Challenges
The vision outlined presents some very interesting problems, both technical and non-technical, that no game so far has needed to solve.
Technical
How is the game engine going to be architected?
Likely a strong separation between “world state maintenance” vs “viewers”. Similar to SL
Backend can be in flexible game engine like Bevy
Highly specified, deterministic procedural generation
Unprecedented in gaming world
Will allow massive amounts of third-party tools to participate
Everything except the natural world is player-built
Buildings
Vehicles (ships, planes, spacecraft, maybe even cars)
Heavily scripted with WASM/Racket/Lua/some suitable language
Server-side computation heavily rationed
Formal “gas” system probably doesn’t need to exist; throttling may work just as well
Computationally heavy stuff may happen client-side
Targeting algorithms
Autopilots/AIs
How can we have a “single-shard” feel with independently operated servers?
“Run it all on a blockchain/rollups/etc” is not going to work for a detailed, realistic 3D world
Idea: DAO-maintained reputation system that blacklists rule-breaking servers
Servers own areas of space
Some kind of rule assigns “unclaimed” space to servers.
Critical state is still on a trustless/near-trustless system
Asset ownership
Server list
PKI
Transparency logs for server state.
Server-state witnesses are broadcast in a P2P network to everybody who connects to a given server.
Assumption: inconsistency will be caught
Example 1: Alice kills Bob on Charlie’s server. Bob falsely claims Charlie’s server helped Alice cheat.
Appeals to DAO by submitting a human-readable complaint
Charlie uploads a server-state witness dating from at least 24 hours before the claimed event
DAO members each subjectively verify the server-state witness and sign it
This is not done on-chain, but can be at least partially automated
Complaint is closed, and Bob is punished for submitting a false complaint
Example 2: Witness inconsistency by a server
Directly kicks the server off the list, perhaps also destroying some tokens.
Example 3: In the middle of a war, Charlie’s server DOSes a major faction, leading them to lose.
Manual complaint
Manual resolution
On-foot gameplay is necessary and challenging: requires complex, low-latency physics simulation. Unsolved problem.
Non-technical
How to balance fake roleplaying with minmaxing?
False dichotomy
Meatspace economies don’t have this problem
Solution is to have a detailed world full of organic social interaction, and automate away the boring stuff
Setting? Sci-fi hardness?
See setting doc. In short, hard sci-fi with some plausible escape hatches.
Most importantly: wormhole-based FTL, as well as non-wormhole-based, but highly inconvenient and slow “preferred frame of reference”-based FTL
Wormholes are big and need to be in space to necessitate starships
Militarily analogous to railroads vs walking in late 19th century warfare
Hardness is necessary because there’s no “plot armor” to keep the world sane despite insane technologies.
For example, in Star Trek you never need to worry about people abusing transporters to transport enemies out of their ships into space.
In a game that’ll become the go-to combat strategy
“Real life is balanced”
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