Have you heard of Prospectors, the currently most complex simulation game, getting ready to launch on EOS. Well i was lucky enough to get an invite so i am playing a prototype right now 😛 At first sight it’s a really comprehensive mining game, tied into an economic simulation of division of labour: not only can you buy and sell resources, goods, products, you can also lease out or fulfill contracts to accomplish any of those tasks.
It reminds me a lot of The settlers (in case you remember the 90ies), which had a somewhat similar gameplay and graphics approach and maybe the Anno series, but never really played this one.
You basically act via three worker figures, you use to prospect the game landscape, to see on which plots are the most lucrative resources (gold, stone). As you can see on the screenshot, it’s really crowded already with some 1200 test players invited and already after a few days, not much land left to explore. and then rent and use for your purposes.
Apart from mining, there’s a lot of other work, like cutting timber and then making boards and beam out of it, up to eventually building some workshops etc. As said all of these tasks can be done by your workers, or you can comission other workers for that task via a free market. Out of the ressources available (wood, clay, coal, gold), you can build tools and workshops, that are required to produce those tools, or facilities to improve you mining capabilities.
The workshops again can be used to produce mining tools, that are more efficient or replace worn ones. All those things are playing out via free market economics, and the prospectors team doesn’t interfere with prices directly.
Whereas the graphic where ok (a bit too old for modern video game standards, it surpasses everything to be seen on-chain these days, also for the complexity of the game play. And the economics determined by the players, to a much farther degree than like with EOS knights, where the dapp team has reserved a few central points for themselves.
Unfortunately the token economics doesn’t really play out properly: Producing equipment requires a steep investmentphase as the workshops require considerable resources to be provided by a player for building, so tools are really expensive. Yet the issue is you need to replace your tools on a regularily other they wont work:
As you can see that the shovels are there, and really waiting to be bought, but the prices are so steep, no matter if you use the equipment for mining or for labour, the costs are higher than what you can withdraw as an amount from sales or contract orders. So sooner or latter you run out of tools/instruments that you initially have got, but you are neither able to buy in, as the costs to buy exceeed what you can generate.
An admin on their telegram tonight said that they are aware of those issues and would deploy a fix after the next release early next week. So lets hope that they update the dapp and make a few more governance points were discussed.
I certainly would like to see the balances and costs better better harmonised per Person. Also the lifespan of the tools need to increase, as its no only 10 days. I persoanlly will wait for an update as now currently i can hardly pay.