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Re:Steam bans all blockchain and NFT games on its platform by carlosdp on Friday October 15, 2021 @03:17PM (#28881912)
I don't see why NFT game devs should care about this to be honest. We shouldn't be putting decentralized games on one of the most centralized platforms in history.

Love Steam, but you can do your own distribution pretty easily these days. If they want to miss out on the next platform evolution, that's a mistake they'll have to reckon with.

I don't see it affecting the NFT gaming market one bit.

Re:Steam bans all blockchain and NFT games on its platform by birdyrooster on Friday October 15, 2021 @03:46PM (#28882242)
What about NFTs make a compelling argument that they are "the next platform evolution"? Why should I want NFTs in a game?
Re:Steam bans all blockchain and NFT games on its platform by capableweb on Friday October 15, 2021 @03:49PM (#28882279)
I'm not a fan of "collectibles" or "cosmetic items" or whatever they are called these days in games, but even I can see the use case where you can gain those in-game and then manage them outside of the game, trade them with other players, and maybe bring them with you to the next version of the game or even to another game. NFTs enable this without having to build any of the infrastructure to support it.
Re:Steam bans all blockchain and NFT games on its platform by itsoktocry on Friday October 15, 2021 @03:52PM (#28882322)
>even I can see the use case where you can gain those in-game and then manage them outside of the game, trade them with other players, and maybe bring them with you to the next version of the game or even to another game.

All of this sounds completely dependent on the game designers, which is the opposite of decentralized, no? What requires NFTs? You can't just "bring" something into another game.

Re:Steam bans all blockchain and NFT games on its platform by meowface on Friday October 15, 2021 @03:59PM (#28882419)
>What requires NFTs? You can't just "bring" something into another game.

Isn't that kind of the point of NFTs? With an NFT, you hypothetically could bring something into another game. You'd need different developers to agree to recognize certain NFTs, though.

I think the better question to ask is the reverse: what requires bringing things into different games? Historically, nothing. This doesn't seem to be a thing most developers want. And if they don't want that, there wouldn't be a point to implementing NFTs, since they're already keeping things centralized.

So it's really just a philosophical discussion about the idea of things being tradable between and outside of particular games, and the potential merits of that, rather than a technical discussion about NFTs.

Re:Steam bans all blockchain and NFT games on its platform by hakfoo on Friday October 15, 2021 @08:34PM (#28884624)
For this to be useful, you'd need an infrastructure-- standard APIs and formats for interchange.

I'm picturing the initial sell as like those old Pokemon events or trading via the link cable, but you could buy a Trabant P601 from Gran Turismo, Zhongli from Genshin Impact, and Messi from FIFA21 to drop into the game too.

How do you make use of that sort of open-ended diversity without ruining gameplay? You'd either be limited to trivial uses (avatars/skins or randomizations) or you'd have a huge vector for feeding in game-breaking items and characters. The alternative is a closed network-- only allowing a small selection of pre-vetted NFTs that won't break the game, which adds very little value over something like the Skylanders/Infinity/Amiibo concept that already exists, except you don't get a cool figure too.

Re:Steam bans all blockchain and NFT games on its platform by janstice on Friday October 15, 2021 @04:09PM (#28882566)
Doesn’t require NFTs, but NFTs could solve the problem of digital trading in untrustworthy markets - like game codes and event tickets. (Introduce other problems too, like getting hijacked by people who are overexcited at the thought of fractionalised links to jpgs…).
Re:Steam bans all blockchain and NFT games on its platform by MystK on Friday October 15, 2021 @04:22PM (#28882717)
Does it really solve for digital trading in untrustworthy markets though? How would the smart contract verify that the event ticket or game code was legitimate? If it was up to the buyer, they could just lie.
Re:Steam bans all blockchain and NFT games on its platform by IanCal on Saturday October 16, 2021 @05:53AM (#28886696)
I'm not sure I understand the question - the ticket would be on the blockchain and therefore easily verifiable.
Re:Steam bans all blockchain and NFT games on its platform by andreilys on Friday October 15, 2021 @04:13PM (#28882594)
The point of NFT's is that, yes, you could bring something into another game (As long as the devs allow porting of NFT goods into their game).

As an example, if someone has a Runescape party hat, they could equip that on their world of warcraft character.

Re:Steam bans all blockchain and NFT games on its platform by irskep on Friday October 15, 2021 @04:24PM (#28882735)
This still makes absolutely no sense to me. The developer of Runescape is not going to collaborate with the developer of Warcraft to give them a copy of the model, figure out how the stats translate, put the textures in the right format, etc. Games use completely different equations for damage, defense, speed, etc. It's 100% magical thinking.

