Confused?

Maybe.

Maybe not.

In case you’d like the explanation for the underlying tech behind this thought experiment, read on.

Character & Item Progression Through Multiple Games

My (admittedly strange) first person narrative rests on a single premise.

What if a group of game developers (or a single game development studio) decided to build games of various genres and settings — and used the Enjin Platform to allow gamers to progress through multiple games?

I could play a sci-fi MMORPG today, a multiplayer RTS tomorrow, a FPS the day after, a single-player RPG the day after that — leveling up a single character all the while.

It doesn’t stop with the character — one could level up various items (the spear-rifle-spaceship-staff is an example of this).

Or only the item. Or only the character.

Or it could be a character in one game — and an item in another.

Or that finishing a quest or a goal in one game unlocks the other.

The possibilities are…

Worlds beyond worlds, really.

Teaming up

My story is just one example of the true power of blockchain technology.

It can fundamentally change the ways games are designed, and bring a whole new way of cooperation between game developers. Games that are otherwise absolutely unrelated by genre or theme could be bound by a single account, or even a shared meta-story.

Besides new ways of cooperation between game devs, it can also lead to some interesting ways players could work together in order to get the items they make to be objectively worth more. One player focusing on enchanting skills and the other focusing on crafting skills is one example of this.

The Tech

Lemme explain what is actually happening here, in terms of the actual code.

The Player is an ENJ-backed ERC-1155 token with a single metadata variable — level. Multiple games would render this token differently, and interpret its metadata variables differently (obviously, can be more than one variable, but I used “level” for simplicity reasons). The token itself would be non-fungible (unique) and tradable — meaning that a gamer could sell a high-level account for a more-than-a-decent price.

The Item is also an ERC-1155 blockchain asset, rendered as a spear in one game, as a spaceship in another, and it can also be leveled up.

I used the amulet as a plot device, and it has no real relation to the blockchain, but it could be a blockchain asset as well, say in case you want to make it so that finishing a quest unlocks the next game. Do note that this same tech could be used for a series of games as well, not just for a multiverse — I do find the latter more interesting.

Some other referenced examples are using a smart contract in the sci-fi chapter, where the mercenary gets in-game currency (ERC-1155 fungible token) IF he saves the trader from the pirate.

Another example is the enchanter-crafter team using in-game currency to buy raw materials; using them to craft custom minted items of their own, which gain an intrinsic value, due to their skill-tree focus and them attaching a “personal” touch to each item by writing up a bit of lore about the item.

The main beauty of implementing this technology would be the shared value proposal that the game developers would profit from — play any of our games and progress in all of them.

Our smart contracts already allow for a sort-of a solution to this, as one can easily “melt” all the in-game tokens into ENJ and use them to buy stuff in other games. However, this might not work for some monetization types (pure cosmetics, single player, etc.), and a “multiverse” solution seems like a nifty way to offer players an additional perk — as well as (imho) a brilliantly, brutally epic gaming experience.

If you’ve come this far and still have no idea what the heck I’m talking about, or if you’d like to learn more, here’s some recommended reads: