The main reason we need to put MMORPGs on a decentralized ledger (such as the one I’m developing and please let’s stop saying “blockchain” because it is not general enough), so so indie game developers will not need the resources to manage 100s or 1000s of servers, because the decentralized ledger will provide it.
The game will be objectively audited; thus no hidden centralized cheating.
We’ll disintermediate the centralized game developers.
Also some or all (depending on the game design) of the in-game purchases can be returned proportionally to the users proportional to value of the assets in the game, or perhaps some other mechanism. A centralized game could also do this, but it couldn’t be objectively audited and the centralized game development companies have expenses to pay and leverage against less capitalized “indie” competition due to the large capital requirements for 1000s of servers. I’m not quite clear on how Huntercoin put Easter eggs on the game map without it being deterministically computable from the public data, but perhaps there is some homomorphic encryption way of doing it.
In that way game players become investors in the game instead of resources to leech on by centralized entities which hoard the capital and extract it out of the gaming community. Expert players move early to new games and acquire in-game assets which will appreciate in value as more gamers join that game. Indie gaming will explode with innovation and widespread, nearly unfathomable amount of diversity and creativity.
I’ll probably be the first to launch a decentralized ledger which can properly run a MMORPG game decentralized in real-time and scale. Our focus will not only be games, but everything including decentralizing blogging, wikis, forums, etc.. I intend to disintermediate every centralized scam walled garden on the Internet, including iOSknob, Doggle, Twatzar, Suckerbook, Githobo, Redditard, YouTard, etc..
I’m creating a Bitcoin killer as well, because I have a technical document which explains that both proof-of-work and proof-of-stake only are viable when they are oligarchies. I’ve also debunked the DAG technologies for IOTA and Byteball. My decentralized ledger technology is a new concept. Major bombshells are going to be dropped on the cryptocurrency arena some months from now.
My comments section will contain my updates. Note when I edit a comment to add new information, that comment rises to the top, so should be re-read.
My expertise is as a proven software developer, marketer, and paradigmatic innovator. And I have some past experience in developing graphics software. For example, in 1993, I was one of the early hired developers (by the founders) for what is now Corel Painter (the natural media painting program, not Corel Paint). I also created one of the first real-time cartoon line 3D renders Art-O-Matic in 1997. I created one of the first full featured WYSIWYG word processors (Neocept WordUp) for the Atari AT in the late 1980s. At the inception of the mass adoption of the Internet, I created CoolPage WYSIWYG web page creation software launched in late 1998. CoolPage had at one time 335,000 confirmed (by Altavista) websites and more than a million downloads at the turn-of-the-century juncture when the Internet was 1/10th the population size as now. But I have not done any game development. I code in several languages, and can pick up new PLs quickly. I’m also designing a new PL along with @keean, named Lucid.
From roughly 2003 to 2008, I was goofing off after losing vision in my right eye 12/1/1999 and my prior marriage and family life disintegrating. I had been very chronically ill with an unknown illness that was finally diagnosed in Jan 2017 as disseminated gut Tuberculosis (meaning no cough, which is why TB wasn’t suspected before that) since about 2011 (some adverse symptoms even started before that) that made it nearly impossible to work (imagine your worst hangover vomiting, feel like shit, can’t think, etc, but continuously for years). In late June, I completed an intensive 6 months liver toxic antibiotic treatment. I’m gradually improving but still not yet sure if my health will return completely back to normal.
Note I recently wrote the following in a private marketing document.
Chimaera
Chimaera is working on decentralized MMORPG but the whitepaper for their technology appears to have some weaknesses.
Afaics on cursory glance, it doesn’t state that blinding (with two rounds) helps insure randomness (under the nearly certain assumption even one player isn’t complicit with all others, and whose moves are not “bit-level deterministic”—the hash of at least one player’s moves aren’t deterministic), but did mention hash commitments in the “Shared Turns” section. Employing blinding with an epoch to demarcate unblinding is a means of secure multiparty computation of the aggregate PRNG entropy.
Chimaera’s Game Channels proposal is flawed because any (either if only two) party can delay the progression thus removing the realtime aspect (there is no objective clock). The dispute protocol can’t assign blame for delayed response (within the threshold to begin dispute resolution on chain) because need to allow for network latency hiccups. By delaying the progression some parties may be able to position (at a relatively faster pace since the realtime activity has been slowed down) other assets into position which are not party to the channel. It can’t be proven that a user refused to engage (as long as the adversary responds within the slow threshold for initiating dispute resolution), i.e. propagation on the network doesn’t prove anything objectively about the consensus state machine.
The author Daniel Kraft (the lead developer of Namecoin) refers to “Non-stalling”—where he means not repetitively delayed such that each delay would be slower than the block period epoch—but that removes the realtime guarantee as I explained. I realize the author’s goal was more about scaling than attaining realtime performance. He admitted such, “Second, non-stalling guarantees only a certain maximum time between moves. This time must, furthermore, be chosen much larger than the expected time for each move in the game.” But he didn’t state the case that the adversary merely delays without going to dispute resolution phase and gains due to relativity of speed of orthogonal assets, “Thus, it is possible for an attacker to deliberately delay the game and bloat the public blockchain with dispute transactions in the process. We believe that this is unlikely to happen on a larger scale since the behavior produces no meaningful economic benefit to the attacker”. The author’s “5.2. Near Real-Time Interactions” section is absolutely incorrect.
Also their author Daniel Kraft doesn’t know that I also explained that side-chains are irreparably flawed.
Chimaera has some great graphics on their website, but their technical acumen appears to be lacking in some facets as aforementioned. They have a game developer (also archived) listed on their team.
RE: Why we need blockchain-based MMOs