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TopicSo what is your thoughts of NFT/Crypto in videogames?
Wanglicious
01/05/22 12:59:13 AM
#82:


Forceful_Dragon posted...


Now take that same game, but instead of having a shop where the whales can buy an infinite amount from the developers, you *have* to play the game to earn the premium token and only a finite amount of tokens get generated as time progresses. This allows the other players to either keep their premium currency that they earned for themselves and use it to make their own character stronger and buy their own advantages, or opt to sell to someone else who wants to pay other players for the same advantage that they previously would have been paying the game directly for. The devs will get a small % of each transaction on the marketplace so they aren't cut out altogether, but the bulk of the purchase goes to the person selling. Axie takes 4.25% for example, so if you sold $500 worth of their premium token you'd get to keep $477.50.

I don't pretend to speak for everyone, but to me this feels like an improvement

okay so to clear up a bit here...
all that's actually describing is two things, with a lot of extra fluff.

1) pay to play model. you play a game to be able to generate in-game currency. this has already gone a step further to pay for your own subscription, which is likely where i'd see this go for any MMO crossover.

2) real money trading.

like when you break down everything said here it's just "play the game, get in-game currency, don't have whale shops to increase scarcity, then real money trading." that's why Eve Online came to mind with this description: it already is pay to play and people have traded real money for ships in that game. games like this end up devolving to just spreadsheets in the end.

in terms of gaming implementations NFTs i can't think of an that aren't just worse versions of things that already exist and things that have already been rejected - waiting for paid mods being NFTs.


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