The solution we propose is an adaptation of a concept developed back in 2009 by Bart Stewart, known as The "Living World" Game [1]. This concept explores the blending of single-player RPG experiences inside a persistent virtual world that is commonly found in massively multiplayer online RPGs.
Simulations in a Living World
Our solution will use a simulation of a living world, where the game world will be dynamic and can change due to the passage of time. Settlements of various civilisations could rise, grow and become prosperous over time due to immigration and colonisation. These settlements could also fall due to factors such as disease, famine and war. Non-player characters and creatures will live and die, their behaviours can change and shape the game environment.
These dynamic and persistent game worlds will live and develop regardless of the actions of the player. Players will get to explore the game world and identify non-player characters from which they will form emotional connections with. While players will be able to change small portions of the game environment from which they interact with, the game system will adapt to the changes and rebalance the environment, replacing any content that had been previously depleted by a player.
The game project will be focused on using a medieval fantasy theme with magic, so there will be some limitations in the living world, where medieval age civilisations will not progress into the renaissance or industrial ages. The reason will be attributed to the existence of magic. Hence, the game solution itself is also a sandbox.
Our solution will also require extensive simulation capabilities to be built into our tools, before committing to the game server. These include macro-level physical phenomena such as continents and tectonics, landforms and oceans, lakes and rivers, weather and climate, day and night cycles, populations of flora/fauna and other physical geography.
The ecological simulation will also involve the lives, movement and reproduction of the living entities in the game world. Plants and animals will vary throughout the land and any changes in their habitat conditions may force them to migrate into another region. Humanoid populations will do likewise in search for food and water supplies.
A localised simulation for a settlement would involve construction of new buildings, occupation by the owners and releasing the gameplay content associated with them. Likewise, certain events may occur and some buildings may be burnt down or abandoned, even when no players are active around that area.
The social simulation would involve the opinions of the people residing in these settlements. The people living in one settlement may view other settlements differently, even if they are of the same faction. This can be escalated to larger settlements and between factions themselves, where it would also become possible to model other large-scale economic, military and cultural behaviours.
Storytelling with NFTs
Once there is sufficient simulation infrastructure, it will become possible to add complex storytelling into the game system, where many players will be able to discover and participate. The progress of the stories can possibly affect the physical and social structures of the game and the players, even if they are not participating in them.
Players who participate in major storylines will be rewarded with NFTs that record these historical events with their associated artwork. These NFTs will be used as an entry requirement for priority access to subsequent or upcoming story events.
Hence, our audience will be the players whom prefer games that have simulation, exploration and storytelling similar to those that are found in single-player games. The integration of the persistent world will allow such living world games to be played for years and the blockchain helps to store the history of the events of the game world that the players have participated.
This will be highly memorable for these players and they could show their NFT achievements on their social media. Players can return to the game at any time and feel a sense of belonging.
Players will also not be impacted by the negative experiences found in MMORPGs, such as griefing, cyberbullying and harassment as the game content for a living world game, is focused on single-player experiences.
References:
[1] The "Living World" Game, Bart Stewart, 2009
<https://www.gamedeveloper.com/design/the-quot-living-world-quot-game>
Our proposed solution addresses the challenge by focusing on user acquisition, engagement and retention. These will be the factors in determining whether players choose the Cardano blockchain as their preferred blockchain for gaming.
User Acquisition, Engagement and Retention
User acquisition can be easily done through the sale of NFT-artworks on jpg.store. Our project is aiming to launch our first NFT collection on jpg.store's launchpad for an upcoming cohort. Marketing of the NFT collection will be coordinated with the team at jpg.store.
Prospective players need to collect at least one NFT-artwork in order to gain access into the game world. These NFT-artworks will be in the form of profile-pictures, which depict two characters and a pet animal.
User engagement can be achieved through players participating in the storyline content. We can measure the engagement by analysing the participation and completion rates. The amount of rewards distributed and the number of minted NFT-events for storyline completion are other indicators for user engagement.
User retention can be achieved using a high quality graphics rendering solution such as realtime raytracing, which allows the players to have a sense of pleasure. The image attached to this proposal is a cottage scene that is rendered in Magicavoxel using path-tracing. That illustrates our visual concept of what it should look like under real-time raytracing conditions.
Platforms and Devices
Unfortunately, not all players have the necessary graphics hardware or devices that can run realtime raytracing solutions. In order to allow these players to run the application successfully with good performance, we will also have to identify existing graphical solutions that can approximate features of global illumination, such as precomputed radiance transfer (spherical harmonic lighting).
The game application will be implemented on mobile platforms(iOS & Android) first before porting over to desktop platforms. This is because our current infrastructure and applications are currently built for mobile(iOS). We use the mobile platform as a baseline implementation, before porting the application over to desktop platforms(PC & Mac).
