Game Objects

The game platform on PaySwap also implements a scheme that enables you to let players add/remove objects to/from your game, bring objects earned from your game to other games and vice versa, sell those objects on the Games' eCollectibles marketplace, display them on their profiles, etc.

In order to achieve this, we use what we call the Action/Percentile standard

What is the Action/Percentile (A/P) standard?

Transferring objects from one game to another is very tricky, games are developed with different game engines, they have different themes, logic and some objects just don't have their place in some games.

A car from GTA 5 wouldn't make sense in a game like The Witcher 3 for instance.

To solve all that, there needs to be a standard that enables objects to be moved from one game to another without creating any conflict in theme, storyline, logic, etc.

The A/P standard is such a standard as it strips down every object in a game to the object's utility (Action) and rarity level (Percentile).

A car in GTA 5 for instance would have the action of Move and if it's rarer than 90% of all other objects in GTA 5 that enable movement, would have a Percentile of 90. So that car would be called move_90.

To enable players to transfer that car out of GTA 5, the game would have to write the move_90 object onto players' game NFTs. Whether the game lets players keep the object after they've written it onto their game NFTs is up to the game.

To complete the transfer, The Witcher 3 would have to read the move_90 object from the game NFTs, pull from its database a list of objects that are move_90 (enable movement and are rarer than 90% of all other objects in The Witcher 3 that enable movement) and let the players pick which one they would like to load. In The Witcher 3, that would probably be a horse.

There you have it! That's how you use the A/P standard to transfer your fancy car from GTA 5 to The Witcher 3.

Obviously, the games would have to add the functionality that enables them to write objects onto players' game NFTs as well as read and load objects already existent on them but the more games do, the more it becomes easy to move objects from one game to the next.

Why Should You Let Users Move Objects To Your Game?

There are various reasons why this can be a good idea for a game to let users move objects to/from it:

Marketing Reasons

Suppose you just launched a game and you are looking to get players. Enabling players of other games to load their objects in your game can be a great marketing move as it will give them a reason to want to try out your game. It can be a nice little "vampire attack" on the other games just like Sushiswap did when it allowed users of Uniswap to get rewards for using Sushiswap.

On top of that, since the more games accept an object, the more valuable it becomes, you give object holders a reason to want your game to succeed by enabling their objects to be loaded in your game and you do all that without having to spend a dime on advertising.

Earning Reasons

Normally when a game is selling an object to its players, that object's usefulness is limited to the game and we know most games lose their appeal after you're done playing them and so does their objects (that you might have paid for).

With the ability to transfer objects between games, you will not just be selling an object that your players can use to complete the storyline of your current game, but possibly one they can load in other versions of your game and multiple other existing/future games. You are selling them an object that they might be able to resell for much more on the games' eCollectibles marketplace in case your game were to increase in popularity.

We believe this will convince more users to buy items you might want to sell them within your game and at a much higher price.

Degen Reasons

The most successful games are able to amass a large base of very passionate players that allows them to keep racking in profits even when they've not released any new game in more than a decade. Take GTA for instance.

Crypto is known for its ability to create such a cult following and the way we see it, enabling objects to be loaded into them is the best option out there for any game that might want to amass a large base of passionate players.

Creating Objects

There are two ways to create an object through:

  • Writing objects from games

  • Minting game objects

Writing Objects From Games

This is when you've won or purchased an object from a game that lets you write it on a game NFT.

Depending on the game, the object can either be written on your game NFT the moment you get it in the game or it can let you decide to write it by running a dedicated function whenever you want.

Once the object has been written on your game NFT, you can consider it created as it can be loaded into any other game that accepts objects from the first game that wrote it on your game NFT.

Minting Game Objects

You can also create objects using what we call Recipes.

Just as the name implies, a Recipe is a list of Ingredients you use to create an object. That list is defined by the wallet that deployed the game contract on the games' page.

Ingredients are NFTs delivered by an auditor through an auditor contract. These can be NFTs of diamonds, iron, gold, wood, or any item imaginable.

Take a sword in The Witcher 3 for instance:

  • the recipe for a common sword can be wood (for the handle), iron (for the blade).

  • the recipe for a rare sword can be plastic (for the handle), gold (for the blade)

  • the recipe for a very rare sword can be plastic (for the handle), diamond (for the blade)

  • etc.

Each of those ingredients (wood, iron, plastic, gold, diamond) would be NFTs delivered by specific auditors that are experts in authenticating those items before minting them as NFTs for people looking to use them to create objects in your game.

Once a player provides the ingredients in the correct order of the recipe to the game contract, it write the object's name on the player's game NFT and any game that accepts objects from your game will load that object just like if it was earned straight from your game.

How To Create Recipes

To create a recipe for an object in your game, go to your game's control panel menu and click on the Update Object button. Fill in the form and validate the transaction. Make sure you input the ingredients by ID in the order you want your players to list them.

Note that you do not have to own any of the ingredients but they have to be NFTs of the actual ingredients you want. There can be millions of NFTs of the ingredient wood for instance, entering any of those NFTs' IDs would create the same exact recipes as they are all wood NFTs.

How To Create Objects Through Recipes

To create and object, go to your game's control panel menu and click on the Mint Object button. Fill in the form and validate the transaction. Make sure you enter the ingredients by ID in the correct order and that you have each ingredient in your wallet.

Burning Objects

You can burn your objects for their ingredients whenever you want granted there are enough ingredients available in the game (games rely solely only mints through recipes for their ingredients as mints through games do not require any ingredients from players).

Suppose you have a rare sword from a game that you've minted using plastic and diamond NFTs or by winning it from the game; you can burn that object and get the underlying ingredients sent to your wallets.

You might want to do that either because you want to use them to mint another object or because they are more valuable than the object itself and you would like to sell them.

To burn an object, go to your game's control panel menu and click on the Burn Object button. Fill in the form and validate the transaction.

Congratulations! The underlying ingredients/resources should now be in your recipient's wallet.

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