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by verdverm 1571 days ago
The hard problem is how to use an asset in-game, beyond the visual aspect. What is the speed, rate of fire, etc.

Each game does this differently, their code is not the same, their assets are managed in many ways. How do you propose to deal with this?

1 comments

Like any rpg, but not for character creation, but for whatever?
That process is very different for each game. Do you make them all use the same rules and mechanisms? What differentiates games then?

Have you tried to develop a game? It's much more complex than most applications. There are no standard libraries or APIs for this type of thing.

A few old RPGs tried to make it possible to import characters from the previous entry in the series. This generally didn't work very well, and those were first-party games; to do it for a third-party game seems a lot harder.
The Gold Box series of licensed D&D RPGs from SSI back in the early '90s actually did this quite well—you could create characters at level 1 in the first game in the series, and import them into each subsequent game intact except for the loss of a couple of game-specific magic items, all the way through the fourth entry (in the case of the Forgotten Realms series; the Krynn series only had 3 entries, but worked basically the same).

But this wasn't just the same company, it was, with some incremental modifications, the same game engine, and by the time the last entries came out, it was showing its age. There's no way you could have taken, say, a character—or even an item—from a completely different game like Ultima VI and turned it into an NFT that could then be added seamlessly into SSI's Secret of the Silver Blades. The two games, despite both being RPGs that came out the same year, are just so completely different that it wouldn't make any sense even if Origin and SSI did want to collaborate on making that possible.

As usual, NFTs have a lot of "these 2 circles will be an awesome owl" but the rest of the owl never gets drawn.