4 ms·
You're wrong. Look at the history of digital gaming and people trading in game items for real money. Look at the whole swath of digital art, music, nba game mom
by jyu 5y ago
You're wrong. Look at the history of digital gaming and people trading in game items for real money. Look at the whole swath of digital art, music, nba game moments, etc that could not be certified and now can be. Look at how major game studios were silent about NFTs and now all announced in their recent earnings reports that they are at least investigating blockchain and NFT and soon incorporating them into their futures. If you do any bit of shallow research, you'll stumble into several multi billion and soon to be multi trillion dollar market cap plays.
Look back at this comment in five years.
- okareaman 5y agoI said The operative phrase is "There is no legal framework" Are you telling me there is a legal framework so NFT ownership is enforceable? Or are you saying it's a game people have agreed to play? Edit: I didn't say you couldn't have an operative market.
- elliekelly 5y agoIn-game items aren’t being sold as “investments” and they’re typically non-transferable. They are not advertised as items that will appreciate in value and the purpose of the items isn’t to make money. And 99% of the time you don’t even own the items at all but instead have bought a license to use a design under terms stipulated by the video game company.
- ratorx 5y agoI don’t think video games have very much use for NFTs. Valve games (TF2, CS:GO) have a thriving 3rd party cosmetic market based on trading, and Valve even takes a cut for e.g. the Steam community market. This did not need NFTs to implement. I don’t see why a game dev would go through the trouble of establishing a distributed model of ownership, especially for multiplayer games, which already have the centralisation of game servers, or game server discovery servers. Also, it gives them less control of the ecosystem.