Halo as an “unlock” with value creating new self-organizing relationships

Halo as an “unlock” with value creating new self-organizing relationships

Ultimately, Halo is a type of pseudonymous curriculum vitae. This permits the self organization of collective effort, based on reputational criteria. These can include economically beneficial organizing. In the first iterations, they permit for collective effort to manifest in trustless context. This may be the most potent effect of the Halo model: it allows for individual actors to band together, with minimal friction, towards a collective objective, and distribute the rewards accordingly.

The possibilities in self-organizing structures are inherently vast, and fractal in nature: the form can repeat itself at larger and larger scales. They can begin in somewhat obvious ways, by empowering existing collective action to be more effective:

  • Game studios can recruit developers and artists based on their Halo (and the Halo of the studio), towards the production of games.

  • Player leagues can recruit players based on their mutual Halo.

  • Creator collectives can form and expand based on mutual Halo.

  • Creators with high Halo can require a “request fee”- developers recruiting game artists of high caliber may be asked to include an application fee for their RFP to be considered by the creator.

  • Player Guilds can form and expand accordingly.

  • Player Guilds can take on the task of measuring game quality in terms of Halo generation. Games with high ratings generate more trusted Halo rewards. Players are more likely to play these highly rated games. The guilds providing the ratings are rated as well. Thus a distributed version of “Consumer Reports” emerges for measuring game quality and game economics on behalf of players.

  • DAO formation, per the fusion of Halo and staked tokens as a qualifying method of entry.

In all these cases, the participants are on-chain entities affiliating to a collective entity, whose contract governs the economics of the entity. Thus game revenues are distributed to team members (devs, artists, community team), creator collectives can do the same, and so forth. Members in good standing could potentially acquire collective Halo that cascades to their individual effort within the group, further rewarding participation beyond direct economic benefit.

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