"Just build all the logic directly in the DB" is something I've thought about before for simple multiplayer online RPGs and the like, where quite a lot of things are effectively just a direct mapping from database to screen. But, using the general idea for 'twitch' gaming is really wild.
Yea, I actually thought of the viability of SQL for games while working on DOOMQL. It's just so easy to express a lot of game logic in SQL queries. As an avid OSRS player I was thinking about doing a simple MUD/MMO next.
Thanks for the pointer to SpacetimeDB - haven't heard of it before!
Though there, you are still writing the main game logic in Rust or C#