| But see, this is where I get lost in this concept. Should Jagex fold and the game become unplayable, what do you own? An entry in a database that says that you once had this item but you can't do anything with it? Why is that valuable? I can sort of see the argument if other game developers allow for these items to be reused in other environments, and that's something pushed by NFT enthusiasts, but I don't see how that makes economical sense. For one thing that puts a lot of work on the table of other game developers. If every NFT of every game needs to be usable in other games, can you imagine the headache? It's a combinatorial nightmare. Besides devs want to make money selling their own NFTs, not adding items made by others for free, so what incentive is there for adding support for your rare Runescape item in some other game? Seems like devs would rather sell you a special "Runescape retro item set pack, only $9.99!" And then we haven't even touched on IP issues. If you have an NFT of Lara Croft, can the devs of another game just clone the model in order to let you import her? I feel like all of these issues by far dwarf whatever convenience NFTs bring to the table. The problems I outline above are the ones that need solving, and if you find a way around those you could very easily achieve what you want without "web3" tech (see Steam trading cards and Nintendo's Amiibos for instance). |
Sometimes just ownership of something is valuable in itself. That's the whole idea of collectibles, it's not always tied to its original utility. Think having an original SNES versus an emulator on a computer or an original Picasso vs a digital jpeg copy.
>For one thing that puts a lot of work on the table of other game developers. If every NFT of every game needs to be usable in other games, can you imagine the headache? It's a combinatorial nightmare.
Every NFT of every game doesn't have to be usable in other games, but the option to easily access the in-game ownership records of another game can allow for some asset sharing.
>And then we haven't even touched on IP issues. If you have an NFT of Lara Croft, can the devs of another game just clone the model in order to let you import her?
No but maybe I can give a Croft-esque outfit to an in-game character if the player has the Lara Croft NFT. It could be a selling point to some players to be able to play with assets inspired by another game they love. It could also add some unrelated mechanic to a game in which case the NFT is just used as a marketing ploy to advertise to a certain demographic. Re-using NFTs could also be completely unrelated to 3rd parties and can allow developers to allow easy migration of old assets from old games to new ones without having to maintain teh records themselves.
>I feel like all of these issues by far dwarf whatever convenience NFTs bring to the table. The problems I outline above are the ones that need solving, and if you find a way around those you could very easily achieve what you want without "web3" tech (see Steam trading cards and Nintendo's Amiibos for instance).
Again, the idea is to have a digital asset that can be traded (in terms of ownership) like a physical asset would -- without the need for a centralized mediator. Just because certain applications typically act as centralized gateways doesn't mean the blockchain itself is centralized. The hope is for the blockchain to be used as a reliable source of information for decades to come with the ability for anyone to participate if given the very accessible minimum resource requirements.