DIGITALAX
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In-Depth Overview

Problem

The video game industry is one of the most glamorized industries globally— providing an appeal built around the presumption of the fusion of work and play, where developers perform labours of love and are privileged in living out so-called childhood “dream jobs”.
Very few, however, truly get to enjoy this dream job, and, it is usually those in privileged positions, only handed to them on a “who you know” basis. The vast majority of developers and workers face alienation and are labored into perpetually working to satisfy the political intricacies, structural problems and disorders that dominate the industry as we know of it today. A persistent insecurity plagues the economic and social well being of workers, where their passion is turned into subsistence labour and their creative production confined to commercial mandates. The whole industry is founded around various forms of inequalities and surrounded with illusions about what it actually means to do what one loves. Further, not all roles are at all equally considered, where testers, like others, are heavily undervalued and exploited, and the modding ecosystems, despite being the foundational backbone to the industry, are too often outskirted and scorned upon.
So, where did it all go wrong? Well, without chewing over an entire backlog of exploitation, debasement of dedication and creativity, and rendering of radicalised labor practices that incurred extreme personal, emotional and social costs to those involved, a larger chunk of the malpractice can be tethered to the industry revering benchmarks defined by fiscal quarters and having selective amnesia towards basic welfare and security.
The majority of the extractive nature of the industry is evolved by the larger video game companies, studios and publication houses, where value is heavily concentrated and locked within walled gardens, and the mantra is far from pillars centred around open source, collaboration and coopetition. The environment is cut throat and unforgiving— only 1 in 25 games released to the market actually ever become profitable and 80% of the industry’s entire revenue is brought in by only that of the top 20 games.
With this said, in more recent years, developers and workers have intuitively taken opposition by increasing the activeness of their stance against continued exploitative practices and have been more outspoken on the illusory nature of this so called dream job, as described through the lens of so many unseen, undervalued and unheard voices in the industry. In turn, this has given rise to a much larger and compounding independent developer scene, where the symbolic value of what it means to be a game developer has been able to hold on to some of its charm, and the likelihood of an eventual large implosion and demise of the bigger studios appears more inevitable.
However, in most cases it puts the indie developers, breaking out from the confines of the larger studios, in a predicament best described by zugzwang— they may have more perceived freedom on the surface, but ultimately the indie scene is still riddled with inexcusable shortcomings, where the complete lack of support forces a lot of developers into having to decide between continuing in the hope of breaking out of precarity or moving on in order to at least better guarantee a next meal. Every move they can possibly make appears to worsen their life position.
Currently, there are no platforms, systems or arenas that support the independent growth, development and incubation of indie game devs, studios and their content, enabling them with the right tools to be able to properly establish, promote and cultivate ecosystems around their activities that aren’t reliant on politically pre-established networks. This is a huge barrier and backward setting deficiency. Where and how do current developers form their crews and guilds?
Yes, applications and software clients like Steam and Itch.io exist, which both serve as concentrated distribution services for game developers to be able to ship their content more readily to a player base. However, ultimately, these are just databases with significantly out of date UIs— they just don’t do the proper job. It is a massive gamble and not enough when thousands of games are getting released daily. Getting listed on these platforms is just becoming another slot in the never ending scroll of the screen. They don’t actually provide any clear pathway, facilitation or support for a developer to properly level themselves up and independently foster creative autonomy and strong, active communities around their content.
Indie developers, modders and players need a place they can go to connect and engage with more people like them. They need a native platform architecture for their pursuit into the metaverse.
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Solution

