Halo as reputation

Non Tradeable Social Tokens (NTSTs)

Reputational Capital as Player “Halo”

In the context of the Ready Games distributed Web3 gaming ecosystem, play and earn reputation is represented by the concept of “Player Halo.” Halo is the general term for the collection of achievements earned by an account over time. Halo is not a token per-se. It is a collection of Non Tradeable Social Tokens- each of which is represented as a verifiable on-chain event affiliated to that on-chain identity. [^2]

Players develop their Halo over time, by accumulating recognized events in games, or in player communities related to games in the ecosystem. The grantors of Halo are the qualified participants in any given context, for example:

  • Game developers create in-game achievements that link to Halo. When players reach those in-game goals, that achievement is reflected on-chain and contributes to their Halo.

  • Player communities provide methods for players to respond to each other’s contributions- for instance by “upvoting” a comment. The forum entity can generate Halo rewards based on different levels of feedback on player posts or comments. In exchange, some players accumulate Halo as being valuable community participants.

  • Game designers or artists (aka “creators”) produce content that’s interoperable between games. These creators achieve sales results, “likes” and other responses from players. In turn, game developers can screen for including creator content that meets certain Halo thresholds.

The chain of Halo events is not monolithic, meaning it does not accumulate into a single Halo “score.” Rather, Halo is a collection of attributes of many types (game skill, community skill, creation skill). It’s up to the “reader” of the entity’s Halo graph to decide which Halo events qualify for their needs, and whether the “source” of the Halo event itself has high enough Halo. Thus the second derivative- the Reputation of the Reputation- becomes measurable by the reader. This allows for market dynamics to resolve the issue of Halo quality.

If a game developer creates a “scam game” to boost “Halo” - that is essentially meaningless as Halo itself has no total score. Instead, the scam game will merely create a series of on-chain Halo events for participating scam players that, when inspected, are attributed to the scam game. Halo readers will then have the option of screening out “Halo sources” that themselves have low Halo. Thus the scammer has a low probability of fraudulently creating “meaningful Halo.” This is akin to gaming ratings in a Web2 context. But with on-chain events, the reputation of the rater is now public information, and the rating can be weighed according to the rating of the … rater.

[^2]: The concept of NTSTs derives from Jeremy Parris, Venture Associate at Delphi Digital. A draft paper exists by Parris describing the theoretical case for the development of NTSTs. Source. Ready is indebted to Parris’ thoughts in this arena.

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