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Proposal: Quests as a Data Product

Status — product/strategy proposal, not shipped

This is the third piece of the quests thread, alongside the quests-data-model (Zoinkwiz — entities) and Player-Tier KPIs (Marco — tier values). Those two answer how a quest is structured and rewarded. This one answers the question that funds the whole thing: which quests produce data someone will actually buy, and which are a waste of capture. It adopts the existing model verbatim — a quest is still a lobbies party + quest_id attribution + a requirements JSON — and only fills the content side: what to put in objective / requirements, ranked by buyer value. Nothing here is shipped.

Under the Reward Economy (the reward spine), the buyer-value ranking below is also the pricing input: a quest's set cash reward is tuned to how valuable its captured scenario is. High-value quests on these axes justify larger payouts; commodity quests aren't built at all.

0. The one decision this document is built on

We are not selling gameplay video. The open web is already saturated with single-POV gameplay video (YouTube, Twitch), it is being exhausted as a training corpus, and scraping it is now a legal liability — Anthropic settled a training-data copyright suit for $1.5B; YouTubers are suing several frontier labs over scraped video. So a quest whose only output is "more gameplay video" produces a commodity and should not be built.

What is not scrapable — and is therefore what we sell:

  1. Dense actions synced to frames (_input.csv ↔ video, tight). Their highest-value use for a buyer is as a seed to train an inverse-dynamics model (IDM), which then auto-labels the cheap public video the buyer already owns. OpenAI's VPT trained an IDM on 1,962 labelled hours and used it to label ~70,000 — "two orders of magnitude more data-efficient." The moat is sync precision, not hours.
  2. Verbalized real-time intent aligned to the action trajectory. This is a recognized, measured lever (Embodied Chain-of-Thought: +28% absolute task success) and a genuine white space — existing game-language datasets are third-person spectator commentary, not first-person "I'm about to flank left."
  3. Multiple synchronized POVs of the same session. Multi-view of one dynamic 3D scene is the native supervision for 4D reconstruction and is explicitly "the main challenge" for multi-view video generation (labs render synthetic Unreal rigs to fake it). N players in one Playroll party = this, for free — and the cross-POV pair count scales N×(N−1) (see §1.2), so party size is a value multiplier, not a linear knob. It pays off only when the viewpoints actually cover the space from complementary angles (parallax, loop closure), not when N players all stare the same way — a distinct design property we score as axis E.
  4. Consent / clean provenance, PII-free. Every Playroll capture is player-authorized — the structural moat over scraped data (a purchase gate, not a feature). Buyers want PII-stripped data, not raw (no passwords, names, card numbers on screen), so quests must avoid eliciting on-screen PII.

Every quest below is scored on how much of (1)–(3) it activates; (4) it inherits for free (subject to the PII constraint). The two axes Marco prioritized — bespoke intentionality and multi-sync POV — are (2) and (3), and the market brief confirms they are the most defensible, least-filled, highest-priced characteristics.

Who actually buys

The primary paying buyer is world-model labs (action-conditioned / interactive world models). Robotics is a secondary, future-leaning option, not a near-term market — and not "useless," as an earlier draft of this doc overstated. The honest position: the architecture is proven compatible (gameplay can be trained on a robotics foundation-model net and still improve on unseen games), but no robotics lab uses gameplay data in a control pipeline today, and game engines fake contact physics, so motor-control transfer is unvalidated. The defensible robotics angle is high-level only — navigation/locomotion priors, long-horizon intent, multi-agent coordination. Net for quest design: don't build manipulation/force quests (§5, Q9); treat robotics as a future high-level option, not a dead end.

1. The triage framework — five axes

Every candidate quest is scored 0–3 on each axis. The verdict is not the sum — it is the rule in §1.3.

