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0xmons
@xmon.eth
a lot of existing onchain game design seems to favor automated players this seems especially true for games with resource harvesting (e.g. rts/idle style games) i think this often puts non-automated players (e.g. humans) at a disadvantage for people who can write bots, i'm sure the meta-game is fun. and you can provide tools to let most people interact with bots. b ut at that point, i think the game itself has changed--it's not about whatever underlying mechanics are interesting, but it's some optimization game on top ideally games made for human players have the scripting/automation happen somewhere upstream of the actual in-game mechanics (e.g. user generated content/worlds/npcs) rather than having them compete on the same field. excited to see more games explore along these veins
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Abstrct
@abstrct
I'm a strong believer that humans and bots can live in harmony in games designed with such a thing in mind - but I absolutely agree it's a careful balance. Empowering humans with similar tools to automate their own efforts if they desire is absolutely a part of it.
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Abstrct
@abstrct
The nice thing about bots in a properly designed onchain game is that they can end up being NPCs for players to battle, and with varying difficulties to keep players from beginner to advanced all entertained.
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Dreamin
@mkdir
Do we have economies working like this already ? Or is this idealism
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