DIGITALAX, as a pioneer and devoted builder in the industry, earlier introduced the PODE (Perpetual Ownership and Digital Economy) NFT as a comprehensive and pivotal turning point for addressing the underlying problems in gaming, as well as providing the foundations for building the first decentralised version of an enhanced Steam x Itch.io platform: The Player Creator Portal (PCP), where native web3 and crypto components serve as key incentive conduits into the metaverse.
PODE and the PCP, unlike Steam and Itch.io, establishes an instant distribution platform & incubator for how indie game devs get from initial concept through monetization to launch and scale. PODE is set up to improve the circulatory performance of the feedback systems between the players and devs and also incorporate reliable metrics, through incentivised player QA testing, so that the devs can transparently gauge where they really are in the trajectory of their project and also fine tune their alignment with the current and future community of players, modders and content creators.
The platform places emphasis on cultivating the modding ecosystem around the OG developer’s content, not only for the abundance that it brings towards content generation, remixing and modding culture, but also, to reduce the barriers to entry for other devs/gamers wanting to onboard and promote economic opportunity and access around this— requiring all games under the ecosystem to be completely open sourced. This is a new revolution of Open Source Gaming (OSG), promoting democratised value distribution across all participants in the ecosystem, removing walled gardens and silos.
The PODE holders have access keys for directly leveling up the indie game devs and, along with other ecosystem participants, are incentivised to actively shepherd teams from pre-launch to launch to scale and player onboarding. All of this is made realisable through establishing utility of NFTs as sets of access keys and rooting the platform in web3 and native decentralised and crypto models— allowing Devs to build new monetisation models and ecosystems around them and their content that also unlocks additional value for their Players— inviting players to take a genuine ownership stake in the content of experiences that they have always been the primary co-creators of.
PODE and the PCP combines game incubation and game distribution all in one platform, uplifting unseen creators and voices and providing these creators with the effective resources, tools and support to actively level themselves up and release their content into a market that can differentiate and value it.
PODE is a core fundamental pillar of the DIGITALAX ecosystem, directly feeding into the other keystones across our marketplace, distributed supply chain, hybrid digital-physical fashion line, ESPA esports tournaments and $MONA custom incentivisation liquidity. PODE is built for the Player Creator economy.
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Ecosystem Architecture

The Player Creator Portal allows for developers to create and manage entire ecosystems around their content, where each developer and/or studio uses repositories for game content release version control and efficient collaboration with their Player base and the modding community. All game code is open sourced by the developers through the platform, allowing modders to fork the source content, through the UI, for making differentiated and permanent changes. Their forks are visually organised under “sub repositories” to the main content— giving freedom for the modder to continue to update their content, and then also collaborate actively with other modders, developers in the ecosystem, inviting them to contribute. This promotes a concentrated symbiotic relationship between the OG developers and broader modding community.
QA testing and version control is a critical component to game development, despite it being heavily undermined. Through the Player Creator Portal, players too are able to make pull requests to the committed source and forked modded content— engaging in an involved process of providing feedback and evaluation to the developers on the content, but rather than through just an ineffective /10 scoring system or broadly based comments, the data recorded through the platform, in relation to a player’s interaction with the content, is able to provide much more specific commentary and assessment. Here, the developers are able to gain a comprehensive analysis from the player and take decisions on which commentary commits should be merged to the main branches for the developers to work on. Thus, players have an active stake in supporting the enhancement and quality of their favorite games and the content ecosystem around it.
Both OG developers, modders and players are able to continue on a defined roadmap and path to levelling up, where dynamic data plays an important role in ranking all ecosystem participants and associated content through the commit based system. Here, players are able to build a well founded reputation through their contribution to the QA and testing of game ecosystems of their choosing, and modders too with enough validation from the surrounding community and player base are able to more actively embed in the ecosystem and monetise.
Modders and players receive different tags and meta ranks as they level up through the portal, which weighs in on both how a player or user engages in search and discovery of content on the platform (Ranking search), and also how the player or modder can unlock additional features and access.
Native to web3, each source content is connected to its own set of smart contracts that distinguish any NFT DLC mints on-chain from content minted by other games, and thus allows developers to use NFTs as unique access cards for players to exclusive content and experiences— adding increasingly novel engagement. Under this architecture, players with enough validation and select tags, allocated to them from their QA/testing, are given access to unique NFT content related to the specific game and dynamic NFT content that can level their standing within the PODE PCP meta-game. Modders with enough validation can start monetising by acquiring access to be able to mint their own NFT DLC under the OG developers smart contract set, where a royalty is distributed back to the OG developers on each sale.
Within the ecosystem, when a certain commit rank is achieved by the game ecosystem (Across player/testing commits, OG game developer commits and modding commits), that content then becomes eligible for entering into the priority incubation division, where they are more immediately and comprehensively supported during their business development through the PCP, especially in terms of enabling the key incentive conduits into the metaverse— virtual space (or land).
This commit rank is not solely number based i.e. ranked according to the activity of commits, where a larger number of commits means achieving a ranking faster. That is, certainly, one component to that, however, in our digital age, identity, and the way we define our identity holds even more consequence. The metaverse is multi-dimensional, and so too will be our interactions. Being able to inform and validate the social trustworthiness of someone in the metaverse — “proof of identity”— is incredibly important. Verifying through traditional KYC means certainly not only doesn’t make any sense, but also isn’t in line with achieving the desired outcome of proving out the validity of a committer's “intent”. And, with that said, clout or social influence, understood properly as a domain relative meta-reputation and sway coefficient, is a much more accountable and verifiable means for identity and social trustworthiness in the digital age.
Here, the PODE holders act as the evaluators in the system, having decentralised jurisdiction for determining the #clout rank (social influence and trustworthiness) of those in the PCP, and broader metaverse for wider comparison. PODE holders receive dynamically financial yielding NFTs, that become higher yielding as both number of unique and active identities in the PCP grows and the evaluation of those identities by the PODE holders remains trustworthy and against malicious impersonation, bot impersonation, sybil attacks— creating a strong incentive for not just growing the ecosystem, but rather growing the validity and authenticity of it’s participants. Clout for rank where the PODE holders secure the system. An individual PODE holder's contribution to the system is recorded, where active holders increase their yield and non-active and non-participatory holders don’t.
Thus, the commits for a game ecosystem can become more relevant and important overtime, where, as the OG developers, players/testers and modders increase their own rank and clout, they are also actively leveling up the content they contribute to and eventually eligibility for VLO. An ecosystem participant can also lose their rank overtime if active commits and contribution to the metaverse is not maintained, thus effectively the yield of the PODE holders who had evaluated those identities with a higher social trustworthiness.
The supported level up takes form in the game economy being assisted to hold a public VLO (Virtual Land Offering) across different segments of their ecosystem, with proceeds allowing the ultimate level up for game studio to further build out the comprehensiveness of their content and ecosystem.
The offering doesn’t have the focus of solely being a larger “funding” event for the game, developers have ample opportunity to build out sustainable and symbiotic monetisation opportunities prior, this is rather focused for mobilising the community, aka crowds, for unlocking more of the narrative for the game, increasing the game’s tribes / guilds and securing player ecosystem support for the future. After all, without a strong player base, content is just content, the aura of the “metaverse” is thus not sustainable.
The game developers offer up virtual real estate from their ecosystem for a variety of different content and benefits at varying price points i.e. NFT DLC, NFT for content unlocks, governance and incentive stake, modded content etc.
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Within this VLO, anyone can buy into allocated and dedicated land plots by the OG team with varying degrees of value. Purchases are then able to hold onto their “land plots” or sell them either during or anytime after the VLO, receiving the defined value in return. All land holders, after the VLO, have a decentralised stake in that game economy.
The OG team are also able to allocate certain land plots to the actively contributing modders within their ecosystem, with the modders being required to then meet the obligations within their roadmap, laid out for the future of their activity in the ecosystem.