1.1 The axes

AxisWhat it measuresWhy a buyer pays for it
A · Intentionality densityHow much declared intent (real-time voice) is bound to a trajectory that fulfils it(goal → trajectory) pairs are the substrate of every modern VLA; narrated rationale is a measured +28% lever and a white space
B · Multi-sync POVN humans, same environment, same clock, multiple camerasMulti-view of one dynamic scene = scarce 4D supervision; simultaneously yields multi-agent behavioural data; pair count scales N×(N−1)
C · Action-conditioning purityHow clean the input → on-screen effect channel is (low menu/RNG/UI noise)A tight, legible CSV↔frame mapping is what makes the data IDM-trainable rather than garbage
D · Domain transferDoes the data-domain map onto something a buyer trains (navigation, locomotion, long-horizon planning, social coordination)?Decides whether the slice has any buyer at all; spite reserved for fake-transfer domains
E · Reconstruction coverageDo the POVs cover the space from complementary angles (parallax, motion, loop closure) rather than all pointing the same way?Turns multi-POV from "several near-identical views" into views that actually constrain 3D geometry — the difference between multi-view video and a reconstructable scene

Axis E only applies when B > 0 (no second POV, nothing to reconstruct across). A high-B / low-E quest is multi-view video; a high-B / high-E quest is a 3D capture rig made of players.

1.2 The party-size multiplier (why max_party is a value lever)

The number of cross-POV pairs in a lobby scales N×(N−1): 2 players = 2 pairs, 5 = 20, 10 = 90. Multi-POV value is therefore super-linear in party size — a 5-stack is not "a bit more" than a duo, it is 10× the cross-view pairs. And it is exactly the data that almost never gets captured — game servers process and discard it in real time, so a multiplayer session recorded from every seat is genuinely scarce. Consequence for authoring: for any B-axis quest, bias max_party upward and reward full parties — as long as axis E (angular diversity) holds, since 10 players all facing the same wall is still just one viewpoint's worth of geometry.

1.3 The verdict rule (deliberately spiteful)

  • PREMIUM — high (≥2) on A or B, and ≥2 on C, and the data is hard to get elsewhere. B-axis premiums additionally need ≥2 on E to be worth their capture cost (otherwise they're commodity multi-view video).
  • PLAUSIBLE — high on one axis, mediocre elsewhere, but still produces a non-scrapable signal. Build opportunistically.
  • COMMODITY — produces mostly video a buyer can scrape for free. Do not build, regardless of how fun it is.
  • USELESS / FAKE-TRANSFER — pitches a domain (contact physics, manipulation) the buyer cannot use from game data at all. Refuse to build even if asked.

2. Game catalogue, classified by data-domain

From the live res/games.json (all 20 enabled), grouped by what they actually produce — not by genre:

Data-domainGamesBest for axis
Open-world driving + urban navigationGTA V, Cyberpunk 2077D (navigation/locomotion), C (driving = clean control)
Open-world 3D traversal + object interaction (SP)Witcher 3, Elden Ring, Starfield, Hogwarts, BG3, CyberpunkA (intent-rich), D (navigation)
FPS tactical squad (shared bounded space)CS2, CSGO, ValorantB (multi-POV), A (callouts = native intent)
FPS / BR squad (traversal + combat)Apex, PUBG, Fortnite, Overwatch 2B, D (traversal)
Continuous vehicle control + multi-agent, clean physicsRocket LeagueC (purest action channel), B
Manipulation / construction / long-horizon planningMinecraft (Bedrock + Java)A (planning), D (long-horizon), B (co-op build)
Top-down strategy (multi-agent, low embodiment)LoL, Dota 2weak — see §5

3. The quest catalogue (triaged)

Each quest gives: the four-axis score, the v1-shippable form (fits the current requirements DSL: min_party, min_qualified_minutes, required_game, plus a rich text objective), and the ideal form (what it becomes once the DSL is extended — §4), so the feature gap is explicit.


Q1 · "Convoy" — synchronized multi-POV driving relay ⭐ PREMIUM

Game: GTA V (or Cyberpunk). Party: 3–4. Domain: driving + nav. A → 2 · B → 3 · C → 3 · D → 3 · E → 2

Three-to-four players drive a fixed route through the city as a convoy — same start, same waypoints, same clock — each recording their own POV. One scene, multiple synchronized cameras, plus a maximally clean action channel (steering = analog input → on-screen motion, almost no menu/RNG noise).