Usage of NFTs
Our solution will use Cardano-based NFTs for additional authentication into the game server, so only investors in our NFT-artworks will have access into the game world.
The NFT-artworks we intend to create include world & regional maps that are to be generated from our procedural world map generation tool. This can be used to determine which game world the player wants to participate in and it can also be used to unlock access to specific storyline content that is related to the map.
Another category of our NFT-artworks is character professions, which will allow players to access a range of character skills and specific content that are related to the profession as specified in the NFT's metadata.
Since there is limited supply of these NFT-artworks, players will be able to trade them on the NFT-marketplace if they want to change their access to a different world/region or change their character profession or simply resell them to another buyer who wants to play the game.
With respect to the event-based NFTs that we mentioned earlier, these are for recording historical storyline events onto the blockchain, so they will not be sold directly on the NFT-marketplaces.
As mentioned before, these NFTs will be used as a prerequisite for access to subsequent or upcoming story events.
In order to differentiate with Metaverses which commonly allow land ownership using NFTs, we can allow ownership in the form of mercantile licenses using NFTs. This is because the game project uses a medieval fantasy theme where the nobility owns the land, similar to medieval history in our real-world.
Play-to-Earn
With regards to play-to-earn features, we will use only one deflationary fungible token that has a limited supply, that allows for staking and voting. In order to encourage players to invest in the fungible token, we can incentive it using staking rewards, dependent on the level of their NFT-characters.
These fungible tokens will be issued as rewards for major storyline completions. A fixed supply of these tokens will only be issued as rewards for a particular storyline and they will be rewarded to players who own specific NFT-characters. The fungible tokens are also used for unlocking premium character professions and to level-up the NFT-characters.
One of the main challenges is that our project is currently a solo project that is a work-in-progress. Development progress tends to be much slower when there is a lack of manpower. Furthermore, our project tends to be research-oriented and certain parts of our solution requires extensive reading of existing scientific literature. The project also require extreme programming with regards to the implementation of certain unique concepts that are not found in existing pre-bundled game engines.
To mitigate this problem, we can search among the numerous open-source projects and frameworks that focus on specific algorithms that we may require implementation. We can research on how the solutions from these projects are implemented and how we can integrate them into our own game engine. This will help to eliminate the reliance on specific manpower expertise for those areas.
Analyse Existing Projects & Literature
Next, we can also look at other projects that are not open-source and obtain some valuable information from their research blogs, such as the procedural generation of fantasy maps in Dragons Abound by Dr Scott Turner.
We can also obtain other valuable information from existing scientific literature found in books, such as GPU GEMS, GPU PRO, Graphics Gems, Game Programming Gems, AI Wisdom and others.
After that, we can also look at how other indie game projects have implemented their solutions, such as Cube World by Dr Wolfram von Funck. And its related open-source project known as Veloren.
Client-Server Networking
Another challenge is that our existing knowledge starts with Computer Science & Computer Graphics as opposed to Networking. So we will have to spend a considerable amount of time researching how server-client networking is being implemented for a persistent virtual world.
We can start from looking at existing frameworks that implement networking protocols such as Agones and Yojimbo. We will also need to setup and run a dedicated game server using Kubernetes from Digital Ocean. There will be an associated cost of running a persistent virtual world. Hosting on Digital Ocean seems to offer the lowest operational cost.
We can also research on how Veloren organises its networking solution for their server-client architecture, since their project is open-source.
Financial Resources & Sustainability
With regard to financial resources, a common challenge is raising sufficient capital over time in order to sustain the company's operational costs. To address this problem, we have identified that selling NFT-artworks will also be able to provide some amount of capital in Ada. As mentioned earlier, we will be aiming to launch our NFT-artworks on jpg.store's launchpad in one of their cohorts.
We intend to combine the revenue obtained from the sales of the NFT-artworks with the grant money from Project Catalyst and stake them together in one of the stake pools. The reason is that this strategy is more sustainable for the long term for indie projects as opposed to spend it all on manpower resources at one go.
We will also be able to launch subsequent NFT-artworks on jpg.store with an existing art collector base once the first collection is sold out. So we will get to accumulate Ada and increase the size of our stake in the pool over time. We will only do this in incremental phases.
The rewards from the staking will be used to pay the company's yearly operational costs and the Goods & Services Tax (Singapore) at 7%, which will be incurred from the sales of NFTs should the total sales revenue reach $1 million Singapore dollars within a 12-month period. Hence, we have to account for the taxes first before manpower costs.
Music
Another challenge is that the game project will require music. We will have to make use of music tracks with non-exclusive licenses first, before engaging a music production company to produce exclusive music tracks for the game project.
Interoperability
Lastly, the game project will also require a Haskell-Swift interoperability bridge. We will be searching for this functionality in the open-source community as well.