|
|
|
|
|
by giantrobot
1679 days ago
|
|
There's a huge scale scale issue there though. When you buy an asset pack from the Unity store you bundle it with your game and it gets shipped with every copy (by whatever distribution means you use). Unity isn't involved in the last mile distribution. They don't need to care that I bought a copy of your game which contained assets from their store. Further, assets aren't used the same way between games. Just because Game A and Game B use the same weapon asset pack doesn't mean it's fungible between games. Game A might use a damage scale from 0-1000 while Game B is rolling virtual dice with bell curve distributions. Game C uses a sword asset pack but shoots the swords out of a sword shooting bazooka strapped to a unicorn. If I love Game C with its accurate unicorn physics, I don't care that it uses the same asset pack as Game B that's a D&D workalike. There's virtually no utility for anyone storing the license of an asset pack on a blockchain. Unity doesn't care if I own a license to a game using an asset pack, they're not going to take on the cost of distributing it to me. Unicorn Bazooka doesn't want to give free advertising to the D&D workalike game by associating with it on a blockchain. |
|
A game engine built such that it can track games made with it that use a specific asset can have a percentage of the game's profits automatically go to the asset creator's wallet. So if you create some set of assets that are used by 500 different games, you're getting a very small percentage of each sale of each of the 500 games and you're being compensated for your work in a way that properly captures each game's success, rather than having each game pay you a flat fee. Wouldn't that be great?
I think people like you, who say that "there's virtually no utility to [new tech]" are just lacking a little imagination.