Zero Experience Protocol (ZXP) enables the fast and flexible development of onchain game, reputation and reward systems.

At the present moment, onchain protocols and DAOs are primarily governed via economic tokens. If a protocol is decentralized at the level of code and infrastructure, but voting is tied to a single economic abstraction, anyone with sufficient financial resources can exert power and potentially capture the DAO.

This makes most protocols and tokens subject to economic capture, introducing the possibility of centralization at the level of governance. Given crypto's relatively small market capitalization compared to traditional financial markets, risk of centralization thus far has been limited, but is likely to increase as large TradFi institutions and governments enter the space.

A healthy society values contribution and participation in many forms, both economic and otherwise. This is one of the principles that separates democracy from oligopoly. The core principle in a democracy is that voting in elections is based on citizenship, not status or wealth. There are rules for citizenship and a process to earn the privilege of being able to participate in collective governance or critical societal functions.

ZXP enables protocols to construct novel token reputation systems, based on any type of programmed-set of mechanics, in order to assign cryptographically verifiable voting power to an onchain entity (such as a person, program or DAO). Voting power can be utilized in onchain governance (or anything really).

For instance, a Web3 game may eventually want to have its top players or contributors control the future of the network, rather than major corporations. Voting could be tied to actual progression within the game, or could be combined with economic tokens to create a more balanced governance structure between stakeholders. This enables structures that are not dissimilar to the dual class voting structures in traditional equity markets, or the three branches of government we find in many modern nations.

ZXP is necessary for digital networks, protocols and network states, if they wish to create more advanced forms of governance and experiment with new collective incentive landscapes. Future social networks as well as the governance of artificial intelligence should be designed in a way that balances power between stakeholders, including experts, the public and possibly even AIs themselves.

ZXP provides the core building blocks to build alternative governance systems. It makes building these types of incentive schemes simple and interoperable between games, networks, and applications. ZXP is interoperable with existing ZERO protocols, including ZNS and ZDAO.


ZXP is based on core primitives that are used to construct context-specific dynamic reputation systems that live onchain:

  • Context-specific: Different ZXP systems can live within different contexts. For instance, one DAO or game may use one method for issuing reputation, whereas another system may choose to use another.

  • Dynamic: Accumulation of XP in ZXP is constantly evolving based on how the system is configured and implemented.

  • Reputation: Reputation in ZXP can directly map to voting weight in a system or can serve as an input to determine voting weight.

A new ZXP system is constructed with the following base primitives:

  • Registry: A Registry is a collection of associated Games.

  • Game: A Game is a specific collection of Seasons and Mechanics that emit XP Token, which is tied to progression within the Game.

  • Season: A Season is a collection of Mechanics that are active for a given amount of time.

  • Mechanic: A Mechanic is an atomized unit of game logic that can be combined to create more complex game systems, within a specific Season.

The following systems are required in order to manage the issuance of XP within a ZXP implementation:

  • XP Token: An XP token is an ERC-20 token that is tied to a single Game object.

  • Level Manager: A Level Manager is responsible for managing XP emission as well as progressing users through different levels within a Game.

  • Vault: A Vault is used to stake digital assets, such as an ERC-20 or ERC-721 token, and in turn issues a corresponding stake token.

Emission Curves

XP is emitted via an emission curve that can be installed on a Level Manager. Emission curves represent the underlying equation responsible for facilitating XP to different stakeholders within a game.

XP and levels can accumulate both to individuals as well as assets. For instance, if enabled, XP could accumulate to a vehicle asset, which could enable different modifications to be unlocked or installed on the vehicle at different levels. In this example both the player and their digital assets acquire XP and level-up, creating more utility not just for the player but their assets themselves.

This additional accumulation vector creates an interesting possibility for players, where they can sell their upgraded assets after they have acquired XP, rather than needing to sell their character or account. XP and leveling is designed to be soul bound by default, meaning that XP and level accumulation occurs directly to characters and assets, which can never be decoupled from them.


  1. ZBI

  2. Onchain Tournaments

  3. Role Playing Games

  4. Decentralized Social Credit