From Chain Constraints to the Question of Building One
Background: The studio had begun taking its work on-chain seriously, and A-Zhen was an early engineer exploring the technical options. Today: During Friday’s review of on-chain issues, a new line appeared on the whiteboard: “Should we build one ourselves?” Impact and next steps: The question shifted from “What can a chain do?”
A creative chronicle combining project history with imagined scenes. Story events are not verification of network activity.
Background: The studio had begun taking its work on-chain seriously, and A-Zhen was an early engineer exploring the technical options. The existing questions on the whiteboard still had no answers, and the team needed to decide whether building its own chain was a viable direction or a distraction from game development.
Today: During Friday’s review of on-chain issues, a new line appeared on the whiteboard: “Should we build one ourselves?” It moved the discussion beyond examining outside options and toward a more direct choice: if existing chains could not meet the game’s needs, should the team take responsibility for its own infrastructure?
Impact and next steps: The question shifted from “What can a chain do?” to “Should the studio build one itself?” That gave the discussion a clear starting point, but the question mark on the board was not a decision. The team still needed to spell out the game’s actual requirements and the cost of building a chain before choosing a direction.