Some NFTs are extremely valuable (e.g. Crypto Punks) and attract many clones. The clones may be on the same blockchain and have very similar or even identical art. Or, the clones may reuse the same art but issue tokens on a different blockchain. In all these cases, the social consensus on the value of these clones is approximately $0. It's a weird psychology.
when it comes to hearthstone blizzard decides. you can have every single nft on the planet, but if blizzard decides you dont get to use those cards in hearthstone you 100 percent absolutely don't get to use those cards in hearthstone.
NFTs are just as useless. I can sell you the NFT for the original doge Shiba Inu, and I can sell Bill the actual legal rights to use that photograph.
Despite you owning the NFT, you can't actually use that photograph. Bill can. And he can sue you, and win, if you try to.
All that ownership of the NFT entitles you to is... Ownership of the NFT. It's like owning a photograph of the deed to my house. It doesn't mean that you actually own my house. You can keep reselling that photograph, but it's not going to get you any closer to owning the house.
But eh, we can burn a lot of electricity to certify that you do, in fact, own that particular photograph of the deed. Fantastic. Meanwhile, I can take, and sell more photographs...
In this situation, the NFT does come with usage rights (like a license) and isn’t the same as selling a picture of your house.
The only benefit is having a 'public' API for ownership of an item that other, third-party games could use, but why, as a game developer, would you possibly give any rando third-party competitor full access to this information? It makes sense if you are curating a community of fan-made tooling that ends up promoting your game, but it makes zero sense to give competitors access to it.
Imagine a Hearthstone-clone that pitches it as: "Join our game! You have every card that you own in Hearthstone! And a <gimmick>."
Do you think it would be in Blizzard's interest for that clone to exist? Do you think it would be in Blizzard's interest to go out of its way to turn its player's cards into NFTs, so that some unlicensed Martian knock-off goes ahead and makes that pitch?
It is in Blizzard's interest to share this information with someone that they have a partnership with (or with another game that they've developed), but that problem can be solved by... An API. With revocable keys.
RMT (real money trading) ruins games, most MMOs ban people for this. It encourages botting and devalues the in-game currency making it hard to play/enjoy the in-game activities because the rewards are so low compared to what paying a RMT seller $1 could give you
blame the game mechanics, not the money
Not only that crypto is already littered with scams and fraud. As soon as you start hooking up "central" nonsense to it, it will just amplify it.
There is nothing different about a user purchasing a digital asset on the speculation that it's price will increase than on rare coins, stamps, trading cards, race horses, real estate, pork bellies, etc.
One is a casual thing people do and another directly links you playing a game to generating income. You farming your virtual garden for gems every 15 mins which can be translated to USD over time is a impact on society, and not a positive one. Random guy collecting stamps on their spare time is not. And once that happens you'll have people playing 24 hours and setting up all kinds of scams. At some point politicians will get involved and treat it as a threat, thereby banning it. It's a hypothesis and nothing more, but I wouldn't be surprised if it happened.
No, there isn't. Both are free market activities that are arguably arbitrary, but entirely within the realm of human hobbies and curiosities that sometimes yield profits for the participants.
> You farming your virtual garden for gems every 15 mins which can be translated to USD over time is a impact on society, and not a positive one.
It's entertainment value that is produced, and who are you to be the judge of what is positive or negative? It is entirely arrogant to declare for others what is positive or negative for society.
I grew up hearing the same thing about video games. Waste of time for kids, them being a dangerous exposure to violence, etc. etc. But meanwhile parents were wasting their lives away watching television because that was the thing for that generation. Games to me, were far more engaging and interesting and most importantly, interactive. And that interest in gaming eventually led me to become a software engineer, which has afforded me a very nice lifestyle and given me very solid job security. If I had watched television instead of venturing into the world of technology, I'd be worse off.
Later on in life, as an adult, I still play games. I sometimes spend significant sums of money on them, because they still provide enjoyment to me. Sometimes, I'll even spend a couple hundred bucks on a single game, because I want some cool thing in the game and that provides me joy. That is perfectly ok.
The fact that NFTs provide an interface for interconnecting these in-game items and making it easy to create ecosystems for things like creative character models or environments or mod experiences, is not subtractive in the least. It provides an outlet for creativity and a market for art and entertainment. And it does so in a way that does not enshrine or reinforce existing monopoly marketplaces, which are exploitative to the highest degree for both users and creative producers.
I'll bite. What value-added services are gamers providing to justify an income?
Keep in mind I considering entertainment like streaming value-added to gaming.
Edit: So I was planning on adding an edit with my thoughts after viewing the correct website, but my points mostly still stand and now I’m confused because both sites are like 70% the same..
I think for me a lot of the pains would be solved if discord allowed a guest mode to temporarily view a server without the (admittedly small) hassle of having to leave the server