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You cannot create duplicate NFTs. That is the whole point. The reason to have NFTs (and also fungible tokens) in games is that the gamers would know and be able
by cslarson 5y ago
You cannot create duplicate NFTs. That is the whole point. The reason to have NFTs (and also fungible tokens) in games is that the gamers would know and be able to trust that the quantity of a given item was fixed. There may be more appeal to play a game where the economy was predictable and couldn't be later manipulated by the company or original game creators.
- madeofpalk 5y agoBut the game developers own the database, so if they want something to be unique, they can already do that! None of this are either actual problems that developers have, or things that users want. Never once has someone playing a game say "boy I sure wish all these hats were more expensive!"
- cslarson 5y agoThe developers cannot make something trustlessly unique. If they control the database it is a simple query to up the count to 2!
- friendzis 5y agoNFTs neither do nor can enforce uniqueness too. Blockchain is a method to, as you put it, trustlessly couple a particular instance of a datum with a keypair. Game developers can duplicate the blob describing in-game asset in their own database or on the blockchain. For off-chain data blockchains are nothing more than a datastore which provides immutable link between a datum and a keypair.
- cslarson 5y agoSo yes there is an original keypair that establishes the data. But ones established it can be fixed in a verifiable way. A game client, community of art lovers, government agency, social consensus, then recognizes that nft as corresponding to some offchain asset. It cannot be later changed, duplicated, etc without some social consensus to do so. You don't need to trust a third party with control.
- pornel 5y agoGame developers can mint more tokens at any time. There's nothing technical ensuring scarcity of NFTs, and gentleman's agreements don't need a blockchain. For game assets the game is necessarily the central trusted authority. Ethereum has a speed of C64 and latency of a postal pigeon, so you can't run a game server on the chain. Therefore, you have to trust an off-chain game to actually honor what the blockchain says. This is not substantially different than Steam CS:Go skins, except for industrial-scale coal-rolling.
- madacol 5y ago> Game developers can mint more tokens at any time. That's a very valid criticism of most game implementations (maybe all? I only know like 3 and they are all centralized blockchains -- puke), and that's why I'm staying away from them too, at least for now. But I cannot deny there's real potential here, I can imagine totally open source games without servers, just p2p connection for battles (like we used to do to play Age of empires) and its assets backed by NFTs
- friendzis 5y agoAs has been said, how does the game engine enforce ownership of those assets? The best it can do is query a blockchain (and for p2p games without central server every client must also become a node in all backing blockchains) and check ownership of corresponding private key[s]. There is absolutely nothing stopping you from minting a new NFT describing in-game assets, therefore the *content* of NFT must be signed by players in a match or some other external entity, but the blockchain makes no guarantees about the content. Most of the blockchain properties only apply to on-chain assets. The very moment you involve an off-chain party, blockchain becomes append-only database with performance of table top calculator and latency of postal pigeon and is therefore a shitty database. The only valid use case I see is a smart contract that automatically issues certain assets, which could be seen as somewhat of a solution searching for a problem, but games are not the problem. With games all clients must agree on game state anyway, storing game state on the blockchain is too expensive/cumbersome and if you have to agree on game state anyway, the state can also include assets.