This is also true for real economies, not just ones in video games, and explains why crypto isn't appropriate for those use cases either.It's nearly impossible to create a "set it and forget it" in-game economic system that will work in perpetuity without any future alterations. No matter how well you think you've planned for every contingency, you must be able to react to actual player behavior when it threatens to tilt an in-game economy too heavily to one side
There's yet to be a gaming NFT usage where a database doesn't do, better / already is used for things like showing proof of ownership and so on.
I do think that EVE's nature of involving a lot of in game pyramid schemes and etc make for NFT integration even more risky. EVE's appeal and nature already plays with real money and less than honest dealings awfully close together.
Get any closer and things get complicated fast.
If a company wanted to enable third-party game companies to "import" their assets, they could publish their item-ownership database publicly, so anyone could authenticate that "the user with this email address owns this item." Then other game companies could use that to issue items to those users. If you're asking yourself "why would third-party game companies ever want to do that?", you've found the real problem here.There's yet to be a gaming NFT usage where a database doesn't do, better / already is used for things like showing proof of ownership and so on.
I do think that EVE's nature of involving a lot of in game pyramid schemes and etc make for NFT integration even more risky. EVE's appeal and nature already plays with real money and less than honest dealings awfully close together.
Get any closer and things get complicated fast.
Yeap, NFTs would be usable, if and that's a BIIIIIIG IF, those assets you bought could be exported out of the game and had any sort of value in other games or be traded out for real world money at anytime. However, the company would need rules on how often they create stuff / new objects. ie: crypto-currency is "rare" because it takes time to create a token and people create it. It has scarcity and it can be exchanged for cash via exchanges. If GameCompanyA sees that pink unicorn hats are the money makers and have no rules about just "printing" more to sell then they're worthless.
NFTs could work in a purely player driven economy where players are the ones creating those NFT objects, because then it's real work and time being put into it vs. just a fake money printing machine.
Not to mention that unless they offer a way to cash out at anytime and/or offer a "we'll pay X out when we decide to shutdown the servers" it's purely a money grab by the company's and yet another marketing strategy.
If a company wanted to enable third-party game companies to "import" their assets, they could publish their item-ownership database publicly, so anyone could authenticate that "the user with this email address owns this item." Then other game companies could use that to issue items to those users. If you're asking yourself "why would third-party game companies ever want to do that?", you've found the real problem here.There's yet to be a gaming NFT usage where a database doesn't do, better / already is used for things like showing proof of ownership and so on.
I do think that EVE's nature of involving a lot of in game pyramid schemes and etc make for NFT integration even more risky. EVE's appeal and nature already plays with real money and less than honest dealings awfully close together.
Get any closer and things get complicated fast.
Yeap, NFTs would be usable, if and that's a BIIIIIIG IF, those assets you bought could be exported out of the game and had any sort of value in other games or be traded out for real world money at anytime. However, the company would need rules on how often they create stuff / new objects. ie: crypto-currency is "rare" because it takes time to create a token and people create it. It has scarcity and it can be exchanged for cash via exchanges. If GameCompanyA sees that pink unicorn hats are the money makers and have no rules about just "printing" more to sell then they're worthless.
NFTs could work in a purely player driven economy where players are the ones creating those NFT objects, because then it's real work and time being put into it vs. just a fake money printing machine.
Not to mention that unless they offer a way to cash out at anytime and/or offer a "we'll pay X out when we decide to shutdown the servers" it's purely a money grab by the company's and yet another marketing strategy.
If a company wanted to enable third-party game companies to "import" their assets, they could publish their item-ownership database publicly, so anyone could authenticate that "the user with this email address owns this item." Then other game companies could use that to issue items to those users. If you're asking yourself "why would third-party game companies ever want to do that?", you've found the real problem here.There's yet to be a gaming NFT usage where a database doesn't do, better / already is used for things like showing proof of ownership and so on.
I do think that EVE's nature of involving a lot of in game pyramid schemes and etc make for NFT integration even more risky. EVE's appeal and nature already plays with real money and less than honest dealings awfully close together.
Get any closer and things get complicated fast.
Yeap, NFTs would be usable, if and that's a BIIIIIIG IF, those assets you bought could be exported out of the game and had any sort of value in other games or be traded out for real world money at anytime. However, the company would need rules on how often they create stuff / new objects. ie: crypto-currency is "rare" because it takes time to create a token and people create it. It has scarcity and it can be exchanged for cash via exchanges. If GameCompanyA sees that pink unicorn hats are the money makers and have no rules about just "printing" more to sell then they're worthless.
NFTs could work in a purely player driven economy where players are the ones creating those NFT objects, because then it's real work and time being put into it vs. just a fake money printing machine.
Not to mention that unless they offer a way to cash out at anytime and/or offer a "we'll pay X out when we decide to shutdown the servers" it's purely a money grab by the company's and yet another marketing strategy.
So a user with say $10 million dollars of items gets doxxed by the game company? Or someone who found an extremely rare item? That would be unfortunate.
So it's a giant Ponzi scheme. Which just had $600M of 'secure' NFTs stolen from them (lol)."The value of new Axies and SLP is propped up by new players putting fresh money into the game," Naavik said in that December report. "If new player growth diminishes, it could send Axie Infinity into a recession."
This is also true for real economies, not just ones in video games, and explains why crypto isn't appropriate for those use cases either.It's nearly impossible to create a "set it and forget it" in-game economic system that will work in perpetuity without any future alterations. No matter how well you think you've planned for every contingency, you must be able to react to actual player behavior when it threatens to tilt an in-game economy too heavily to one side
It's nearly impossible to create a "set it and forget it" in-game economic system that will work in perpetuity without any future alterations. No matter how well you think you've planned for every contingency, you must be able to react to actual player behavior when it threatens to tilt an in-game economy too heavily to one side.
