In our system, there are free and subscriber accounts - for subscribers
($3/mo current plan), your data is also backed up on our servers, and it
gets you unlimited access to commercial games on the platform. $1/mo
goes to the platform, the other $2 is kicked back to the commercial game
developers, pro-rated per use by time spent that month in the game.
"Commercial" games are just user (or company) created games that are
flagged as such. We're releasing _all_ the tools (which is 90% of the
code base in a AAA platform) for free, only catch is free or commercial
games are tied to our platform. (Art path requires Max [~$4k] or
Blender [free.]) For developers without artists, we're also releasing a
few TB of reusable content, which is where half our budget goes, to keep
growing that library.
Our end goal is establishing a new open games platform and development
model, pro-developer to help break the sweatshop / RIAA model the games
industry has evolved to. P2P back end eliminates our need to start out
with a traditional server farm infrastructure like I used to build up -
now I just need a CA for the PKI and a small server cluster to backup
subscriber content, bootstrap the DHT store, and to provide some trivial
database and timestamp services for game devs that want hosted back ends.
On 11/4/2012 11:20 PM, Serguei Osokine wrote:
On Sunday, November 04, 2012 kerry wrote:
Hosting servers is a nice form of real work, where CPU, storage and
bandwidth are quite tangible, and more useful than mere 'proof of
work'.
Hmm, in retrospect it does sound obvious, but still the idea seems very
nice. Personally, I would be much more willing to trust the P2P storage
systems if I could pay for them, knowing that I'm not relying on the
charity of strangers to store my data (which could disappear when they
get tired and move on to the new toy), but rather on the cash that is
used as an incentive for them to perform the service.
I wonder if some of this cash could be even funneled to the content
owners? That could sure solve quite a lot of issues.
Best wishes -
S.Osokine.
4 Nov 2012.
-----Original Message-----
From: [email protected]
[mailto:[email protected]]On Behalf Of kerry
Sent: Sunday, November 04, 2012 10:14 AM
To: [email protected]
Subject: Re: [p2p-hackers] Bitcoin incentive on Kademlia networks
FWIW - we haven't released it yet (hoping for end of year), but I'm a
20+ year AAA game developer now indie, working on a MMO over P2P
platform (build over an embedded PKI). One of our 'please run one or
more server nodes when you're not playing' incentives is Bitcoin
payment. Hosting servers is a nice form of real work, where CPU,
storage and bandwidth are quite tangible, and more useful than mere
'proof of work'.
(back to lurking... :)
Kerry
On 11/4/2012 11:05 AM, Zooko Wilcox-O'Hearn wrote:
On Sat, Nov 3, 2012 at 3:09 PM, Changaco <[email protected]> wrote:
I agree with that. What I meant by "money has to be based on something" is that
money creation has to be based on something you can't fake. Otherwise one can create as
much money as one wants, and it's worth nothing.
I see. I agree with you, then.
Money creation is an important part of a monetary system, because when money is
created it devalues the one previously created.
Certainly.
Unless I'm mistaken, the Bitcoin creation process is based on proof-of-work.
The more processing power one has, the bigger the share of the monetary
creation one gets. But the Bitcoin monetary mass is limited, just like the
quantity of gold on Earth, so mining gets harder and harder until there is
nothing left to extract.
You understand correctly.
Before being able to send Bitcoins one must receive some. How would a new user
get Bitcoins ?
The way almost all Bitcoin users get their Bitcoin today is by
exchanging some other money for Bitcoin. They give some $, €, £, ¥,
etc. to someone in return for which that person gives them ⓑ.
The idea that we're bandying about here would introduce another way
that they could acquire Bitcoin: by offering p2p services on their
computers! It is an intriguing possibility.
Regards,
Zooko
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