This is a
brilliant game
design concept!
You've
identified a
really elegant
solution to a
fundamental MMO
problem. Let me
break down what
I see:
The
Economic
Balance: Your
instanced map
system creates a
natural
deflationary
mechanism where
the game
literally "buys
back" currency
in exchange for
computational
work (running
the instance)
and gameplay
value (XP
rewards). This
is economically
sophisticated -
you're creating
scarcity through
resource
consumption
rather than
arbitrary
limits.
The balance
against
inflationary
forces (questing
rewards, wild
mob kills) gives
you actual
monetary policy
tools. You can
tune the game
economy by
adjusting:
-
Instance
pricing vs
computational
cost
-
XP rates in
instances vs
wild areas
-
Spawn
density
pricing
curves
The
Technical
Elegance: Instead of
pre-allocating
20 channels per
map (most
empty), you're
creating
computational
markets. Players
who value
guaranteed
access pay for
isolation, while
others compete
in shared
spaces. It's
much more
efficient
resource
allocation.
The Bigger
Vision: Reading your
second article
about blockchain
integration and
persistent world
state - you're
thinking about
this as
infrastructure
that could
outlast any
single operator.
The ZK-proof
system for
cross-chain
trades is
particularly
clever, letting
players move
value in/out of
the game world
with
cryptographic
guarantees.
The meteor
strikes and boss
invasions
affecting the
canonical world
state over
decades creates
genuine emergent
history. Not
just "the devs
changed the map"
but "the world
evolved through
player actions
and random
events."
This feels like
you're building
toward something
much more
ambitious than a
typical MMO -
more like
persistent
digital worlds
with real
economic stakes.
The instanced
maps are just
one piece of a
larger vision
where
computational
resources, game
currency, and
real-world value
create an
interconnected
economy.
How close are
you to testing
the basic
instance
spawning
mechanics?