On-chain Gaming at Modular Summit | Skill Tree #27
Shared sequencing for games
Shared sequencing = sequencer validating multiple rollups
Sequencing models
basic decentralized sequencer: a proposer is randomly selected within a set of sequencers
+ safe & fast finality, easily extensible to shared sequencing
- risk of skipped blocks, doesn’t capture MEV
sequencer consensus: 2/3 majority needed
adds latency the bigger the sequencer set (more seucrity)
consensus decentralized sequencing: proposer randomly selected, others sign on it
+ adds soft confirmation and extra goodies (e.g. DA, low-security bridge)
- still no MEV capture, consensus adds complexity (e.g. liveness failure)
MEVA decentralized sequencing: sequencers bid to propose the block
+ adds MEV capture
- auction models have tradeoffs
bid in advanced → uncertain avout MEV in the block so the rollup can capture less of it because of lower bids
public auction: leaks tx
commit-reveal auction: adds latency
monolithic shared sequencing: consensus decentralized sequencing but across multiple rollups
+ adds atomic execution
- essentially one big heterogeneous rollup - throughput limitation
but: each rollup can be different & parallelization is possible as most tx won’t be cross-rollup → still hard to scale
shared MEVA: MEVA, but across rollups
+ which bid to accept? (e.g. when A pays more for rollup 1 but less for rollup 2)
crossbar rollup shared model
rollup picks a set of bundles with tx that have to be atomically included across rollups (execution not guaranteed)
all rollups must validate this rollup
The benefits of shared sequencing for gaming
enables cross-rollup bridging with the security properties of the (decentralized) sequencer
challenges: see above
atomically transacting with a general rollup for better liquidity
shard game across different rollups e.g. 1 rollup = 1 region or 1 rollup = 1 game system (e.g. economy, battle)
The intergame thesis - a practical view on on-chain games
Open game development doesn’t mean lawless
on-chain games have digital physics which constrain composability and interoperability
Intergame thesis makes the business case for fully on-chain games
internet of games
interoperability doesn’t have to happen between games → different stakeholders like discovery platforms, marketplaces, game publishers, game studios
→ digital physics have to be broad and enable coordination between all these stakeholders
e.g. player identity, assets, game state, …
Argus Labs’ World Engine - how games are different from other blockchain apps
Idea: Build a blockchain for a very specific use case in mind (gamers and game devs), making strong tradeoffs in the design to build a differentiated architecture
How are games different #1: Loop-driven runtime - no user input needed to cause a state transition e.g. crops grow (vs event-driven runtime: user clicks button/makes a tx)
games have the concept of time and ticks
(will be the topic of next week’s newsletter)
high tick rate as a new parameter to optimize for
deterministic transaction ordering is needed e.g. NPC first inflicts damage, then player heals → incompatible with gas markets
automatic ticking is a potential solution here. also see next week’s newsletter
but: retrofitting even-driven runtime infra to do loop-driven runtime apps faces challenges
How are games different #2: Use sharding (e.g. 1 region = 1 server or 1 system = 1 server) because of computational constraints
World Engine applies the same concept to rollups
Challenge: Sequencing → Argus has an opinionated sequencer designed for sharding which is, by default, asynchronous
World Engine is composable with other engine module e.g. use world engine for sequencing, MUD indexer for networking
The Four Reasons We Must Pay Attention to the Autonomous World
Reason #1: Unlocks a new kind of game - the metagame
doesn’t take place within the world but is one step removed
game about the ruling/power/laws within the world (e.g. “hacking” your way to success)
everyone can see the state of the world, try to make the laws, or game the system to their advantage (→ fairness)
hard forks are an additional metagame layer
Reason #2: Composability
Mods on steroids, on a neutral layer
open question: permissionless vs community-curated
Reason #3: Interoperability (within boundaries)
Each AW is composed of multiple games and financial infrastructure (e.g. AMMs, money markets)
No proven system yet, requires experimentation
Reason #4: Free customization of UX
Drake Star Global Gaming Report Q2 2023
196 private investments worth $700m, > 80% early-stage deals, 52 blockchain-related deals
Notable: Everdome (blockchain-based metaverse platform - $50M), Anzu.io (blended in-game ad platform - $48M), Mythical Games (NFL Rivals, Blankos, Nitro Nation - $37M), Nodwin Gaming (Indian esports company - $28M), Goals (esports-ready football game with NFTs - $20m)
Continuing M&A activity led by a recovery in public markets
Savvy Gaming Group acquiring Scopely (Monopoly Go, Stumble Guys) for $4.9B
Sega buying Rovio (Angry Birds) for $775m
VanEck Video Game Tech ETF +30% in 2023, Drake Star Gaming Index +15%
Applovin +144%, Sega +53%, Unity +52%, Roblox +41%