Even if you did have game items transferring across totally unrelated games, you'd _want_ a centralized database to make bug fixes possible. After all, games as a class of programs aren't known for being bug-free.

Re:Steam bans all blockchain and NFT games on its platform by knownjorbist on Friday October 15, 2021 @04:38PM (#28882886)
Yes, there is no metadata standard at the moment. But if that existed, the Runescape and Warcraft developers would not have to coordinate at all.
Re:Steam bans all blockchain and NFT games on its platform by jameshart on Friday October 15, 2021 @04:57PM (#28883061)
So.... this party hat asset comes with a permissive license that lets world of warcraft distribute it from their servers down to players' clients, right? So that the people who are playing on the same server as the owner of this NFT can see the hat, being worn by that player, in their game?

But then if it's licensed that freely, what's to stop world of warcraft just using it in general? Put it on a bunch of NPCs. Let any player put it on their own character.

Or does the license have some sort of restrictions - 'you may only use this asset as a hat on the player character of the person who owns this NFT'? How's that enforced?

Seriously, WHY would WoW go to the trouble of supporting this nonsense?

Re:Steam bans all blockchain and NFT games on its platform by andreilys on Friday October 15, 2021 @05:27PM (#28883317)
Current games are unlikely to do so, but future iterations of games who want to bootstrap a player base would.

I reckon it’ll mostly be cosmetics but who knows. We’re still early.

Re:Steam bans all blockchain and NFT games on its platform by jameshart on Friday October 15, 2021 @05:47PM (#28883515)
The NFT piece of this is just such a small part of what’s needed to make this work though. This sounds like it is only something that would work in a very cooperative model - where the players and the games devs have their interests aligned in getting to use these shared assets.

The most similar thing I can think of is like gravatar images - as a blog comment section it made some sense to let people bring their ‘identity’ with them in a low trust way.

Sure, that kind of interest alignment can exist in games but if everyone’s cooperating there’s no need for a system like NFT to enforce the rules about who gets to use what cosmetics.

Re:Steam bans all blockchain and NFT games on its platform by feoren on Friday October 15, 2021 @05:37PM (#28883414)
The last 50 years of software engineering would like a word with you about how few problems like this "standard metadata" has actually ever solved.
Re:Steam bans all blockchain and NFT games on its platform by dropnerd on Friday October 15, 2021 @05:50PM (#28883532)
the current renaissance is driven by standard metadata

https://eips.ethereum.org/EIPS/eip-721

Re:Steam bans all blockchain and NFT games on its platform by dragonwriter on Saturday October 16, 2021 @07:20AM (#28887094)
> But if that existed, the Runescape and Warcraft developers would not have to coordinate at all

At a minimum, there would need to be a known (to the asset developers) stable asset description format to target, covering both the cosmetics and in-game mechanics of the items, for every game the asset would target.

For it to work, game developers need an incentive to open their multiplayer games to third-party assets and asset developers need an incentive to target games they don't own with assets.

Re:Steam bans all blockchain and NFT games on its platform by jameshart on Friday October 15, 2021 @04:27PM (#28882764)
... if:

1) world of warcraft can incorporate the party hat asset

2) world of warcraft chooses to implement a mechanism where that hat can only appear on a character whose accountholder has authenticated as 'owning' the NFT that points to that hat

then yes, that could happen.

But... why would they do that?

Why would they not just rip the hat and put it up for sale in their own store for anybody who wants to pay them for it?

Re:Steam bans all blockchain and NFT games on its platform by feoren on Friday October 15, 2021 @05:39PM (#28883434)
NFTs do nothing to address what's actually hard or unrealistic about this. If WoW and Runescape are already collaborating, they can just ask each other who owns what. If they're not collaborating, this scenario never occurs.
Re:Steam bans all blockchain and NFT games on its platform by Sargos on Saturday October 16, 2021 @01:50AM (#28885845)
>If WoW and Runescape are already collaborating, they can just ask each other who owns what

This is actually not that trivial from a technical standpoint and takes a lot of time and money to maintain.

First Runescape would need to set up and hire a team to maintain uptime on a few public facing web service servers and define an item status API. They'd need to integrate this web service into their backend infrastructure to give live updates.

Second World of Warcraft would need to write some custom code to read these party hats and their owners from the Runescape API and also maintain a way to link Runescape and World of Warcraft accounts so the right people get them (OAuth2 would likely do well here). WoW would also likely need to design the system to fail gracefully when Runescape servers are down.

