At the heart of OASIS's vision for interoperable gaming is its unique missions and quests system. In many traditional games, missions and quests are linear experiences contained within a single game world.
Once completed, they typically can't be transferred or reused across different games or platforms. However, OASIS takes a radically different approach, allowing missions and quests to be modular, interconnected, and interoperable across different virtual worlds, game engines, and realities—both digital and physical - thanks to the Missions + Quests API.
What Are Missions and Quests in OASIS?
In OASIS, missions are containers that hold quests—a series of tasks or objectives for players to complete. Each mission can contain multiple quests, and each quest can be broken down into sub-quests, creating a flexible, scalable system. What makes this system powerful is the Holonic architecture underpinning OASIS. Every mission, quest, and sub-quest is a Holon, a modular data object that can be reused, remixed, and linked across different experiences and applications within the OASIS framework.
This means that a mission designed for one game in the OASIS metaverse can be repurposed in another without having to rebuild it from scratch. A single quest might exist within multiple game worlds, each adding its own context or layer of gameplay. This opens up endless opportunities for creativity, allowing developers and users to leverage existing content while building new experiences.
For example, imagine you’ve completed a quest in a space-themed game, unlocking a special spaceship part. In a traditional game, that reward would only be usable in that specific game. However, in OASIS, you could use that spaceship part in other games connected to the OASIS platform, like a planetary exploration game or a space racing game. This is the kind of interoperable gameplay that OASIS enables.
Interoperability Across Platforms
The modular nature of OASIS's missions and quests is a breakthrough for interoperable gaming. Because each mission or quest can be linked to an API and stored within the OASIS system, they are not tied to a specific game engine or UI. Developers can create quests for one game using Unity, and then another developer can take that same mission and use it in an Unreal Engine game or a web-based application without needing to rewrite or redesign it.
This flexibility comes from OASIS’s backend APIs, which handle the heavy lifting of game logic, processing, and data management. The game engines (Unity, Unreal, etc.) merely serve as renderers—visualizing the missions and quests based on the data they receive from OASIS. This means that missions and quests are not confined by the limitations of any one platform, enabling them to flow freely across different virtual environments.
To further demonstrate this, imagine a player completing a quest in a fantasy role-playing game, where they defeat a dragon and earn a powerful artefact. That artefact could then be carried over into a sci-fi shooter game connected to OASIS, where it transforms into a futuristic weapon with special properties. The quest itself—defeating the dragon—could be adapted into a new context, such as battling a giant alien in the sci-fi game, while maintaining the same core objectives and logic.
Geo-Location and AR Integration
OASIS goes a step further by integrating geo-location and augmented reality (AR) into its missions and quests, blending virtual experiences with the real world. Players can complete quests that require them to physically travel to specific geo-locations, such as parks or landmarks, to trigger AR experiences. These locations can be linked to specific missions and quests, creating dynamic interactions between the physical and digital realms.
For example, a player might be on a mission to find hidden treasures scattered across different parks in their city. Using the OASIS system, they can activate AR hotspots at these locations, where they can interact with 3D objects, solve puzzles, or unlock NFTs. These quests can then be completed in both real-world locations and virtual worlds, providing players with a seamless, immersive experience that spans both realities.
What makes this interoperable is that the same quest—say, finding a hidden treasure—can exist across multiple games and platforms. In one game, the treasure might be a virtual item used for crafting, while in another game, it could be a collectible NFT with real-world value. In both cases, the quest logic remains the same, but the rewards and interactions are customized for each game world.
Reusable Content and User-Generated Quests
Another major innovation in OASIS’s mission and quest system is the ability for users to create and share their own content. Users can build their own quests and missions using the low-code or no-code tools provided by OASIS, allowing them to design unique experiences without needing extensive programming knowledge. These user-generated quests can then be shared with the community or integrated into other games.
The holonic structure of OASIS ensures that these user-generated missions are not confined to a single game or application. Once created, a mission can be reused and adapted across multiple platforms, creating a rich library of player-made content that enhances the metaverse ecosystem. Players can link their quests to Geo-NFTs, avatars, and even other missions, further deepening the sense of interconnectedness.
This interoperability makes OASIS stand out from other platforms. By enabling the reuse of missions and quests across different worlds and applications, OASIS creates an evolving universe where content can grow organically, without being limited by platform-specific constraints. Players are not just passive consumers of content; they become co-creators of the metaverse, contributing to a dynamic and ever-expanding ecosystem of experiences.