-
Notifications
You must be signed in to change notification settings - Fork 105
DIP-36: Games of Capture and Escape #130
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Merged
Merged
Changes from 3 commits
Commits
Show all changes
8 commits
Select commit
Hold shift + click to select a range
51a361b
add DIP-36
gichiba bb5ac96
Merge branch 'efdevcon:master' into master
bceb15a
fix filename for DIP-36.md
a6062a0
Merge branch 'efdevcon:master' into master
7cbe638
update DIP-36 with requested info
7b37ed3
Update DIPs/DIP-36.md
64c7772
Update DIPs/DIP-36.md
0422ce8
Update DIPs/DIP-36.md
File filter
Filter by extension
Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
There are no files selected for viewing
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,39 @@ | ||
--- | ||
DIP: 36 | ||
Title: Games of Capture and Escape | ||
Status: Proposed | ||
Themes: Freeform | ||
Instances: [Devcon7] | ||
Tags: Event Production, Other | ||
Authors: Daedalus Industries | ||
Discussion: Not yet posted | ||
Created: 2024-02-13 | ||
--- | ||
|
||
## Abstract | ||
|
||
The 'escape room / treasure hunt' format is both a good teaching tool for fundamentals of crypto(graphy), and an exciting conference activity for curious minds of all experience levels. Although technically finite, treasure hunts, escape rooms, and other LARP-y activities are infinite games in spirit, which makes them an appropriate tradition for Ethereum events of all shapes and sizes, including and especially devcon(nect). | ||
|
||
As a curated narrative experiences, there is a very steep coordination penalty for writing, implementation, and execution of an escape game. At devcon{4,5,6}, the games were designed and executed by a handful of committed game masters working as a single team for the event. This is natural, and in some ways necessary to execute high-quality games within event spacetime. Still, if escape games continue as at devcon(nect), it's worth interrogating what mechanisms exist that could reduce the frictions of coordination, and allow for more collaborative world-building at bigger scale. | ||
|
||
Daedalus Industries would like to design and execute a devcon7 escape game, and to experiment with a general framework for 'infinite finite gaming' that would allow for some open participation without world-breaking narrative chaos. | ||
|
||
## Proposal | ||
|
||
As with previous productions, there are some high-level goals that guide the narrative/design of the game: | ||
|
||
* **Educational**. Players of all experiences should be able to learn something they didn't yet know about the world. | ||
|
||
* **Exploratory**. The game should generously reward curiosity, and challenge players to pay attention to signals disguised as noise. As a secondary goal, it should encourage players to explore the venue and its features/programming/services, as well as incorporate some quests to touch grass. | ||
|
||
* **Physical**. While some elements of the game must be software, the game is played live in the time and place of the event. Physical artifacts make the story tick. | ||
|
||
For devcon7, we propose a core narrative puzzle structure similar to previous games, whereby players advance through chapters of increasing difficulty to reveal more of the story. In every Daedalus production, significant chapters include special *keys* belonging to NPCs. These keys define the narrative arc of the game, and collecting all of them to complete the story is the central goal of every player. A leaderboard or wallet tool can help players keep track of their progress by chapter and number of keys collected, and any player that concludes all chapters with all keys is a "winner". | ||
|
||
As the total number of keys in the game is arbitrary, the entry point for collaboration would be in *side-quest keys* that would, hypothetically, need to follow a certain format to be 'in-world' (and trackable by the leaderboard, for example). | ||
|
||
// 2024-02-23 Reserving this space as a commitment to update this DIP on the side questing objective after discussion on devcon forum and with the Daedalus/SDP team. | ||
|
||
|
||
## Links | ||
(for concrete (albeit outdated) implementation examples see [THC](https://github.com/social-dist0rtion-protocol/thc) by the Social Dist0rtion protocol, or [The burner wallet escape room edition] https://dmihal.medium.com/bringing-the-burner-wallet-to-ethberlins-escape-room-5d2d01992962) |
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Uh oh!
There was an error while loading. Please reload this page.