[Featured Res.]Defining On-chain Gaming

Jump CryptoPublié le 2023-01-11Dernière mise à jour le 2023-01-12

Résumé

While a healthy level of skepticism remains around on-chain gaming by crypto natives and gamers alike, the ingredients for exciting and engaging on-chain games are very much in place. The final ingredient required is robust infrastructure that can make the gaming experience on-chain as frictionless for users as traditional gaming is today.

Background

Gaming has long been touted as a potential core use case for crypto. Built around natively digital assets and serving global audiences, games are in many ways the perfect candidate to leverage on-chain verifiable attestation, ownership, and global payment rails. As with any new innovation, however, the first version often leaves much to be desired. The first cohort of games was naturally clunky, gimmicky and turned off many true gamers by hyper-financializing the experience.

The next cohort of games being built on-chain, however, looks to leverage verifiable attestation, ownership, and asset programmability, while focusing on game loops built around genuine user acquisition and retention versus token speculation; more importantly, this cohort is being built by experienced game developers. In addition to a new genre of games enabled by shared-state serverless compute, we are starting to see IP from some of the largest game studios in the world beginning to come on-chain.

While a healthy level of skepticism remains around on-chain gaming by crypto natives and gamers alike, the ingredients for exciting and engaging on-chain games are very much in place. The final ingredient required is robust infrastructure that can make the gaming experience on-chain as frictionless for users as traditional gaming is today.

In this series of articles, we will cover everything from types of on-chain games to types of infrastructure required to realize each version of on-chain games.

We begin by defining the types of on-chain games that could exist.

Types of “On-Chain Games"

Broadly speaking, the phrase “on-chain gaming” has been used to describe a spectrum of game types where the degree of the game that lives on-chain can range from state updates for every move to one-off optional cosmetic mints for assets. Below is a rough overview of each game type on this spectrum.

Approach #1: Fully on-chain (FOC)

Fully on-chain games have been the focus of most of the recent discourse around on-chain gaming. Under this approach, the blockchain is used as an alternative to a centralized game server, with all players indexing from and writing to a shared state on-chain.

The shared state captures data related not only to assets but all aspects of game state. E.g. in a chess game, the shared state on-chain would capture details around the position of each piece for both black and white after every move made by a player. This approach enables features such as persistence (i.e. games can continue to survive even without continued contribution form the original creator), censorship resistance, and community-owned development.

While this enables the creation of new game types, this approach is currently well suited only for certain subset of turn-based games, given that each move must be submitted to the blockchain as a transaction that must go through consensus and reach finality before the next move can be made. Specifically, this is well suited for games with relatively few state updates per session either as a function of fewer players or fewer moves per player per session. Examples of games that have successfully adopted this approach include Dark Forest and 0xMonaco. Genres such as 18xx, which have been well documented in AllianceDAO blogs, are also well suited to this approach.

As game complexity increases, either in the form of simultaneous play or more frequent state updates per session, required state transitions may expand to include not only player inputs, like moves in a chess game, but also trivial mechanics (e.g. passive regeneration of hit points in an RPG). Requiring continuous “crank” (and accompanying gas fees) for these game mechanics therefore limits the practical game design space. Given the current state of blockchain architecture, these game types may be better suited to a hybrid on-chain/off-chain approach.

Approach #2: On-chain assets (OCA)

Under this model, user assets live on-chain while game loops live off-chain. On-chain asset state is indexed by the game server at the start of a session and state transitions are recorded off-chain on the game server. State is only relayed back on-chain from the game server at the end of a session or when game loop outcomes materially impact asset state. Perhaps a user could opt to “save state” and pay the associated gas cost. This approach makes tradeoffs around trustlessness for speed and performance.

Let’s consider a PvP combat game like Street Fighter. Users can own their Ryu avatar on-chain and attest to their ownership to initiate a game session off-chain. However, unlike the first approach, the state after every move (e.g. how much energy the character has lost after each move) will remain local to the game server. State will only be updated on-chain when a winner is declared if there are any implications to the assets living on-chain. For example, if the character has achieved a level-up that warrants a change in the NFT metadata, or if two players were part of a cash-incentivized tournament for which a smart contract needs to be settled. This approach is better suited to feature-rich games with greater frequency of moves per player, such as MMORPGs and FPS games.

