I am working on a nostr-based item system for video games. Players can create their own items with customized stats (think mech parts for Armored Core 6, or guns in Call of Duty, or World of Warcraft items) but the stats must be paid for via NIP-13 proof-of-work. This enables ultimate creativity, guided by a game's stat rules, and constrained by thermodynamics. Consequently, an interesting result of a POW-based item system is that your thermodynamic power in reality can translate into in-game power, and although skill and luck should also be necessary, this can effectively make any game a proxy for real life competition.
Another interesting aspect of nostr-based game items is that you can bring your items via your pubkey into different video games, making persistent interoperable items that exist between experiences.
There is a lot to explore in this space.
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π€ Why would you need POW for game assets? Couldn't you just price them in satoshis and have the same effect?
It sounds a lot like a pay to win scheme, where I one has to invest funds into pow instead of paying to devs.
Nostr-based PoW videogames π
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Anybody interested in building an MMORPG-RTS?
Asset creation used to be the most expensive part of MMORPG building. But now that we have A.I. I think that is going to change massively.
I have a lifetime of ideas (started thinking about these kinds of games when I was 9) about engines, mechanics, and what makes a game fun that have never been put to good use. I built a game engine a few years back and published some of an old version of it at
(I don't think it works anymore) as well as just a few posts at https://gnomonicgames.com but 90% of what I was working on has never been published, including a wiki explaining the game and why it is the way it is.
Of course I'm working on gossip right now. But who knows what is going to happen when June rolls around. I could see gossip being pretty much "finished" by then.
Game Properties:
MMO - massively multiplayer online - you can see and interact with many players at once.
RPG - players adopt roles
PvP, Competitive - player killing without griefing, competitive in other ways
Real-time strategy - players change the world, and the world continues to evolve while you are offline
Open-world, sandbox
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GitHub
Siege Engine
MMO Game Engine targeting Vulkan in Rust. Siege Engine has 21 repositories available. Follow their code on GitHub.
Have you see veloren ?
Oh you said RTS, interesting
Veloren is pretty cool.
Open source too. Easy to compile and run. I am a fan.
This is a dope idea
No. I will try it.
The gameplay experience I want to replicate and build on is the Eve Online experience. Massive PvP battles (thousands of ships on screen in system at a time), lots of ship roles (sensor jamming, tackling, shield boosting, transport, etc), fights for territorial ownership, plenty of opportunity for spys/subterfuge, make your own way, complex mechanics that takes years to learn.
Their team helped me get it to run on a Pixelbook Go for the laugh. It worked, but it ran like ~5FPS π€£
Theyβre good folks and donβt mind hacking for the joy of it.
How about sequels?
POW is paid to the universe. This is the advantage. No central beneficiary. But if you want to monetize you can sell them too.
Well from the perspective of players, other players are better because they could invest more money in the game, not necesarilly because they have better skills. If that money is sacrificed to the gods of entropy or given to the devs, doesn't change that perspective. I wouldn't enjoy such game, but if you think they are popular go for it ποΈ
π
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I had a similar idea for a simple football manager game, new players from youth academy would be generated by PoW. Then player transfers would be a free market paid in sats.