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by noetic_techy 1687 days ago
Awesome comment. Took me a bit to realize it was the emperor has no clothing.

I think NFT's applied to art make only nominal sense, and I assume that's what you were going for. I myself had to come to the realization that NFT's are really just flexing for the rich, because as anyone realizes, right-click save-as is all you need to have the art to.

However when it comes to gameing, its a whole different story. Want to own some unique special edition sword with rare attributes in the Zelda-verse? Buy the NFT block chain address to it that says you and only you can have it. Want to own the penthouse apartment in the zucker-verse? Buy the NFT key that says only you have ownership rights. Want to be a unique character with unique pets in World-of-crypto-craft? Buy the NFT's to unlock these. Sell them if you get bored for more money, and the game developer gets a cut!

The gaming application scenarios are enormous. That's why crypto gaming will likely be huge and I myself have invested in it's foundations for the long term (Enjin, Seedify-fund, etc). It's one of the few applications that makes sense outside of rich snobs flexing.

6 comments

None of this requires NFTs, you're describing microtransactions. Diablo 3 in 2012 released with the infamous "real world auction house" that allowed players to sell random virtual loots to each other using real money, with Blizzard taking a cut of the transactions.
> Buy the NFT's to unlock these.

- Central authority over your ownership (The game developer/publisher)

- The right flag needs to be set to check if you own a specific item

- You buy the item from a central authority, who grants it to you in the game world (and can just as well choose to take it away from you again, they might not be able to delete the flag, but they can certainly ignore it)

You discovered databases.

If you move to player <-> player transactions, you have a basic ingame/platform marketplace...which exists already. Again no value is added here by adding NFTs.

> The gaming application scenarios are enormous.

The only way NFTs provide anything other than a slower, way less efficient database is if all publishers and developers somehow got together and agreed on a standard to carry your items across games from different publishers:

1. Why would any developer want this?

2. Why would developers want to develop and maintain a spec to make this work?

What does NFT add here that you can’t already do with DLC and a credit card?
Lets say I buy the NFT the penthouse apartment in Zucker-verse. What is to stop Zuck from selling 100 copies of my penthouse on other planets in his second life clone?
None of what you just described requires NFT's though.
If you want to pay to be the only person in the Facebook VR world to own a Yacht, you need a legal contract that gives you ownership of that. If you don't have a contract you cannot sue him for selling Yachts to other people inside of his VR world.

Now if you built a VR application where objects were only displayed if you could prove ownership of the private keys that would work, but there would be nothing stopping someone from modifying the VR application, or building their own VR application to give you access to a Yacht.

What do NFTs add to gaming compared to the status quo of in-game purchases that already exists in many games?