Human mining through games is an interesting idea, but ultimately for me it comes down to this: is the game fun? For example, I looked at Huntercoin before and liked the idea, but never got into it because the game just didn't look like much fun.
One funny thing I have noticed during the time with both HUC and MOTO is that the amount of fun to the game varies relative to the ecosystem and "meta game" around it. HUC's game dynamics are even indirectly sensitive to market rates, and I imagine over time we will see similar with MOTO.
If you focus on the meta-game both games become a LOT more enjoyable.
(funny how many old school bitcoiners actually play MTG/modo, heh)
My favourite is HYPER, because the focus seems to be more on the game rather than the algorithm, and on integrating crypto currency into games
Again, the important point is the (very serious) distinction between integrating a currency into a game (something that has been around for as long as games have, hence the cliches of "monopoly money" etc.) and integrating a game into a currency. If you go deep enough into the math and philosophy buried between the lines in the satoshi whitepaper, you find that the whole "magic" of the thing is actually the coupling of a solution to the byzantine generals problem for consensus around "double spend" with a particular presentation of an abstracted iterated prisoner's dilemma, an extended form of which is sometimes now referred to as the "miner's dilemma" problem. The fact that the "IPD" (formally, a game) is at the core of the security of the mining process is awesome and is very central to the reasons that human mining can even exist.
Just putting a currency into a game doesn't accomplish much of value. If you believe it does, you should be buying as much Everquest money as you can get your hands on, and most rational people would probably not be doing this.
in general rather than the technical details of how a crypto currency works under the hood - which isn't all that interesting to me as a non-programmer.
However, despite being uninteresting, it is most important to you as a non-programmer particularly! As the HYPER games are centralized and offer up no proof structures, users have no way to know what is really going on within the system. (Since you are not a developer you can't even really do some system analysis to try to asses it, and since the systems are "closed" you can't even hope some third party has been able to do any such assessment! Yikes! Further just because something is "open source" doesn't really solve these problems these days either, unfortunately.) There is no way in any of these other offerings, so far, that anyone can verify that the operators of the game servers are not simply "cheating" on their social contract and actually giving some large portion of the coins back to themselves, family, friends, cronies, etc. With human mining in a blockchain, everyone must offer up proof to the network that they have actually earned their winnings by, you know,
winning.With a human mined currency, there is (to some probabilistic measure) no cheating, in the same way that in bitcoin there is no "cheating" on spending transactions. This is huge, particularly since (some form or another of) money is also on the line in these games, in most cases.
In particular, beyond just what would normally be considered "cheating" having a human mined currency offers an additional protection that is very important. In the same way that bitcoin offers some protections from some entity deciding to produce more/less of the currency, impacting holders' economic state, these human mined games offer a solution to a common problem in online gaming of item rarity!
Since there is no central authority, there's no one who can suddenly decide to produce an abundance of some rare game piece impacting the game dynamic without the majority of the participants in the player base agreeing to the rule change by mining on the new rules' fork. As an aside, this is where HUC and MOTO really differ! In HUC it is the hash collision miners (read: pools) who get to decide whether or not to adopt a rules change on the network, with their "voting influence" on the matter being proportional to their hashing strength (read: asic count and process node) where in MOTO it is the skilled players (read: currently just possibly savant humans and the most clever of the bot operators, but ostensibly the most skillful players in general) who get to make the decisions with their voting influence being relative to their ability to produce winning solutions to the game challenge.
In centralized games, business profitability often dictates a decision to intentionally trash in game economics and this happens
regularly and consistently as any experienced MMO player can attest to. When you throw "real money economies" into this centralized equation, bad things happen - particularly with even the slightest slip-ups on the part of the item issuing central authority. (Diablo 3 auction house, I'm looking at you buddy. We waited YEAR AFTER YEAR.
)
These two little experiments, HUC and MOTO, really represent a phenomenal shift in the future of gaming, IMO!