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How can clever gameplay design hide technological inadequacies? #8
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(anti-)Botting
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Slowness / block time
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Anti-botting - Speed tax Actions could get more expensive the close they are in time. So a burst of actions would be more expensive than those wider spaced in time. It is a rate limiter that increases the cost whenever a single agent is generating a lot of traffic. It wouldn't completely mitigate bots, but reduces some of their edge over humans. Where bots can easily outclass humans then perhaps the game suffers, while if they are evenly matched then humans shouldn't be as annoyed. This could be represented as an exhaustion bar. (h/t: @KillariDev) Some games have something like an exhaustion bar, where if you do many actions at once you get tired quicker, then need some time to recover. Of course, that needs to be coded in a way that everyone can verify each other's exhaustion bar. |
We know that blockchain technology isn't the best for speed right now, although there are some interesting innovations in the R&D stage (rollups etc). Until these technologies are widely tested and deployed, we might need to come up with gameplay reasons why a game is slow at certain times. Basically, coming up with a story as a reason for keeping a player immersed even though the real problem is technology.
Let's brainstorm ideas where and see if we can whittle them into something useful for the book.
Slowness / block time
Transactions Fees / Costs
Staking
Fundraising
(anti-)Botting
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