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>What requires NFTs? You can't just "bring" something into another game. Isn't that kind of the point of NFTs? With an NFT, you hypothetically could bring some
by meowface 5y ago
>What requires NFTs? You can't just "bring" something into another game.
Isn't that kind of the point of NFTs? With an NFT, you hypothetically could bring something into another game. You'd need different developers to agree to recognize certain NFTs, though.
I think the better question to ask is the reverse: what requires bringing things into different games? Historically, nothing. This doesn't seem to be a thing most developers want. And if they don't want that, there wouldn't be a point to implementing NFTs, since they're already keeping things centralized.
So it's really just a philosophical discussion about the idea of things being tradable between and outside of particular games, and the potential merits of that, rather than a technical discussion about NFTs.
- hakfoo 5y agoFor this to be useful, you'd need an infrastructure-- standard APIs and formats for interchange. I'm picturing the initial sell as like those old Pokemon events or trading via the link cable, but you could buy a Trabant P601 from Gran Turismo, Zhongli from Genshin Impact, and Messi from FIFA21 to drop into the game too. How do you make use of that sort of open-ended diversity without ruining gameplay? You'd either be limited to trivial uses (avatars/skins or randomizations) or you'd have a huge vector for feeding in game-breaking items and characters. The alternative is a closed network-- only allowing a small selection of pre-vetted NFTs that won't break the game, which adds very little value over something like the Skylanders/Infinity/Amiibo concept that already exists, except you don't get a cool figure too.