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by BlueDingo 1692 days ago
I think they mean that NFTs could be brought into the game or platform like Twitter. Buy a painting NFT, show it off in Second Life or the like. So the apps wouldn't control the assets, only verify them.

I'm not "for" NFTs but that seems like it could be used in cool ways.

1 comments

That still requires a massive distributed investment in infrastructure to support this. Every game that you want to show off your painting in needs to a) support importing any of these "portable NFT-based items", b) actually implement the models (and any necessary supporting code) for them in their own format, whatever that happens to be, and c) implement restrictions based on checking the ownership of NFTs against some identifier for the actual items.

Again: Every game/environment that you want to bring your NFT-items to has to implement this. And they're not getting paid to do so, because your NFT money is going to whoever is brokering them. Where the hell is the incentive...?

One incentive might be that the game/environment wants to compete against other games/environments on being a platform which facilitates NFT trading. Taking their pound of flesh off the top of course.

I’m not a big crypto guy at all, but I do see the analogy with the very real digital economies you see on platforms like Steam.

How would that benefit them? The major game companies already have robust systems for making digital assets and selling them to people, does it really seem likely that they’d jump to give a large fraction of that revenue to someone else for the privilege of having a slow, cumbersome intermediary which would still require custom integration work for every game?
But again, what's the incentive? For instance with something like CS: Go skins, the developers of the game are doing all the investment creating the asset, and they have zero incentive to make this available outside of their game?
Secondary markets increase demand for the primary market