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Technology

"The World is a Construction Kit"

All tech should be programmable and changeable, even if the interface is just a toy. Early personal computers like the Apple II, Timex Sinclair, TI-99/4A, TRS-80, C-64, etc. all came with a built-in programming language: BASIC. But it was a new language. With it, people began to build and create.
Gothies and the Gothies economy should be changeable and programmable.
Imagine working outside the lines, operating at a perceived “low level” and finding clever shortcuts to resources and novel outcomes. It’s harder than taking the established path, and it’s full of risk, but the reward is a sense of being exceptional. It’s a great vector for real learning and empowerment.
Imagine if players could change the metadata of their NFT, for example, by creating their own mods. More importantly, this will let us expand the game to enable people to make their own pieces.

Technology Layers

The Gothies creativity tools are numerous. They come in layers and each layer can grow in complexity over time.

Layer One: The Environment (with AIs)

The fundamental material of the Gothie universe is a moldable, foldable, sculptable "clay". Think of this clay as a point cloud with physical properties like density, material and pressure. It also has not-so-physical properties, like mood. Clay will resolve to geometry in near-real time as you sculpt and shape it. Behind the scenes, in the cloud, there will be powerful AI systems continually working together to build and shape the experience of the Gothies world. They will populate the world with clay-based features, and also mood music.
These systems will be a type of AI known as Generative Adversarial Networks (GANs). GANs are frighteningly good at creating new art based on existing examples. We'll have one GAN trained on Maurice's artistic style and will be able to “riff” on it to programmatically generate new original themed content that is artistically consistent. Another GAN will work temporally to generate music and sound based on Rodrigo's corpus. All such AIs will take hints from a world map that provides area-based parameters, so we can influence what sorts of trees, terrain, structures, and moods are generated for different locations. Some examples of impressive GANs that exist today are DALL-E and Disco Diffusion (generative art) and GPT-3 (generative language). Take, for instance, this very interesting exchange: Philosophers on GPT-3, and GPT-3's response: GPT-3 on Philosophers. The response is completely AI-generated.
Our AIs will use the same set of world creation tools as users to sculpt clay, apply paint and texture, and place things in the world. They will create working game mechanics (that may or may not make sense) by riffing on a volume of examples we give.
The AIs are also available as a tool to the user in creative mode, as AI-assisted content creation. You'll be able to click to grow vegetation, fill in areas with wells, water, fences, etc. You can paint with AI variants of Gothie texture and cloth.
The AIs are benevolent - just here to help you. This first layer, environment building, is where users will start to create custom content. They will spend hours in a creative flow, building out a space and making it “just right.” We'll provide great tools for sculpting clay in very fluid ways. Additive, subtractive, stamping, expand, contract, add noise, duplicate, soften, create variant, etc.
We'll include a massive catalog of pre-made objects, some of which will come pre-programmed to be immediately usable. For example, a lever in a box that can switch, and signals "on" or "off". All objects in the catalog will be made of clay and are immediately sculptable themselves.
Similar systems: Nothing that closely resembled this, actually.

Layer Two: Physical Mechanisms and Wiring

When building a project in Gothies, the user will be able to attach physical mechanisms to objects to move them, scale them, make them disappear, or even change another property (collibable, the notion of "on" or "off", etc). These are like actuators likepistons, motors, connectors, joints, hinges and so on. These are then connectable to more abstract mechanisms like timers, logic gates, sensors, signalers, counters, etc. They are also composable and, by themselves, can be used to make simple gameplay or an interactive space. These little “atoms” can be placed onto little “scrolls” and made to be reusable. This layer also includes character rigs, animation, camera controls, music, and sound effects. All mechanisms are open source and hackable.
Similar systems: LabVIEW, LittleBigPlanet, PlayStation Dreams
Behavior models: These are pre-built logic packages to help bring characters and other objects to life, making it easy for something to move and act intelligently. Tell something to walk to a destination and it will path there without falling in a hole, etc. All behavior models are open source and hackable.

Layer Three: Full Programmability

This layer is specifically for advanced users. Write code in your favorite editor, with live debugging in-game. The programming language will be a subset of TypeScript, and the code will pass through our custom compiler and reduce to a bytecode that runs on our VM (called the DreamMachine). In fact, even layer two physical mechanisms (discussed above) are built in this language and run on the VM. Running custom bytecode ensures we can audit all actions the code takes, and we can throttle the speed it executes, ensuring our backend can handle the load.

Layer Four: Integration with Economy

Games built on our platform can interact with the in-game economy, much like a smart contract. Users can authorize apps to withdraw a certain amount from their account, and any app can deposit tokens in a user's account. Apps can also transfer ownership of NFT’s for which they are authorized (following the ERC721 approval model).
Games are also NFT’s and can be sold on the secondary market. Only the current owner of a game can withdraw its token balance.

NFT’s as Software

  1. 1.
    Technically, NFT's are art. They may be generative or derivative… but they are still art.
  2. 2.
    The United States of America has very clear guidelines on selling art and the tax implications for doing so. Art is not a security or an investment (by the definition of stocks as investments).
  3. 3.
    However, as dimensions are added to an NFT, said “art” can then be considered a piece of technology or part of a system and method.
  4. 4.
    If NFT's, then, are served from a place (IPFS), and contain multiple components, and can perform a function (e.g. play music) - then NFTs are now in the software and technology space and not "art".
  5. 5.
    NFT's can be considered and sold as software with a company end user license agreement.
  6. 6.
    Each NFT, and the ecosystem around it, is software. Everything we do and say is now a feature and an update.
  7. 7.
    Additional details are contained in the End User License Agreement.