This is just for read access, if WoW wanted to let players trade these hats then the Runescape API at least doubles in size and now includes synchrony assumptions and complexity in case players try to trade at the same time in both games. Not fun.

Alternatively Runescape could just make party hats NFTs and players would hold them in their own wallets. WoW would write a handful of lines of standardized code to read the NFTs from the player's wallets and display them in game. Allowing users to trade these items would also just be a few lines of code and would work seamlessly across these two (or more) games. Ethereum also has 100% uptime and the reliability allows designers to create a simpler system overall.

It's the difference between weeks/months and a few days of work on the development side. It's also more standardized and compatible with all other apps when using ERC-721.

Re:Steam bans all blockchain and NFT games on its platform by jameshart on Saturday October 16, 2021 @04:17PM (#28891096)
The NFT in this case - like, the actual ethereum wallet? - actually contains game assets that are compatible with WoW?

Meshes with different LoDs, textures, animations, skeleton weights for physics? (I mean, obviously you want your party hat to flop around realistically when your character emotes, right?)

And WoW is going to take this arbitrary untrusted asset from a player-provided NFT, and... load it into the WoW client of every other player who is near the player.

Yeah, that sounds like a terrible, terrible idea.

The content moderation aspect (textures covered in swastikas or porn?)... the possibility of players providing meshes that are ridiculously large or complex... the security attack surface...

This does not sound like 'just implement a few lines of code and you're done'.

Re:Steam bans all blockchain and NFT games on its platform by dropnerd on Friday October 15, 2021 @05:52PM (#28883554)
builders around loot project are exploring this (disclaimer: i own a few of their nfts)

there are primitive games that are building on top of other projects' nfts because it's a way to secure an initial audience.

Re:Steam bans all blockchain and NFT games on its platform by AnIdiotOnTheNet on Friday October 15, 2021 @06:13PM (#28883738)
Ok, but couldn't they build off the content of those NFTs, just without bothering to actually care about the NFTs? I don't get why this artificial restriction-by-convention is appealing.
Re:Steam bans all blockchain and NFT games on its platform by dropnerd on Friday October 15, 2021 @06:21PM (#28883813)
there could be licensing restrictions. (i think we can do better, but it's a path.)

in the absence of licensing restrictions, the nft owners are incentivized to prefer projects that provide utility for their nfts.

Re:Steam bans all blockchain and NFT games on its platform by AnIdiotOnTheNet on Friday October 15, 2021 @06:29PM (#28883884)
> there could be licensing restrictions.

Ok, but the supposed benefit was to a game's prospective competition. Why in the hell would the game developer want to license content created for their game to be used in a competitor's game?

> in the absence of licensing restrictions, the nft owners are incentivized to prefer projects that provide utility for their nfts.

And everyone who doesn't have those NFTs have no such incentive. Even if I own game X's NFTs, there is no disincentive for me to play game Y that straight up uses game Z's NFTs for free. Or hell, even if it used game X's. I might want to play with an item I don't have in game X, after all.

If a game came out tomorrow that reused TF2's hats and shit, do you really think anyone would consider the fact that they have hats in their TF2 account a disincentive to play the new game?

This is like that part in HGttG[0] where the Golgafrinchans decided leaves were currency and burnt down the forests to ensure their scarcity. I have no idea why you people can't see how mad you all are.

[0] In case anyone doesn't know: The Hitchhiker's Guide to the Galaxy, by Douglas Adams.

Re:Steam bans all blockchain and NFT games on its platform by dropnerd on Saturday October 16, 2021 @02:48AM (#28886036)
minecraft and roblox show the demand for games with content from a variety of artists.

imagine you paid a few hundred or thousand dollars for the hat, you'd be strongly incentivized to call the games that aren't contributing back to the ecosystem freeloaders. and as for everyone else, there's a thin line between not caring about the artist getting paid and piracy, and i suspect there isn't a whole lot of money in the segment anyways.

your last analogy makes no sense.

Re:Steam bans all blockchain and NFT games on its platform by somehnacct3757 on Friday October 15, 2021 @04:13PM (#28882602)
Game devs would never do this. Even if they're bullish on NFTs. The whole point of a sequel or spin-off is to hit the reset button on your game economy and shake down big spenders once more.

It is also a design challenge. One of the design benefits of a new game is you can cancel, rework, or nerf strategies that players spent money on in the previous game.

