Bridgeworld should be thought of as a gaming platform more so than a game itself. As part of our decentralized Nintendo thesis, we believe that Bridgeworld can function like a decentralized “video game console.” The format of the Bridgeworld Games can change and be swapped out like video game cartridges. The DAO decides the format for these games and the metrics that determine whether guilds can overtake the Harvester. Through Harvesters, Treasure elevates itself from being a game-maker to a framework for connecting web3 games across the entire space. Treasure can incorporate other projects’ games and NFTs into our Harvester tournaments. We are currently working with several ecosystem partners on potential Harvester integrations and invite builders from across the space to participate.
Bridgeworld functions as a base layer metaverse. The land in Bridgeworld is a composite of other metaverses’ land, allowing Treasure to incorporate other games and projects into our overall framework. Treasure avoided tokenized real estate because we view land NFTs as a dead-end strategy for ecosystem growth. Building a metaverse around the concept of physical land caps the total number of users that can be onboarded and creates imaginative constraints on what the metaverse can become. Treasure is larger than a single project. It is an ecosystem. We think about our metaverse as something that connects other communities rather than competes with them.
Treasure is building a highly adaptive, modular metaverse. We expect Bridgeworld to evolve over time, both in terms of aesthetic and storytelling. Harvesters are the mechanism that the DAO can use to slowly and carefully steer Treasure as a whole in a new direction, without requiring a change to the fundamental MAGIC emissions policy. The DAO has already codified MAGIC emissions. Bridgeworld is the recipient of new MAGIC created in the Treasure ecosystem, collected by Legions using various apparatuses. Through Harvesters, Treasure can adapt to the changing realities of blockchain gaming (regarding genre and game design) and remain the preeminent network of games and communities in web3.
Moreover, Harvesters function as modular laboratories for testing different kinds of games. Initially, we will begin with two
Harvesters to prove out the overall model, but the DAO can add as many Harvesters as it would like over time. It is inevitable that some formats for Bridgeworld Games will become out-dated or fail from the get-go. Pivoting from a single game design for MAGIC emissions to isolated experiments via Harvesters will allow the DAO to iterate on the most sustainable, mainstream-friendly approach for our organization.