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> Lately I've been thinking if it would be possible to have an MMORPG game where instead of a server all the data would be saved in a blockchain/linked list.

What for? What advantage would this have over storing data on a server?

> I've been thinking about this, because servers are expensive and doing it this way you would have, kind of, solved the problem of scalability - no queues.

You're just offloading the cost onto the players, and offloading the queuing mechanic onto the blockchain.

I'm sorry to be rude, but this is another comment desperately trying to find a use for the blockchain, casting out a rod into infinite idea space, and pulling out a boot.



>What for? What advantage would this have over storing data on a server?

Mostly because I'm kinda poor and can't even think about buying it renting servers. That's why I thought that such a solution would allow me to keep developing my game while the players could still play the game.

If it would be possible, which from replies to my comment, I'm guessing isn't, it would also mean that even if I died, people could still play because the "servers" wouldn't shutdown.

>You're just offloading the cost onto the players, and offloading the queuing mechanic onto the blockchain.

That's kind of the point, MMORPG are, from what I understand, quite expensive to run. Thus if they were run by the community it would be cheaper for the developers and those resources could be further used to work on the game.

>I'm sorry to be rude, but this is another comment desperately trying to find a use for the blockchain, casting out a rod into infinite idea space, and pulling out a boot

I am surprised by the negativity that the HN crowd has poured onto me. Since it would solve one of the biggest issues with MMORPGs, which is - servers shutting down.

I love MMOs and it breaks my heart knowing that I'll probably never ever again be able to play Tera and many other MMOs...


It’s a non-zero cost to develop the game. I sympathize with your desire to build an mmorpg that will pass the test of time without relying on servers, but you will definitely need a lot of money to make this come true. Crypto or otherwise.

Block times are complete state updates. The transactions that rely on the state of another transaction in the chain are 100% optimistic, and will roll back all dependent transactions. Now, that’s fine if you’re willing to roll back say…3000ms of your game state. But that’s all client side stuff, and that code is 1000% exposed, and you can’t upgrade it in the normal fashion. You also need validators for chain transactions, and your game can just be forked at any time by validators, splitting the player base. Kind of cool, but kind of defeats the balance and minimum population required to keep a game running. Also…the validators still need to run. Recovering a forked chain can only happen is someone has the state somewhere and is willing to seed new validators.

Sometimes, things need to end for another thing to begin. Sometimes it’s just best to move on.


> I am surprised by the negativity that the HN crowd has poured onto me.

I'm sorry. I'm not trying to insult you directly - but I do think your idea is not a good one, I don't think it solves the problems you think it does, I don't think the problems you posit are the biggest issues with MMORPGs, and I think it'll create even more problems even if it did address the issue you brought up.




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