Play Create Own
Interactives
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Play Create Own Interactives

Play Create Own interactives are neither a department nor a single engine. The term encompasses any engine and any pre-configured game that is fully integrated with the Play Create Own system.

An interactive must meet three requirements:

Open within the ecosystem

A Play Create Own Interactive works much like Open Source — both technically and economically. Open doesn’t automatically mean every line of source code is public. It means a game has defined interfaces through which content, rules, characters, worlds or modules can be modified and extended.

At the same time it stays traceable who contributed what. The product shares recorded on-chain determine how later revenue is distributed between developers, creators and other participants.

The blockchain serves primarily as a reliable ledger: it records contributions, attributions and revenue shares. For players and creators the experience still feels like a normal digital product. No crypto currencies, no blockchain know-how required.

The Interactive Badge

Every connected and reusable game can carry the Play Create Own Interactive Badge. The tier shows how far and how deep the product can be modified.

Approved
Connected to Play Create Own and compatible with ORIDIO.
Bronze
Content, assets or parameters can be adjusted.
Silver
Game rules, systems and configurations can be modified.
Gold
Comprehensive creator system with editors, modules and broad reusability.

The higher the tier, the greater the possibilities to create something of your own from an existing game.

Approved

ONE Studio

The reference engine of Play Create Own Interactive — first to carry the stamp.

Invitation phase

Godot

Invitation phase — and soon open to more developers.

Attaching more engines

In parallel we’re building an open attach kit that lets developers bring games from other engines into Play Create Own. Ontology, ORIDIO, creator access and revenue logic all have to be cleanly wired in.

An attachment is possible for almost any engine, but it takes development work. For the widely used engines, ready-made plug-ins are shipped over time.

An attached engine is not yet a finished creator product. For players and creators to actually use the possibilities, the games built on top have to be prepared accordingly — with understandable editors, exposed parameters and clear paths to evolve them further.

Stealth
U*****Y
In internal development — next candidate after Godot.
U*** ***e
On the list of next agents — timing follows U*****Y.
R***r
Under evaluation as a next lane after the mainstream engines.
C***t
Under evaluation as a next lane after the mainstream engines.

A Play Create Own Interactive isn’t just a game. It’s a game from which more games can grow — and the people who contribute share in its success.