This approach requires performant infrastructure. Some requirements include rapid indexing, metadata updatable asset standards on-chain, data relay infrastructure to communicate off-chain state on-chain, and automatic on-chain execution based on relayed data. Without these, user friction will be high and developer adoption low.

Approach #3: Optional Cosmetic Mints (OCM)

Under this approach, games look exactly like they do today where asset ownership and state updates are recorded in the off-chain game database. The only difference versus existing games is that users have the option to mint the current version of character assets as NFTs on-chain and trade them there if they so choose. Additionally, the game may have some sort of loyalty/season pass that lives as an NFT on-chain and facilitates access control within the game based on ownership. While appropriate infrastructure for approaches #1 and #2 is being built out, this path likely has the least friction for users.

Conclusion

Each approach above solves a different problem.

Approach #1, for example, solves game server trust. By indexing and writing to a shared state on-chain, this approach circumvents the need for game servers. This opens a new design space for fully on-chain games and may be well suited for a certain subset of turn-based games.

Approach #2 solves verifiable asset ownership and asset programmability. This approach limits trustlessness requirements to the asset layer rather than to all aspects of game state. This also enables the creation of verifiable economies around game assets by introducing trustlessness to secondary sales.

Approach #3 solves user experience. This approach argues that, under the current state of infrastructure, both aforementioned approaches introduce too much friction for gamers and therefore on-chain components should be optional and limited.

We argue that, with the right infrastructure, approach #1 and #2 could offer a similar user experience to approach #3 with the added benefit of having varying parts of game state on-chain. This would require standards that make communication, inventory management, and state transition automation seamless.

Stay tuned!

Lectures associées

Le géant de la cryptographie Blockstream au cœur d'une grave allégation de fraude - Récit complet

Le géant de la crypto Blockstream, fondé par le pionnier du Bitcoin Adam Back, est au cœur d'une polémique concernant ses obligations minières (BMN). Une enquête du compte NatInfoSec l'accuse de collecter des milliards de dollars auprès des investisseurs pour du minage, mais soulève de graves doutes sur l'existence réelle des infrastructures de minage nécessaires pour honorer ces engagements. Les principaux points d'interrogation portent sur : - L'inadéquation entre la puissance de calcul affichée (15 EH/s) et celle requise pour couvrir les obligations (estimée entre 35 et 45 EH/s). - L'impossibilité de vérifier cette puissance via les canaux publics habituels (réseaux électriques, importations, pools miniers). - Des rendements annuels fixes élevés, jusqu'à 20%, difficiles à justifier dans un secteur aussi volatil que le minage de Bitcoin. - Le passé pénal de Christopher William Cook, cadre clé des activités minières de Blockstream, condamné pour fraude en 2008. Cette information n'était pas divulguée dans les documents d'offre des BMN. - Des inquiétudes sur la source réelle des bitcoins versés aux investisseurs, certaines clauses contractuelles permettant d'utiliser des BTC provenant d'ailleurs que des mines. La controverse s'étend à la société Bitcoin Standard Treasury Company (BSTR), liée à Adam Back et en cours d'introduction en bourse, sur laquelle pèsent des questions de gouvernance et de divulgation des risques liés aux BMN. Si BitMEX Research a tempéré certaines accusations en soulignant le manque de preuves ou des erreurs d'interprétation, la communauté demande plus de transparence. Les questions centrales restent sans réponse claire : la taille réelle des engagements, la vérification indépendante de la puissance minière et des revenus, et l'origine des rendements promis. Blockstream n'a pas encore apporté de réponse systématique à ces allégations.

