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0xmons pfp
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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Nael 🎩 pfp
Nael 🎩
@nael
Game dev is hard on chain, the main niche of having it on chain is NFT but there isn't a game or ecosystem that benefits from having their fire sword item unlocked across all games. I've been trying to make a game but have troubles of how or why I need web3 integration. Maybe unlocks of a single player game can be bought and sold however they will be susceptible to bot farming.
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0xmons pfp
0xmons
@xmon.eth
i don't think cross-game interop is actually the main reason to build on-chain i think extensibility, easy open apis, and verifiable game state are probably much stronger reasons
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