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YuriNondual(Mental Health Break) pfp
YuriNondual(Mental Health Break)
@yurinondual.eth
Is there a name for games that are not fully onchain (like MUD based games), but almost fully onchain games. All the important game state is stored onchain, but not things like MUD folks do where every xy change in movement is recorded. And also it's not fully permitionless. i.e. the session validation happens using a signature signed by a private key that belongs to us. So if we go down or get ran by a bus, game won't simply continue to live forever, however someone can build on top of it. I guess I can almost call our game fully onchain, but don't want to make such a clame if there's an official definition of what is required to be called a fully onchain game
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YuriNondual(Mental Health Break) pfp
YuriNondual(Mental Health Break)
@yurinondual.eth
Claim* not clame 🙈
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YuriNondual(Mental Health Break) pfp
YuriNondual(Mental Health Break)
@yurinondual.eth
Answering my own question here, after I had time to think about this more. As @0xakina also noted. FOCG is a spectrum. Some say that it's about autonomy and if a team disappears the game will live on. But it's a bit more nuanced than that and every case is different. even arguably the most FOC games like skystrife probably has some ACL/permissions of who can upgrade contracts. So yeah the game will live on as is, but won't receive any new content, and some games rely on frequent updates (think seasonal events). And regarding the game state also, there's quite narrow list of genres that can actually be FULLY onchain. For turn based games saving every xy position change makes sense as it's a crucial data for the game mechanics. But for a rogue-like game this doesn't make sense, so the state will be stored locally on the game client, and probably only crucial results will be saved either at the end of the round or synced periodically (damage, xp, enemiesKilled, etc). It's always a spectrum.
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raulonastool.eth 🎩 🏰 pfp
raulonastool.eth 🎩 🏰
@raulonastool
Onchain is on a spectrum. It's whatever makes sense for the game. For example, a lot of action can be handled on the client side, and only critical milestones or checkpoints could be stored onchain. It'd be like the old Gameboy games that made you "Save" game to keep track of progress. The "saves" would be onchain.
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0xakina pfp
0xakina
@0xakina
This is really technical with no impact on end users. It's more of a spectrum than a hard definition for now.
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raulonastool.eth 🎩 🏰 pfp
raulonastool.eth 🎩 🏰
@raulonastool
Fully onchain means all game physics (i.e. rules/logic) and state is onchain. Another term is "Autonomous Worlds" or "Godless Games."
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OExcess🖊️ pfp
OExcess🖊️
@oexcess
Not sure if there is a discrete name but here is a classic tweet from dhof:
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iSpeakNerd 🧙‍♂️
@ispeaknerd.eth
Sounds like a state machine where state is updated not on every user action (walk left, go down stairs) but rather on things that could affect other players (pick up item, slay monster, etc) @chasesommer.eth and @raulonastool get in here
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