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> with the result that no one could take away these ingame items from the buyer ever again That is one result, the bigger picture is that the strategies centra
by mattwilsonn888 5y ago
> with the result that no one could take away these ingame items from the buyer ever again
That is one result, the bigger picture is that the strategies centralized owners of those items use to make profits at the expense of each user would go away.
You are correct that an issue exists between completely hard-coded ownership on the blockchain and subjective creation of items in a game, but perhaps ruminate over some roadblocks. If a 'set' of items represented by NFTs is valued by a large group of users, then developers which do not integrate those items fairly enough will suffer users.
In this case it will not be the game developers controlling the items, it will be artists who sell the raw NFT which becomes integrated. This leads to all sorts of other little issues that aren't as fun to dunk on, but you should at least steel-man the concept.
Furthermore, your example of cosmetic items is the weakest example. Items which offer in-game functionality first and foremost, and are released according to semi-predictable mechanisms are the stronger case. Just like Bitcoin prevents unwanted malicious activity from allowing forks, so to must the game(s) which use these items. I'm not convinced it's so impossible to have an open source game built around the items rather than the other way around. An extremely simple RPG is a MVP.
Of course the visible community around NFT's today is completely ill-fitted for such a project, but like all things crypto on HackerNews, detractors often mistake the loudest sales-pitch for the best possible outcome. If you want to make a strong case against the merits of crypto, focus less on projects who spend their effort on marketing and more who spend their effort on development.
- imustbeevil 5y ago> That is one result, the bigger picture is that the strategies centralized owners of those items use to make profits at the expense of each user would go away. It's the opposite. No real game developer would ever make assets tied to NFTs that have already been sold because they can't make any profit from that. The only thing the NFT provides is transferability, which most game developers also wouldn't want to support. The company makes more money if all consumers have to buy the same items separately. They build in scarcity by removing transferability. Some companies might use NFTs to sell things no one would buy otherwise (like Disney selling pictures of R2D2), but that's pretty much the only use case for them.
- mattwilsonn888 5y agoNo game developer would do it for free, correct, but they wouldn't be able to centralize those items around their control. The game itself would have to make money, and the items being operable with the game without too much cost (that's why I said "fairly enough") would attract users to the game which may be monetized in other ways. As for your other points they were already addressed. Did you read my whole comment before finishing yours?
- 2pEXgD0fZ5cF 5y agoSure, that works in theory. If you basically magically change the whole gaming market landscape in a fundamental way. In your point you are basically leaving out many steps: > If a 'set' of items represented by NFTs is valued by a large group of users Good thing you mention this, we don't have to speak hypothetically to evaluate this. Highly valued assets on a gaming marketplace already exist with Steam Marketplace, where you can buy and sell virtual items from games that exist on Valves Steam Platform (Steam offers an API for this and developers can support the feature if they choose to do so). Items for e.g. Dota 2 have been sold between players for >2000$ on the Steam Marketplace, I believe this deserves being called highly valued by a large group of users. The Steam API offers the ability to check a users inventory [1], so any game that is on steam could verify your ownership of a marketplace item and do something using that knowledge. Steam is a huge platform, so huge in fact that for many players Steam is PC Gaming, right now it sits at ~23 million active players (that is only players that are currently playing any game they own via steam). Now let's go back to NFTs. What would they change? Basically connecting them to games somehow would be just the same thing, which is verifying ownership of items outside of Steam. "Outside of steam" is not all that many players and it is very hard to get them away from there, just look at the struggle of Epic to pull users away from Steam: they have now been giving away >250 games (including many AAA titles) for free since 2018 [2]. And Valve has made its stance on NFT/Crypto pretty clear for now [3]. I believe that this puts into perspective how realistic the NFT gaming revolution is. > Items which offer in-game functionality first and foremost, and are released according to semi-predictable mechanisms are the stronger case. Those, in my opinion, would be even harder to carry across games because they are even further embedded inside the engine and programming and logic. > In this case it will not be the game developers controlling the items, it will be artists who sell the raw NFT which becomes integrated. So if I understand you correctly you believe in a market of NFT driven games that explicitly form around NFTs, rather than NFTs finding their way into the existing gaming market? [1]: https://partner.steamgames.com/doc/api/ISteamInventory#GetAllItems https://partner.steamgames.com/doc/api/ISteamInventory#GetAl... [2]: https://www.pcgamer.com/epic-games-store-free-games-list/ https://www.pcgamer.com/epic-games-store-free-games-list/ [3]: https://www.theverge.com/2021/10/15/22728425/valve-steam-blockchain-nft-crypto-ban-games-age-of-rust https://www.theverge.com/2021/10/15/22728425/valve-steam-blo...