Trusted Reputation

The collective benefits of trusted on-chain repetitional capital

Halo as a collective “unlock”

This method of storing and validating achievements on-chain can translate to collective entities:

  • A Guild can earn Reputational Capital from parties authorized to rate them (e.g. members, partners of the guild).

  • A dev team or game studio can earn Reputational Capital from players and suppliers, such as independent game artists.

  • Creators- such as game artists- can acquire Reputational Capital as designers from those who consume their goods (players, developers).

In each of these cases, the entities can be of a “collective type.” Collective entities are distinct and, unlike individual player entities, may have the right to sell themselves, or sell fractional parts of themselves, to others:

  • A collective of designers could sell themselves to a game studio or fashion house (think avatar cosmetics), who would be purchasing all their assets, including their Reputational Capital.

  • A collective of developers working on a game, or series of games, could sell themselves to a larger game publisher, who retains the collective’s Reputational Capital.

While ownership of the collective entity can change, it will continue to amass Reputational Capital. If the new owner produces work perceived as less valuable, then their reputation will shift for the worse. Or the acquisition may lead to better work, and the shift would reflect for the better.

In these cases, Reputational Capital in a Web3 gaming context provides a new aperture for players to move away from transactional “Play to Earn” mechanics towards “Play and earn Reputation” mechanics. These are inherently aligned with “fun” and “play” as the existential purpose of games. Thus the core loops of game play, and value creation for players, become aligned in novel, and meaningful ways that distributes rewards to players over time.

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