链捕手Il y a 20 mins

Le géant de la cryptographie Blockstream au cœur d'une grave allégation de fraude - Récit complet

链捕手Il y a 20 mins

Le Lobby Crypto Pousse Le Congrès À Maintenir Intact Le Projet De Loi Fiscale Sur Le Staking Et Le Mining

Le lobby des crypto-monnaies presse le Congrès de maintenir intact le projet de loi fiscale sur le minage et le staking. Les groupes d'advocacy de l'industrie demandent l'adoption sans modification du "Tax Clarity for Mining and Staking Act" (H.R. 9175), qui vise à clarifier le traitement fiscal des récompenses des mineurs (preuve de travail) et des validateurs (preuve d'enjeu). L'enjeu central est le moment de l'imposition : l'industrie souhaite que les récompenses (nouvelles unités de crypto-actifs) ne soient imposées qu'au moment de leur vente, et non dès leur réception. Cette clarification est cruciale pour la trésorerie, la rentabilité et la planification des opérateurs. Cependant, le projet rencontre l'opposition du secteur bancaire traditionnel. Les banques estiment qu'un report d'imposition donnerait un avantage injuste aux produits de rendement des crypto-actifs par rapport aux intérêts, dividendes et produits d'épargne classiques. Au-delà des aspects techniques, ce débat fiscal influence la décentralisation des réseaux. Une fiscalité trop complexe ou immédiate pourrait éliminer les petits validateurs et mineurs, concentrant l'infrastructure entre les mains de grands acteurs capables de gérer la complexité juridique et comptable. Ainsi, la bataille politique autour de cette loi dépasse la simple question comptable ; elle touche à la sécurité économique des réseaux blockchain comme Ethereum et Bitcoin. L'industrie crypto, après s'être longtemps concentrée sur la régulation des marchés, étend maintenant son agenda politique pour tenter de verrouiller des règles fiscales favorables à ses modèles économiques.

bitcoinistIl y a 56 mins

Le Lobby Crypto Pousse Le Congrès À Maintenir Intact Le Projet De Loi Fiscale Sur Le Staking Et Le Mining

bitcoinistIl y a 56 mins

CBRS présente ses premiers résultats trimestriels après son introduction en bourse : les revenus doublent mais les perspectives de marge brute chutent brutalement, la trajectoire de matérialisation du gros contrat d'OpenAI s'allonge

Cerebras (CBRS) a publié ses premiers résultats trimestriels après son introduction en bourse, affichant un chiffre d'affaires de 191,3 millions de dollars au T1, en hausse de 92%, dépassant les attentes. Cependant, le titre a chuté de plus de 10% en après-bourse en raison d'une orientation brutale à la baisse de la marge brute pour le T2, passant de 46,5% à 36-38%. Cette baisse est attribuée à des contraintes de capacité des centres de données, obligeant l'entreprise à louer temporairement des systèmes à des clients pour honorer ses engagements, notamment un méga-contrat avec OpenAI. L'entreprise est en transition d'un modèle de vente de puces vers un modèle de vente de puissance de calcul, ce qui se reflète dans la croissance plus rapide de ses revenus cloud. Bien qu'elle bénéficie d'importants contrats avec OpenAI (plus de 200 milliards de dollars) et d'un partenariat avec AWS, la diversification réelle de sa clientèle, aujourd'hui concentrée à 86% sur deux entités des Émirats arabes unis, ne sera effective qu'à partir de 2027. Les analystes sont majoritairement optimistes, soulignant l'avantage potentiel de Cerebras en matière de vitesse d'inférence d'IA grâce à ses puces de taille wafer. Cependant, les sceptiques pointent les risques liés à la pression sur les marges, à la forte concentration de la clientèle et à une valorisation boursière élevée qui anticipe une exécution parfaite des grands contrats futurs.

marsbitIl y a 1 h

CBRS présente ses premiers résultats trimestriels après son introduction en bourse : les revenus doublent mais les perspectives de marge brute chutent brutalement, la trajectoire de matérialisation du gros contrat d'OpenAI s'allonge

marsbitIl y a 1 h

Trading

Spot
Futures
活动图片