  • Why premium: delivers B (multi-POV of one dynamic scene) and C (cleanest possible CSV↔frame mapping) at once — the exact combination the IDM-seed and the 4D-reconstruction buyers both want. Driving is also the domain robotics will actually touch (locomotion/navigation priors).
  • Reconstruction caveat (axis E): a naive convoy where everyone faces forward along the same heading gives correlated viewpoints — weak parallax, poor point-cloud coverage. Design the route to spread the angles: stagger positions, include a roundabout / plaza where cars face inward, or assign one member a trailing/overhead role. This is the difference between "multi-view driving video" and a reconstructable street. Raises E from ~1 to 2–3.
  • v1 objective: "Form a convoy of 3. All members drive the marked route (Vinewood → docks) together without splitting up. Record ≥10 minutes of continuous driving."
  • v1 requirements:
    { "min_party": 3, "required_game": "gta5", "min_qualified_minutes": 10 }
  • Ideal requirements (needs DSL §4):
    {
    "min_party": 3,
    "required_game": "gta5",
    "min_qualified_minutes": 10,
    "multi_pov": { "min_synced_povs": 3, "max_clock_skew_ms": 50 },
    "route": { "waypoints": ["vinewood", "docks"], "max_split_distance_m": 200 }
    }
  • Gap to premium: verified cross-POV clock sync (max_clock_skew_ms) and a proximity check that the party actually stayed together. Without them it's still good; with them it's the flagship.

Q2 · "Callout" — narrated tactical clear ⭐ PREMIUM

Game: CS2 / Valorant. Party: 2–5 (bias to 5 — §1.2). Domain: FPS squad. A → 3 · B → 3 · C → 2 · D → 2 · E → 3

A squad clears/holds a site while each player narrates intent in real time ("I'm smoking A-main, you flank") — the callouts are the intent labels, time- aligned to each player's action CSV, across synchronized POVs of one bounded 3D space.

  • Why premium: hits A (narrated intent — the white space) and B (multi-POV + multi-agent) maximally. FPS callouts are the most natural source of first-person verbalized intent that exists — players already do it, we just capture and align it. This is the single most defensible quest in the catalogue for the intentionality buyer.
  • Best-in-class on axis E: a 5-stack clearing a site naturally spreads across the space facing different directions and angles — exactly the complementary coverage a point cloud needs. A bounded competitive map is a near-ideal reconstruction volume, and at party 5 the N×(N−1) multiplier gives 20 cross-POV pairs per session. Run this at full party, not as a duo.
  • PII watch (§0 point 4): competitive lobbies can surface usernames / chat — keep the quest framing on voice + in-world action and rely on PII sanitization before any sale.
  • v1 objective: "5-stack a competitive match. Use voice the whole time and call your intent out loud before you act (entries, utility, rotations). Record ≥15 minutes."
  • v1 requirements:
    { "min_party": 5, "required_game": "cs2", "min_qualified_minutes": 15 }
  • Ideal requirements:
    {
    "min_party": 5,
    "required_game": "cs2",
    "min_qualified_minutes": 15,
    "voice_required": true,
    "intent_density": { "min_utterances_per_min": 2 },
    "multi_pov": { "min_synced_povs": 5, "max_clock_skew_ms": 50 }
    }
  • Gap to premium: voice capture + a speech-density check (voice_required, min_utterances_per_min). The v1 form relies on the objective text to prompt narration and on downstream filtering to keep only voiced sessions — shippable, but lossy. The ideal form makes intent a hard requirement.

Q3 · "Think Aloud" — narrated solo traversal & decision ⭐ PREMIUM (single-axis)

Game: Elden Ring / Witcher 3 / BG3 / Starfield. Party: 1. Domain: 3D traversal + intent. A → 3 · B → 0 · C → 2 · D → 2 · E → n/a (single-POV)

A solo player narrates what they are about to do and why while navigating an open world and making decisions ("I'll take the cliff path to avoid the patrol; saving my flask for the boss"). Pure (goal → trajectory) generation with a running rationale — exactly the data ECoT had to synthesize because human narration paired to trajectories is scarce.

