Isn’t safecoin transaction speed atomic? And doesn’t safecoin record it’s last known owner? If you have a list of who is playing the game simply use a tiny bit of safecoin like a roll call.
Alice
Bob
Charlie
Dana
0.001 safecoin goes from Alice to Bob and back again. Ok we know Alice and Bob are here. Alice to Charlie and back again, okay Alice knows Charlie is here. Again and again with all the other player combinations. Keep in mind you can also rig it so that safecoin can store data as well though it might be better to use SD instead. My point is we have a method of sending data between participants that travels at near instant speeds. If we can transact financial transactions atomically why can’t we transact player coodinants?
Okay there are a couple questions here. In a distributed MMO even while playing with just two players like that you aren’t just playing with two people. You have the two players and the network. Otherwise it wouldn’t be an MMO it would just be a regular RP of some kind, which are fun as hell but not what we’re discussing. In a standard RP two or more players create their own universe, their own rules, from scratch and roleplay it out. Sometimes you have a set rulebook and premade universe like in the case of Dungeons and Dragons, in that case it’s a roleplaying game, but it’s still up to the players how much they wish to adhere to the book and premade rules. In an MMORPG you have the premade rulebook, then you have the players. The advent of computers didn’t get rid of roleplaying per se, it just automated the role of dungeon master. So perhaps for SAFE here’s a crazy idea: set it back on manual.
Give the SAFE MMORPG dungeon master, or dungeon masters, lots of fancy tools to create a dungeon, or randomize levels (we were talking about planet creation) and generate mobs and quests of various kinds. This would add to the player creation aspect. It would also help solve the trust conflicts we’re having as yes it seems a human being does need to actually make these decisions. How do you know if Alice really can jump over that canyon? You compare Alice’s stats and abilities to the canyon size and see if she can jump it. Then you compare if she actually did jump it with the data she’s sending Bob.
Reintroduce the role of Dungeon Master. The problem you propose is caused by confusing the role of Player with the role of Dungeon Master. You need to review how old school table top RPGs work, upon which computer games are based. There’s no need for servers. We just need to define specific roles. When a player enters the game they need to pick a role: Player or Dungeon Master. Players can create/have access to their characters but only have access to THEIR stats and abilities for instance. Dungeon Masters cannot create or access their characters but can view all stats and abilies and compare them with the game rules in general and penalize players who try to break the rules.
Well you could institute a reputation system but ultimately, just like in regular tabletop gaming there’s not much you can do. Every group is different. If you get a bad dungeon master who lets everything fly then that’s a bad roll of the dice. Or if you get a bunch of players that have no respect for the rules same deal. Ultimately I think this is where socialization will come in, building networks of friends and associates, clans and guilds. People with good reputation and behaviour will want to associate with one another. Those who act like antisocial pricks will end up being shunned.