ah ok. so essentially decentralisation is the main hurdle here. I dont really understand much about what infrastructure would be required.
Needless to say I wouldnt want to build something that was vulnerable to cheating, botting, farming so I guess therein lies the problem. Or.... solution maybe? Simply dont build it. lol. That sounds like a sweet solution to me :)
The HBD I was imagining would be split between prize pools and company costs but its not like Ive actually done any calculations, I was more just thinking about blocking players from botting zillions of runs, or minting infinite NFT's etc. but yeah, I also think it would be exciting to have massive prize pools. obviously it would have to be cheat resistant and legal, so if those things are not possible because of lack of decentralisation capability and.....what? gambling laws or something?...... then I guess thats not so great. I just think the whole 'grind to earn pennies' system is very off putting whereas, everyone chasing an awesome bounty, winner takes all, makes it feel exhilirating, competitive and also allows the gameplay itself not to be overly tied up in transactions. Are there other ways to go about issuing rewards that are legal without essentially turning it in to a boring job with repetitive/addictive aspects?
The idea does have a large scope, but like you've said before, we could choose to treat this like the early days of gaming again and start with something purely text based, perhaps accompanied by some pixelated jpegs for cheap thrills.
RE: Game Economy Basics