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Xai Chronicle

Two Years of Friction Become a Requirements List

After the LAMO acquisition, the studio needed to consider the new project alongside the technical problems facing its existing games. At a preparatory meeting, they turned two years of frustrations into a requirements list: players should not be blocked by cumbersome wallet steps, and frequent small actions should not interrupt play because of fees or delays. Complaints that had been scattered across game development began to become requirements that could be examined one by one.

A creative chronicle combining project history with imagined scenes. Story events are not verification of network activity.

After the LAMO acquisition, the studio needed to consider the new project alongside the technical problems facing its existing games. The strategic meeting was approaching. Although its subject was already “chain,” the engineers first needed to establish what problem they were trying to solve.

At a preparatory meeting, they turned two years of frustrations into a requirements list: players should not be blocked by cumbersome wallet steps, and frequent small actions should not interrupt play because of fees or delays. Someone wanted to move straight to choosing a chain. A-Zhen argued for first writing down where a player might get stuck and what those obstacles cost the development team.

Complaints that had been scattered across game development began to become requirements that could be examined one by one. The list was still preparation, not a technology choice. A-Zhen planned to bring concrete player flows back to the meeting so that every candidate could be judged against the same questions.