Specifically, I mean that game items could be attained through POW. An example would be crafting. Other items could be committed to this crafting operation as ingredients (referenced as preimage tags). The POW (NIP-13) yields a new item that required other items and energy to produce.

Since its a game, you can require events to be published to the game's dedicated relay. This allows the game clients to check for double spends on ingredients.

I'm working on a game that uses a system like this. The event ID of the item must contain leading zeroes, and the digits after the zeroes must match a certain bit suffix to yield a particular item.

The game functions as an interpretation mechanism for POW.

Game items could also be purchased for sats.

Crafting and buying are different things.

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this is pretty interesting actually πŸ€” PoW as a mechanism for adding a cost to production. you could see how much cumulative work went into a final item from the transitive input graph.

My concern would be out-of-game grinding. You have any way to deal with that?

You mean just running POW outside the game to get items? This is solved by requiring crafting ingredients. The crafting ingredients are only dropped by DVMs if you meet the right conditions.

Bro, every time you open your mouth, and I mean this in the best way:

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Is pow difficultly used to determine quality or rarity? I was imagining gpus grinding away to get higher quality drops. Maybe you don’t use pow for this for this reason.

The POW can be interpreted many different ways; rarity is possible. If someone has the prerequisite items and wants to direct a GPU farm at mining a great item, I'd say let them. But other mechanics are possible.

Example: You craft ammo. You combine 2 items and then apply POW. The amount of ammo you get is equal to the POW (leading zeroes). This is asymmetrically beneficial, because each additional unit of ammo costs DOUBLE the previous unit, so it is better to find the most efficient sweet spot to maximize the resources you are sacrificing to create the ammo. (Each additional leading zero costs double the previous in POW terms). So you don't actually want the highest POW possible.

Damn this is really good. I want to try this.

Another idea that I had was to have the server give out a gametick bearer token, that is needed as an input when crafting items. The token is only valid up until a certain time, so you can only grind for so long.

A crafting window of sorts. πŸ€”

Could you randomize the window somehow in an equitible fashion or would a static value suffice?

πŸ‘€