  • Why premium on A: densest possible intentionality per capture-hour, no coordination overhead. Scales trivially (every solo player can do it).
  • Why not B: single-POV by design — that's fine, the value is the narration, not the multi-view.
  • v1 objective: "Play for 20 minutes and think out loud: before each major move, say what you're trying to do and why. Keep talking through detours, fights, and decisions."
  • v1 requirements:
    { "min_party": 1, "required_game": "eldenring", "min_qualified_minutes": 20 }
  • Ideal requirements: adds voice_required, intent_density, and optionally a post-hoc segment-tagging pass (player marks sub-goals).
  • Gap: same voice-density gap as Q2. This is the cheapest premium quest to run (no party) but needs the voice feature to be worth the premium price.

Q4 · "Co-op Build" — long-horizon collaborative construction · PLAUSIBLE→PREMIUM

Game: Minecraft. Party: 2–4. Domain: long-horizon planning + manipulation-in-sim + co-op. A → 3 · B → 2 · C → 2 · D → 2 · E → 2

A party plans and builds a specified structure together, narrating division of labour and sub-goals. Long-horizon, goal-directed, multi-agent — and Minecraft is already a proven world-model corpus (Oasis conditions next-frame prediction on logged Minecraft input over "millions of hours"), so the buyer fit is demonstrated, not hypothetical.

  • Why not automatically premium: Minecraft single-POV gameplay is somewhat scrapable, so the value rests on the narrated plan + multi-agent sync, not the footage. With voice + multi-POV it's premium; without, it drifts toward commodity.
  • Honest caveat: the "manipulation" here is in-engine block placement, not contact dynamics — sell it as long-horizon planning + multi-agent coordination, never as robotic manipulation transfer.
  • v1 objective: "Team of 3 builds the target blueprint together in one session. Split roles out loud (who gathers, who builds) and talk through the plan. Record ≥25 minutes."
  • v1 requirements:
    { "min_party": 3, "required_game": "minecraft", "min_qualified_minutes": 25 }
  • Ideal requirements: voice_required, multi_pov, plus a semantic completion check (structure_completed) that needs structured game-state extraction (§4, hardest gap).

Q5 · "1v1 Mechanics" — clean control under a fixed goal · PLAUSIBLE

Game: Rocket League. Party: 1–2. Domain: continuous vehicle control. A → 1 · B → 1 · C → 3 · D → 1 · E → 1

Rocket League is the purest action channel in the catalogue: continuous analog control, deterministic physics, almost zero UI/menu/RNG contamination between input and on-screen effect. Ideal IDM-seed material — the data trains a clean inverse-dynamics model.

  • Why only plausible (not premium): it maxes C but is weak on A/B/D — the domain (arcade car-soccer physics) transfers narrowly. Build it specifically when a buyer wants a high-purity action↔frame calibration set, not as a flagship.
  • v1 objective: "Play 15 minutes of focused 1s/2s. No idling in menus — continuous play."
  • v1 requirements:
    { "min_party": 1, "required_game": "rocketleague", "min_qualified_minutes": 15 }
  • Ideal: add a menu_time_max_pct purity gate (needs menu/active-state detection) so we only keep the clean-control portion.

Q6 · "Squad Wipe" — synchronized BR engagement · PLAUSIBLE

Game: Apex / PUBG / Fortnite. Party: 3–4. Domain: traversal + multi-agent combat. A → 2 · B → 3 · C → 2 · D → 2 · E → 1

A squad drops together and plays a full rotation with voice. Strong multi-POV + multi-agent + traversal, but the BR loop has more downtime (looting, running) than CS2's bounded engagements, so intentionality density is lower per minute.

