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How to synchronize the "state" of the whole chain game?
By Fiona, IOSG Ventures
TL;DR
*Full chain of games/autonomous worlds ("FOG/AW") is one of the few important narratives surrounding Web 3. Compared with Web2.5 applications that only connect to Web3 through NFT, FOG/AW puts the game logic on the chain. It utilizes the blockchain as a game server, becoming a decentralized source of trust for the state of the game. This brings advantages such as persistence, censorship resistance, composability, etc., but also limits the variety and complexity of games built on top of it.
Define FOG/AW: how the game state is synchronized
I think to judge whether it is FOG, the benchmark is how the game state is synchronized (source of truth).
For Web 2.5 games or traditional multiplayer games, there is a centralized server that defines the current game state, and when players send actions, the server compiles these inputs and returns updated results to each connected player's device. The server handles all input (ticks), resolves inconsistencies, and periodically sends updates to the player, providing a snapshot of all elements in the game, updating the game state every tick. The **game state ("game state or tick") is a snapshot in time of the properties of every object in the game world. Tickrate is the number of times per second that the game server calculates and broadcasts updated game state to players. The higher the Tickrate, the more precise and high fidelity the gaming experience will be. In general, real-time strategy or action games require high. tickrate, while turn-based games such as card games do not.
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For games that run entirely on-chain, the blockchain is the game server and acts as a decentralized source of trust for the game state. In this case, not only NFTs or tokens have real ownership, but even the player's ticks and game logic are on-chain. This is why true ownership, persistence, censorship resistance, composability, and more are possible. Ideally, every action of a player should be submitted to the blockchain, and after a consensus is reached, the game state is updated and returned to the local device. So, naturally, game types that require less tickrate are better suited to be played entirely on-chain.
** Solve the challenges of game delay, time, etc.**
With the increase in game complexity and playability requirements, more challenges are put forward for the engine architecture: such as frame delay, random numbers, life recovery, continuous passive effects, timers, etc.
Frame number delay In fact, it is also very common in the Web2 world, including delays in client rendering and user operations. Especially for high tickrate games like FPS, once there is a delay, the player experience will be very poor. One of the solutions in Web2 is lockstep state update, which allows all players to be synchronized according to the highest delay standard among players, so as to solve the player's fair experience. This delay can be even worse when the blockchain is introduced and transactions need to be confirmed. To this end, Mud also adds the optimistic rendering mechanism commonly used in games, assuming that the user's operation is successful, and render it in the client before the server agrees (or in this case, before the transaction is confirmed).
Generating random numbers on the chain is a topic that is often discussed. Mud believes that user behavior can be used as the input of random results, which can be generated after the interaction occurs.
The concept of time and Ticks units are different on the blockchain. @SebastienGllmt thinks that it is difficult to use timers on chains that use fraud proof concepts (such as Op), because once something goes wrong, it will need to be rolled back. If timers are used in the game, the experience will be poor. Mud provides a lot of ideas to simulate the passage of time and passive recovery skills. For example, increasing gold coins over time, each time the player performs an operation that requires gold coins, calculate the player's gold coin amount based on the player's previous gold coin count, the latest refresh count, and the refresh rate. For another example, when the player moves in the room, the transaction comes with moving all the items in the room according to some predefined design. Use this to perceive changes in time and state.
** Writing scripts to "cheat" may not be a problem. **@BriefKandle does not think MEV of the game system is cheating. Preventing MEV with simple scripts is something the game team needs to consider. Web2 game development needs to change the way of thinking. A good MEV bot is an NPC in the game.
Some of this functionality has been implemented in some recently launched on-chain games, such as Rhascau, where they use timers and continuous passive effects. Basically using the block time as a tick. (In current L2, block time = tickrate).
FOG/AW technology stack
The FOG/AW engine framework is a developer tool stack that allows developers to build games using the blockchain as a server and source of trust. Also, it can solve some current problems:
For ease of understanding, the generally simplified technical process of this type of engine is: developers write front-end and back-end codes for ui/ux and game core logic, and then synchronize all changes through the loop of the game state, and finally reflect the new state to the front-end local device by the indexer.
In order to make games running on the blockchain run smoothly, Mud, Dojo, Curio, Argus, Paima engine, and Lootchain are developing their own technology stacks for this purpose. The technology stack consists of 3 key parts: chain, core development stack and game front end. They all have their own innovations, making trade-offs between decentralization and game complexity.
The figure below depicts how different protocols design their respective technology stacks. Take Mud V2 as an example to see its operation flow:
Now, let's talk about the common and different designs of these core frameworks.
There are already some games built on these engines. Both Mud and Dojo are holding hackathons to attract developers to build applications. Curio has just released the minigame demo of Warcraft at ETHCC.
Obviously, FOG/AW is becoming a key ecology for public chain competition. The AW (Autonomous World) proposed by Lattice is a big concept, not limited to games, but also includes many attributes such as social and financial. So, built on top of that is an imaginative virtual world, the Metaverse. We can look forward to some new forms of integrated applications such as games, social networking, and finance.
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