Post
Topic
Board Altcoin Discussion
Re: Why Most Web3 Games Fail: Broken Loops, Weak Tokenomics, and No Lore That Matter
by
markm
on 23/07/2025, 15:29:33 UTC

Humans are basically just naturally occurring bots that happen to be organically implemented, so banning bots seems a technically doomed endeavor thus it makes more sense to me to just go with it and recognise that human beings are not the only life-forms in the multiverse, maybe even go so far as to try tn prevent the kind of racism/hate that one might term humanism, the corrosive bias of certain organically implemented naturally-occurring bots versus other implementations of bots aka lifeforms...

A child can learn to spell and to play text-based "MUD" (Multi-User Dungeon) games even before their manual dexterity has been practiced enough to write with pens or pencils, since keyboards form the letters and align them into straight legibles lines for them, so humans can grow up learning to more and more automate characters from a very early age; by the time they can comfortable write with pens and pencils at a decent speed that can already have one or more player-accounts populated not only with an adventuring team for when they are "at the keyboard" but also a set of labourers/artisans to leave running when they are not "at the keyboard".

Thus in the Galactic Milieu's scriptable text mode interface, implemented using CoffeeMUD, player-accounds can have up to ten characters up to five of which can be online concurrently.

That allows a team of five artisans who gain "experience" doing tasks like foraging, mining, smithing, construction, shipbuilding and so on and so on and so on plus a team of five "adventurers" who gain experience basically killing monsters or other opponents.

CoffeeMUD has breeding too, so those who wish to get into that aspect can leave some characters-capacity free to accomodate children as they grow up into playable characters.

Obviously these player-accounts are ridiculously lucrative/productive thus the economy would be doomed were there not a mechanism to help limit them, thus the game provides them only to "Civilisations", leaving it to the "Civilisations" to administer their use by others such as their own citizens, members, customers or whatever, and charges them a yearly fee per player-account, shown at https://galaxies.mygamesonline.org/mudgaard.html

Since "Civilisations" necessarily own "shares" of GHC (General Hosting Corp aka Galactic Holding Corp) they have collateral thus their billing can be handled using the same hourly-compounded interest routines used to handle the startup loans of the intergalactic mining Corps, which also provides one of the ways a "treasury" can be depleted since a Civilisation's holdings of GHC "shares" is part of its "treasury". If the debt to GHC exceeds the value of GHC "shares" held one or more of those "shares" can be liquidated to bring the debts down under the remaining total debt or bankrupt the "Civilisation".

Hopefully this system should keep the "Civilisations" from "wasting" valuable player-accounts on players who fail to run the accounts productively enough to help the "Civilisation" continue to renew the accounts.


-MarkM-