  • Verdict: a solid B/multi-agent quest; pick it over Q2 when you want traversal coverage in addition to coordination. Same voice/multi-POV gaps.
  • Why E is low (the key contrast with Q2): BR squads spread out over huge maps — players are often hundreds of metres apart looking at different places, so the POVs rarely overlap on the same geometry. Great for multi-agent behaviour, weak for 3D reconstruction (axis E). This is exactly why a bounded-map quest (Q2) beats a BR quest for multi-view geometry even at equal B. Use Q6 for behavioural-trajectory buyers, Q2 for reconstruction.
  • v1 requirements:
    { "min_party": 3, "required_game": "apex", "min_qualified_minutes": 20 }

Q7 · "Tourist" — open-world free-roam, no narration, single POV · COMMODITY ✗

Game: any open-world. Party: 1. A → 0 · B → 0 · C → 1 · D → 2 · E → 0

Just "play and record." Produces single-POV gameplay video with an action CSV attached. The action CSV has some value, but a buyer can train an IDM from a handful of focused sessions and then label scrapable video themselves — so a volume play of unstructured free-roam is low-margin at best.

  • Verdict: do not build as a flagship. Acceptable only as a cheap top-up to reach IDM-seed volume in a domain we're thin on, and only if it costs us almost nothing. Never price it as premium.

Q8 · "Grind" — maximize recorded hours, any game · COMMODITY ✗

A → 0 · B → 0 · C → 1 · D → 1 · E → 0

A pure-volume quest ("record 100 hours this week"). This is the trap the market brief warns against directly: raw single-POV video volume is the commodity, and the IDM result means hours past the seed threshold add little. It also incentivizes low-effort capture that dilutes dataset quality.

  • Verdict: refuse. If we need volume, it's volume of a premium shape (more Convoy/Callout sessions), not undifferentiated hours.

Q9 · "Robot Hands" — anything pitched as manipulation/force transfer · USELESS / FAKE-TRANSFER ✗✗

Any quest sold to robotics on the promise of contact dynamics, grasping, force/torque, or fine motor control.

Game engines fake contact physics; passive game video reveals what is attempted but not the contact forces — it adds noise, not signal, for motor control, and no robotics lab uses gameplay data in a control pipeline today.

  • Nuance (don't overstate it as "useless"): the architecture is proven compatible — gameplay can be trained on robotics foundation-model nets and still improve on unseen games. So the correct refusal is narrow: don't build manipulation/force quests (the signal genuinely isn't in the data), but don't tell a robotics buyer game data is worthless — the high-level slice (navigation/locomotion priors, long-horizon intent, multi-agent coordination — Q1/Q3/Q4/Q6) is a plausible future option, just not a near-term control product.
  • Verdict: refuse the manipulation framing; keep the high-level robotics door open. Selling contact/force transfer from game data is a credibility risk with a skeptical buyer; selling behavioural-trajectory breadth is defensible.

3.1 Triage summary

QuestABCDEVerdictBuild?
Q1 Convoy (driving multi-POV)23332*PREMIUMFirst
Q2 Callout (narrated FPS squad)33223PREMIUMFirst (full party)
Q3 Think Aloud (narrated solo)3022n/aPREMIUM (A)First (cheap)
Q4 Co-op Build (Minecraft)32222PLAUSIBLE→PREMIUMSoon
Q5 1v1 Mechanics (Rocket League)11311PLAUSIBLEOn demand (IDM-seed)
Q6 Squad Wipe (BR)23221PLAUSIBLESoon (behaviour, not 3D)
Q7 Tourist (free-roam)00120COMMODITYTop-up only
Q8 Grind (volume)00110COMMODITYNo
Q9 Robot Hands (manipulation)0FAKE-TRANSFERRefuse

*Q1's E is 2 only if the route is designed for angular diversity (§Q1); a naive forward-facing convoy is E≈1.

The pattern is deliberate: everything we build first is high on A or B — the two axes Marco prioritized and the two the market values most. Axis E is the tie-breaker among multi-POV quests: it promotes Q2 (bounded map, E=3) to the top of the pack and demotes Q6 (dispersed BR, E=1) to a behavioural-only play. Everything we refuse is single-POV, narration-free, or fake-transfer. Remember the N×(N−1) multiplier (§1.2): among B-axis quests, run them at full party, not minimum.

