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So, the use case I'm thinking of is more along the lines of non-cosmetic assets. Take FIFA Ultimate Team, for example. The way it works currently is that each player in the game has one or more "cards", or sets of stats. Special versions come out all the time which have significant impact on gameplay. FIFA has an in-game market where you can buy/sell/trade cards, for in-game scrip. Want to sell your special Killian Mbappe card you just pulled? Congrats, you can get 1,000,000 FifaCoins, not redeemable for real money. Of course, you can certainly buy FifaCoins for real money. A blockchain implementation could potentially allow people to sell that card directly to somebody else, for real money (or more specifically, crypto tokens that can be redeemed for real money). Would you rather have 1,000,000 FifaCoins, or $100? Whether or not this is desirable to games is a different question, but the game is already essentially pay-to-win, so it's not like it would ruin the game from that perspective. It already has microtransactions. The main reason you probably won't be seeing this is because it would cut the publisher (EA) out of the loop, which is very, very lucrative for them. |
It was removed about eighteen months in, because it made the metagame significantly less fun. Switching from a localized rarity table with some light trading to an efficient global market meant that finding anything less than best in class equipment (bounded to level) was a disappointment compared to what could be bought on the market, and had to be to avoid flooding market supply.
Getting rid of the market and implementing more generous local loot algorithms probably gave the game at least 5 years more life.