| >What value is the NFT adding exactly? That you actually own the item. >Just that you seem to be ascribing a whole lot of importance to something that's basically just a technical detail. There are implications of technical details. Take for example Valorant. Once Riot is done supporting the game you will never be able to play it again because the multiplayer uses centralized servers operated by Riot. To everyday users they don't really care and arguably they get a better, more consistent experience. But there are users who do care about the ability to be able to play the game when Riot no longer wants to operate the servers for it. >Video games can already let you trade items between each other Not really. If I wanted to trade a shulker box of totems on a Minecraft server for a CSGO skin without being scammed there is no way to do it. Games don't naively support it. If all the items are on Steam, Steam lets you trade items between users. But now you are relying on a centralized platform to facilitate this. NFTs offer a solution that is trustless and doesn't give even more power to Valve's monopoly. >This is not a technical problem, this is a "I want games that do this, but nobody building games wants their games to do this" problem. Now that NFTs exist a lot of the technical problems have already been slowed. Games aren't doing this because there aren't any big benefits to doing it. Games would be weakening their monopoly by giving power to the users by letting them use NFTs instead of just their own item system. |