The following is a description of a psudo-framework that allows you to build games with following properties:
- Players can add mods without asking for permission or fragmenting the game state. Players can deploy programs and create their own markets for resources, different treaty contracts, etc.
- Rather than being limited to the set of in-game primitives defined by a game’s developer or having to rely on informal and unenforceable agreements, players can use programs to create a game’s economy.
Note that this framework is not exclusive to on-chain games. This framework works for any game where the game and player-deployed scripts live and share state on a common platform (for eg. EVM).
As discussed in this post from paradigm, the above 2 properties are well-suited for games that are built on-chain. In this demo, we’ll introduce a psudo-framework that introduces these 2 desirable properties in a game.
- Players should be able to extend the game using game extensions.
- market instruments: trade resources: energy, minerals, power, and commodities
- treaties: contracts that allow players to reliably co-ordinate with each other
- flashloans: ???
- the first iteration of the game will keep a limited parts of the game extendable and subsequent iterations of the game will try to explore how we can allow more parts of the game to be extendable
Things we want to show case:
- game extensions
- marketplace:
- player 1 mines energy in room 1 and another player 2 mines hydrogen in room 2. they can trade this stuff b/w themselves.
- agreement:
- player 1 and player 2 agree to work together to attack player 3.
- a player alliance distributes profits (taxes, profit from sales, war salvages, etc.) it makes among the players part of the alliance.
- teleport ??
- game replays using on-chain data