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Comment by runeks

In all seriousness, who would want to build a game on top of a platform that’s currently limited to ~15 state changes per second? And where each of these state changes cost money?

I get the interesting aspect of creating a game with a limited supply of some virtual good, but how much energy does it make sense to put into a game of this nature when the underlying platform prevents your game from becoming successful (because it can’t handle that kind of load)?

I suspect there’s a genuine use case for limiting the supply of virtual goods in games, but I doubt the solution involves all games performing state updates using on-chain transactions in a single, shared blockchain.

parent runeks 8 years ago

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