That is already being done, no blockchain required. The most recent instance I've seen is FFXIV Teamcraft, where you can link your account to your Square Enix account in order to do things like filter crafting options by what your character can do and set your profile pic to your character's appearance. The real question is "Why do we need a zero trust system for something that inherently involves trust?" Blockchain is impressive in the abstract, but in every situation I've seen it proposed for, it either doesn't solve the problems its purported to solve, or more often those problems never existed. (Meanwhile it adds so many new problems!). It is neither necessary nor sufficient for adversarial interoperability, yet proponents keep pitching it as a magic bullet to enable adversarial interoperability. Moreover, it sounds like the only interoperability they can imagine is adversarial!If a company wanted to enable third-party game companies to "import" their assets, they could publish their item-ownership database publicly, so anyone could authenticate that "the user with this email address owns this item." Then other game companies could use that to issue items to those users. If you're asking yourself "why would third-party game companies ever want to do that?", you've found the real problem here.There's yet to be a gaming NFT usage where a database doesn't do, better / already is used for things like showing proof of ownership and so on.
I do think that EVE's nature of involving a lot of in game pyramid schemes and etc make for NFT integration even more risky. EVE's appeal and nature already plays with real money and less than honest dealings awfully close together.
Get any closer and things get complicated fast.
Yeap, NFTs would be usable, if and that's a BIIIIIIG IF, those assets you bought could be exported out of the game and had any sort of value in other games or be traded out for real world money at anytime. However, the company would need rules on how often they create stuff / new objects. ie: crypto-currency is "rare" because it takes time to create a token and people create it. It has scarcity and it can be exchanged for cash via exchanges. If GameCompanyA sees that pink unicorn hats are the money makers and have no rules about just "printing" more to sell then they're worthless.
NFTs could work in a purely player driven economy where players are the ones creating those NFT objects, because then it's real work and time being put into it vs. just a fake money printing machine.
Not to mention that unless they offer a way to cash out at anytime and/or offer a "we'll pay X out when we decide to shutdown the servers" it's purely a money grab by the company's and yet another marketing strategy.
That is already being done, no blockchain required. The most recent instance I've seen is FFXIV Teamcraft, where you can link your account to your Square Enix account in order to do things like filter crafting options by what your character can do and set your profile pic to your character's appearance. The real question is "Why do we need a zero trust system for something that inherently involves trust?" Blockchain is impressive in the abstract, but in every situation I've seen it proposed for, it either doesn't solve the problems its purported to solve, or more often those problems never existed. (Meanwhile it adds so many new problems!). It is neither necessary nor sufficient for adversarial interoperability, yet proponents keep pitching it as a magic bullet to enable adversarial interoperability. Moreover, it sounds like the only interoperability they can imagine is adversarial!If a company wanted to enable third-party game companies to "import" their assets, they could publish their item-ownership database publicly, so anyone could authenticate that "the user with this email address owns this item." Then other game companies could use that to issue items to those users. If you're asking yourself "why would third-party game companies ever want to do that?", you've found the real problem here.There's yet to be a gaming NFT usage where a database doesn't do, better / already is used for things like showing proof of ownership and so on.
I do think that EVE's nature of involving a lot of in game pyramid schemes and etc make for NFT integration even more risky. EVE's appeal and nature already plays with real money and less than honest dealings awfully close together.
Get any closer and things get complicated fast.
Yeap, NFTs would be usable, if and that's a BIIIIIIG IF, those assets you bought could be exported out of the game and had any sort of value in other games or be traded out for real world money at anytime. However, the company would need rules on how often they create stuff / new objects. ie: crypto-currency is "rare" because it takes time to create a token and people create it. It has scarcity and it can be exchanged for cash via exchanges. If GameCompanyA sees that pink unicorn hats are the money makers and have no rules about just "printing" more to sell then they're worthless.
NFTs could work in a purely player driven economy where players are the ones creating those NFT objects, because then it's real work and time being put into it vs. just a fake money printing machine.
Not to mention that unless they offer a way to cash out at anytime and/or offer a "we'll pay X out when we decide to shutdown the servers" it's purely a money grab by the company's and yet another marketing strategy.
I've been out of EVE for a while, so I'm kinda curious how the community feels about NFTs. EVE is very much a libertarian paradise in terms of gameplay, but as such the community has extensive experience with scams, betrayal, and the importance of trust and reputation. It seems like the perfect breeding ground for a player base where some would be NFT evangelists and others would be militantly against NFTs.
...I just imagined the NFT spam in Jita local chat *shudders*
Slightly OT: does anyone know what kind of visualization is being used by CCP for those slides with what appear to be constellations? They seem to convey something, but I'm having trouble understanding what.
For example: https://images.ctfassets.net/7lhcm73ukv ... region.png
Is having black markets for exit liquidity the optimal path for virtual world economies? I would hope not.
Also you are comparing literally the best in-game economy from traditional gaming to the first highly successful crypto game as a reason why we don't need blockchain based games. I think it's a bit early to call it.
The constellations are just that, each of them is a region of space as seen on the in game EVE galaxy map. Each dot represents a solar system, and each line connecting the dots represents a stargate connection between the solar system. The distance between each solar system on the map also determines how much jump fuel it will take to jump a capital size ship between two solar systems without using the stargates.Slightly OT: does anyone know what kind of visualization is being used by CCP for those slides with what appear to be constellations? They seem to convey something, but I'm having trouble understanding what.
For example: https://images.ctfassets.net/7lhcm73ukv ... region.png