Hacker News new | ask | show | jobs
by vorpalhex 1574 days ago
And how often do you import those assets to find they don't work correctly in your game? That they need a different shader, renderer, lighting or additional configuration? How often do they fail to blend in with other prefabs?
1 comments

The cost to integrate them into a game certainly isn't zero, agree with you there
But a dev will spend time making or integrating them just so you can buy an NFT from a random other dev?
Not sure, maybe not. There are probably incentives in terms of playerbase, depending on how big these NFTs are. The NFT holders could also voluntarily fund the cost of integration, as it adds a "use" to their NFT.

My point was though that interoperable game assets aren't farfetched, they already exist.

It wouldn't be a one time "make NFTs work" task.

Every NFT requires the work.

We are talking a couple of hours per NFT - and ongoing work and testing.

There's a reason most games only have a few outfits or a handful of cars players can choose. Every model, skin and so on is a pile of regular, ongoing work.

Even SecondLife required per-model import work, rigging, custom scripting, etc.

Most NFTs are just palette swaps / different hats / eyes / mouth on the same model.
What makes you think those are any easier? We don't even have a standard for declaring a color palette!