Some of the most exciting games are the type that allow creative and strategy to overcome challenges. In the Resident Evil games, one of the cornerstones of the gameplay was the scarcity of desired items. Every piece of ammo or medicinal plant was a cause for excitement and joy. The location of various items would be methodically memorized and searched for because the next big bad might require you to use that last shotgun round or healing potion.

I remember playing with one of my friends Walter and being in a situation where we only had 1 weapon to defend ourselves: a flashlight. We had to travel down a narrow dark tunnel when zombies began to attack us. I didn’t have any ammo and couldn’t use the flashlight, so I did the only sane thing….

I ran. I ran for my dear life. When I reached day light, I looked around and realized I was alone. I had left my friend to defend himself alone in the dark. It was a stark realization to me to see the impact of my decisions throughout the game. This is the reality of life and it is also what makes games exciting.

Conquering unexpected situations and challenges are opportunities that many people crave. However, there is a giant gap between games created to be challenging, but enjoyable and games meant to trap its players. There is a lot to learn from games about life and critical thinking, when they are designed correctly. Games can be both an outlet for frustration and a cause of frustration. They are loved and hated.

This is why Whitney Griffith and I are building Finite Games this weekend. The combination of limited availability and natural consumption are not just the building blocks of economics. They are at the core of the next wave of games that people will invest their time and money.

Imagine playing Oregon Trail, except it is a fully persistent world where the number of bison, rabbits, carpenters and doctors are truly limited. As people traverse the great plans that rabbit they consumed or those bison they shot literally reduce the overall population in the game. What would this mean for the people who are following behind them? What does this mean when they use up all their hunting traps and gear in the beginnings of the trip and they don’t have a way to hunt when winter comes?

The introduction of scarcity and the consumption of scarce goods can entirely change the tone and tenor of beloved classics and the type of game made in the future. It will also provide a diverse open space to strategize on tactics that may even be beneficial in life.

We are interested in a world where games have real stakes attached to them, but still manage to be fun. Because games should be fun. They should be relaxing or challenging. This game offers the opportunity for both.

Our debut Finite Game will be RoShamBo — the simplest expression of what a finite game is. RoShamBo will be an elite game of Rock Paper Scissors for the masses through mobile applications and the browsers.

Currently in development at Matic, Binance Labs, Republic Crypto Game Oasis Hackathon

The game play is simple. It is rock paper scissors, except…

There are a limited number of rocks papers and collectible cards. They have various levels of durability — with single use being the most common.

The goal is to collect the most stars by defeating opponents

Cards and stars can be traded

Until the limit of cards is reached, new cards can be bought from the “DeFi” Card Bank or Finite Labs.

A portion of sales are redistributed back to select winners of matches depending on their success

In-game wagering with your stars, cards and digital assets are allowed

The time period for a season is limited

Future addition: Tournaments

Are you ready to be crowned the an Elite Rock Paper Scissors Player? Do you believe you can outsmart other players? What strategies do you think will work?

Also, still open to front-end developers.