepage - [All Posts](https://paragraph.com/@smolpp/): More posts from this publication - [RSS Feed](https://api.paragraph.com/blogs/rss/@smolpp): Subscribe to updates - [Twitter](https://twitter.com/smolppi): Follow on Twitter