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> So to make, say, an in game item that people can re-sell, swap, etc There is a fairly specific kind of game where anything like this would even be useful and
by AnIdiotOnTheNet 5y ago
> So to make, say, an in game item that people can re-sell, swap, etc
There is a fairly specific kind of game where anything like this would even be useful and arguably it is impossible for the practice to not be predatory anyway. It is difficult to imagine an entity that would do this without also wanting the kind of complete control that a blockchain supposedly exists to avoid.
- falcolas 5y agoNot to mention that trading/selling items is something that - within individual games - has been done for decades now. Diablo II anyone?
- IanCal 5y agoYes, you can build all these things yourself. That's not the question (and it's what I was expanding on in the comment). The question is should you, given that there is an existing layer you can build on top of that already handles that?
- falcolas 5y agoYes. Because block chains are relatively slow when compared to in-memory and normal databases. Those databases already need to track "Player X has item Y" just to run the game. Same with adding items to and removing items from a player. From there, implementing "Player X has given item Y to Player Z" is pretty straightforward. It's even built into most RPG multiplayer games by default, unbound to any form of external payment. Multiplayer games also add event logs - creating a immutable record of all inventory changes - just so customer service (CS) can do their job. For example, in Everquest, GMs (aka CS) were able to see that yes, indeed, a player did get the drop from the dragon, even though it later glitched out of their inventory, and re-gifted the item to the player. So, for a single game, a blockchain only adds a second, delayed (and relatively expensive, since it requires extra compute resources to create) record of events that are already recorded.