First Execution

The first execution will be with that of indie game studio, Imagined Studios. Here, PODE holders are to beta test the system and secure the roadmap of digital experiences for Imagined Studios.
The holders are to evaluate the clout and influence level of those both first added to the list, by the DIGITALAX team, for an initial contextual data source, and then also those that join and enter the system as active players, testers and modders— incentivised for making commits to Imagined Studios game ecosystem.
As the validity of the PODE holder’s evaluations is proved trustworthy and the number of unique identities ranked also grows, the PODE holders are able to increase the yield of their fashionista. The fashionistas are unique ERC-721 NFTs that will be airdropped to each PODE holder on Matic Network. Each fashionista can be used in-game. These fashionista’s start with a staking power of 0, but overtime, each PODE holder’s contribution is tracked, based on their token ID, and based off of that, are able to level up the staking power.
The goal for the PODE holders is to both prove out the reliability of the model and in that, aid Imagined Studios in their final level up to reaching VLO status. Upon achieving VLO, a public Fashionista NFT sale will take place, backing more value behind the PODE holder’s unique fashionista NFTs, as now a secondary market price has been established, and, the better the evaluation by the PODE holders and growth of the ecosystem, creates more demand for the Fashionista NFTs, even without yielding incentives attached.

Entrance and Exit Opportunities for PODE Holders

All PODE holders will be airdropped, over Polygon (Previously Matic Network), a new V2 PODE ERC-721 NFT. If a PODE holder wishes to actively participate in the system they have a clear path to both increasing their own reward and also the growth and sustainability of the ecosystem and its stakeholders. For those that don’t, they can sell off their V2 PODE ERC-721 NFT to the secondary market.
The supply of PODE will also be increased, with a limit of 1 per address on sale, allowing new entry for those that understand the value of what is being built and also are willing to actively participate.
Clout for rank where the PODE holders secure the system. An individual PODE holder's contribution to the system is recorded, where active holders increase their yield and non-active and non-participatory holders don’t. The PODE holders will be one of the larger stakeholders in the progressive decentralisation of the PCP. Therefore, it is of high importance that the right voices are represented from the start and are able to gain an active stake in the ecosystem.