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> I'm not sure I understand how having different models is a valid criticism, especially since it's an implementation detail. To me, the "neat" idea is that there's some trading system that lives outside of the game company owned database, allowing it to be possible. Some other public database, with a sane transaction record, would work just as well. The implementation detail is everything though. The NFT does not hold the data about the model, the model is in the game, the model needs to be created by someone to match whatever the NFT says it is, the whole thing is completely and ultimately dependent on the implementation in each game the model should be available... The NFT would just say "player X currently holds the bits with ID N" whatever ID N means is up to each game to say, your item that is a sword in a game could be a dildo in another, matching the same NFT. It's a complete bonkers idea that requires all games implementing support for it to create 3D models, stats, animations, for every cross-game item. It doesn't solve anything and just adds a lot of complexity to managing assets of a game. And a game could just drop support for the NFT'd item at some point due to any number of reasons, then what is your NFT actually doing? That item you bought from someone that got it on Counter-Strike to play the game you were interested now does not exist anymore. Or the item you bought for 50 bucks because it was pretty good for your game was nerfed, and your NFT now is worth 10 cents because of it. It's all around a bad idea with lots of implementation complexities, and bizarre market dynamics since the NFT does not mean anything concrete at the time of purchase, it's completely dependent on the state of all the games supporting that specific NFT. |
I'm not sure I understand. In game items are billions of dollars of sales. The idea of an in game item, that you can trade externally, is not bonkers. See the dozens of marketplaces/grey/black markets for doing it. That was my first sentence. My second sentence is something I thought was neat, which is the ability to use this public information for something else, like sharing items between games, which is already a thing. Some sequels and collaborating studios already do this. If you unlock an item in the first game, you can use it in the second. I'm not suggested it will or should be supported by every game forever. Even a single game could use it, like Magic the gathering. Yes, in those cases it's flag. I don't understand what's wrong with that possible implementation.
NFTs are a public transaction record. That's it. Sometimes with a little bit of expensive data. There are other ways to implement a public transaction record. As I said in my comment, NFTs aren't required. I was answering the question of one use case that I saw for NFT in a game, which I regret giving. I don't have or plan on buying NFTs, and lost $100 on bitcoin. I see it as a public transaction record, which, as all the other public transaction records prove, is a concept that can have value.
Related, are there any other decentralized public transaction records, maybe without the name "NFT" or "coin", so peoples buttholes won't clench?