27 lines
1.8 KiB
Plaintext
27 lines
1.8 KiB
Plaintext
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This document proposes a few ideas for expanding the RMRK concepts.
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== Experience NFTs
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RMRK-style hierarchical building blocks can be applied to experience NFTs as well.
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Experience NFTs shouldn't just be a collection of experiences — more experiences means more skills? —, but experiences should be non-commutative. As an initiation analogy, it is possible to learn Chinese history in 2 ways:
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• First learn Chinese, then listen to history lectures in Chinese.
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• First listen to history lectures in Chinese, then learn Chinese. In this case, the lectures would have to be memorized word-by-word and then recalled after learning Chinese. This way of learning obviously doesn't work. The experiences cannot be chained in this order.
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As such, as with hierarchical equipping, experiences can be hierarchically bounded.
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== Self-reinforcing loop
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Not only that, but in terms of role-playing games, for example being able to use a weapon effectively is tied to gaining experience/skill in using that weapon — one doesn't gain experience/skill when a weapon is too easy to use or its successful use is only due to sheer luck.
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The combination of these lend themselves to formation of a kind of game where character NFTs would have to be re-equipped with other equippable NFT from time to time, to allow the characters to gain new experiences. And an NFT is more valuable the more distinct experiences/skills it has.
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Taking this further, experiences foster rank and reknown, which permits admission into more restricted areas of the world — e.g. only the most skillful ones may enter the dragon's lair —, allowing for more unique experiences yet again.
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== Relationships between NFTs
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Also, if marriage between character NFTs is a thing, then there ough to be a question of whether "one is good enough for the other" based on experiences.
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