4. What the requirements DSL needs to make premium quests real

The current v1 DSL (min_party, min_qualified_minutes, required_game) can express every premium quest's objective, but it cannot verify the properties that make them premium. Each v1 form above therefore leans on the text objective + downstream filtering. To make the moat enforceable rather than hoped-for, the DSL needs, in priority order:

  1. voice_required + intent-density check (unlocks A — Q2, Q3, Q4). Requires the voice-capture path to be on for the session and a minimal speech-presence / utterance-rate signal. Highest ROI: A is the white space and the cheapest premium axis to run (Q3 needs no party).
  2. multi_pov block: min_synced_povs + max_clock_skew_ms (unlocks B — Q1, Q2, Q6). The party is already single-game and co-recording, so the data exists; what's missing is a verified shared clock across POVs and a check that N actually recorded simultaneously. This is the sync-precision moat the market prices highest — it is the one thing to over-engineer.
  3. Action↔frame sync verification (raises C everywhere). Not a quest field — a quality gate on the capture itself, surfaced as a per-session score. The IDM-trainability of the whole product depends on it. Already partly in the pipeline's wheelhouse (frame-numbered _input.csv); needs a measured, reported alignment confidence.
  4. Reconstruction-coverage signal (axis E) — a per-session score for how well the synchronized POVs cover the space (viewpoint angular spread / overlap / parallax). This is what separates "several near-identical views" from "reconstructable 3D." It pairs with (2): a multi-POV session should be scored on both sync tightness and coverage. Bias max_party up (§1.2) but gate on coverage, not headcount.
  5. route / proximity check (raises Q1, Q6 from good to premium). Needs in-game position — i.e. structured game-state extraction.
  6. Semantic completion checks (structure_completed, objective_reached) — needs structured game-state extraction, the hardest and least-portable gap (per-game). Defer until a specific buyer pays for it; do not build speculatively.
Sequencing

(1) and (2) — voice and verified multi-POV sync — are the whole game. They turn Q1/Q2/Q3 from "good objective text + hope" into enforceable premium products and map exactly onto Marco's two priority axes. (3) and (4) — sync verification and reconstruction coverage — are what make the data IDM-trainable and 3D- reconstructable; build them right after voice. (5)/(6) require per-game state extraction and should be buyer-pulled, not built on spec.

5. Explicitly low-value (don't waste capture)

  • LoL / Dota 2: top-down, low-embodiment, and competitive mastery doesn't need human data (self-play already superhuman). Human value would only be human-coordination modeling — a narrow buyer, and the top-down view is poor for the world-model/3D pole. Park them.
  • Single-player open-world without narration: that's Q7 — commodity.
  • Anything optimizing for raw hours: Q8 — the IDM result caps the value of volume past the seed.
  • Any manipulation/force/contact framing for robotics: Q9 — refuse the framing (the signal isn't in the data), but keep the high-level robotics door open (§0 "Who actually buys") — game data is architecturally compatible, just not for motor control.

Three quests, chosen to cover both priority axes and validate the two DSL gaps that matter, with minimal new infrastructure:

  1. Q2 Callout — proves A + B + E together on a bounded scene (E=3, the best reconstruction volume in the catalogue); competitive squads already narrate, so it's the lowest-friction way to validate voice-intent capture. Run at full 5-stack for the N×(N−1) multiplier. The flagship multi-POV quest.
  2. Q1 Convoy — proves B + C and the verified-multi-POV-sync gap on the cleanest driving channel; design the route for angular diversity (axis E) so it reconstructs, and it doubles as the high-level navigation slice for a future robotics conversation (not control).
  3. Q3 Think Aloud — proves A alone with zero coordination cost; the cheapest way to start accumulating the narrated-intent white-space corpus while the multi-POV plumbing lands.

Run all three in their v1-shippable form now (objective text + the existing three requirements), in parallel with building DSL gaps (1) and (2). Each v1 run is already sellable; the DSL work is what lets us charge premium for it and enforce the moat instead of filtering for it after the fact.


Open items, deferred to a later conversation: exact price tiers per axis (and per N×(N−1) pair yield); whether structured game-state extraction (§4.6) is ever worth its per-game cost — answer only when a buyer asks for Q1's route check or Q4's completion check by name.