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by mpeg 1488 days ago
You're missing the point, the game developer obviously has to buy into the ecosystem, but the difference is with the current status quo in-app purchases are not really owned by the customers, so even if another game developer wanted to honour their purchases there is no way to interop.

Web3 is a pretty good use case for this, and the transaction costs barely add anything if you compare to the cut the platform takes (Apple takes 30%) so the game publisher could easily swallow this extra cost too (which could be tiny)

3 comments

They'll never be owned by the customers. They're owned by the companies that design them. Other developers do not have the right to include your purchase in their games due to law, not technical problems.

Further, you're now talking about having a way to bring your level 28 sword of whacking into a completely different game world. And somehow you think this is just a matter of an in-app purchase.

It's a weird fever dream.

This feels like a tiny tiny edge case. How many developers simultaneously have the rights to an IP and have the game asset data and code, but also lack the ability to retrieve purchase data on that other game?
> the difference is with the current status quo in-app purchases are not really owned by the customers, so even if another game developer wanted to honour their purchases there is no way to interop.

Roblox already does this. Your in-game purchases are yours and you can carry them from one game to another.

Platforms outcompete protocols - this is why web2 became centralized.

> Your in-game purchases are yours and you can carry them from one game to another.

this is close to what web3 is trying to achieve but with all digital assets like domain names as well.

not familiar with roblox but it sounds close to this, except built on a private centralized ledger instead of public and decentralized. so the assets are attached to roblox as a company.