Re:Steam bans all blockchain and NFT games on its platform by birdyrooster on Friday October 15, 2021 @04:26PM (#28882762)
This could still work with NFTs though, for example MTG has different formats of their game which have restrictions about which releases of cards are eligible for use, and some cards are banned from use in any format because they are too overpowered. Similarly, we could have games which ban NFTs which are overpowered turning them into collectibles with no in-game use. This isn't the reason NFTs aren't workable, because even if you could overcome the regulatory burdens, the bigger reason is control of IP. If other games can consume the NFTs from my game, then they can steal my player base by essentially forking the game with the promise of maintaining player inventories. Why would a publisher want this?
Re:Steam bans all blockchain and NFT games on its platform by birdyrooster on Friday October 15, 2021 @03:55PM (#28882366)
I don’t see companies letting their intellectual property float out onto a public blockchain to be used by any other game. Unless they have total control over how that IP is used, I don’t see any publishers funding games like this. I think it would even undermine their copyright if they didn’t enforce these limitations.

Think about it, a much smaller fish could offer a very similar game that uses the inventories of NFTs from GameA and become a serious threat to the business of GameA overnight by sniping the player base with the promise of keeping their inventory.

Re:Steam bans all blockchain and NFT games on its platform by 1ark on Friday October 15, 2021 @11:07PM (#28885220)
Re:Steam bans all blockchain and NFT games on its platform by birdyrooster on Saturday October 16, 2021 @03:04AM (#28886104)
What game are these assets used in?
Re:Steam bans all blockchain and NFT games on its platform by rank0 on Friday October 15, 2021 @04:56PM (#28883044)
I keep seeing this argument and it makes ZERO sense. You still need to build infrastructure to read the NFT and incorporate it into your game. You can already do this without a blockchain and a global network of hyper redundant miners/validators.
Re:Steam bans all blockchain and NFT games on its platform by spywaregorilla on Friday October 15, 2021 @04:05PM (#28882498)
A very boring database also supports this.
Re:Steam bans all blockchain and NFT games on its platform by antifa on Friday October 15, 2021 @11:31PM (#28885330)
> NFTs enable this without having to build any of the infrastructure to support it.

So I could build this infrastructure on mongodb/dynamodb in a single weekend, offer it without $$$ minting/gas fees, still get higher margins, point out my solution is green, and offer my simpler solution to game devs, and everyone will be better off.

Re:Steam bans all blockchain and NFT games on its platform by joe_guy on Friday October 15, 2021 @03:53PM (#28882332)
if you're trading them, then aren't they fungible?
Re:Steam bans all blockchain and NFT games on its platform by djur on Friday October 15, 2021 @04:03PM (#28882467)
Not any more so than car titles are fungible. If I give you $10k cash and you give me $10k cash we end up in exactly the same material position, despite owning technically different objects (dollar bills) than before. That's because the dollar bills are fungible tokens representing a value. But if we trade titles for cars worth $10k each, we are both now in a different material position since we own different cars now.

(The problem with NFTs in this analogy is that transferring car titles has legal weight, while selling an NFT probably doesn't without additional contractual language.)

Re:Steam bans all blockchain and NFT games on its platform by meowface on Friday October 15, 2021 @03:55PM (#28882369)
They aren't. You're trading one non-fungible thing for a different non-fungible thing.

Alternatively, a game could also offer SFTs (semi-fungible tokens, as described in ERC-1155 [1]), in which case players could trade multiple identical versions of some indivisible asset. Something like a skin or a hat would be an SFT unless only one copy of it existed (i.e. only one player could ever use that skin or hat at any time).

[1] https://eips.ethereum.org/EIPS/eip-1155

Re:Steam bans all blockchain and NFT games on its platform by birdyrooster on Friday October 15, 2021 @03:57PM (#28882389)
They would be unique items that are identifiable from other items. (e.g. different hashes, even if they represent the same item in game) “There are many like it, but this one is mine.”
Re:Steam bans all blockchain and NFT games on its platform by elevenoh on Friday October 15, 2021 @03:57PM (#28882386)
fungible = mutually interchangeable

NFTs = typically (and at a low level arguably always) non mutually interchangeable, aka unique.

Re:Steam bans all blockchain and NFT games on its platform by xtiansimon on Saturday October 16, 2021 @08:37AM (#28887423)
I was thinking the same thing. I found this article about a game called Axie Infinity.

“ NFT games such as "Axie Infinity" and "NBA Top Shot" let people earn money by grooming and selling animal characters called Axies, which players treat as digital pets. […] They will then groom these Axies, team up with their friends and make Axies do battle like Pokemon, and build so-called "virtual kingdoms."“

In any other game the characters you develop are essentially the _same_ as any other character played by any other player—maybe with the exception of the character name which you could personalize.

I can appreciate the notion that you can develop a character which can be uniquely identified.

Without devolving into a philosophical argument about games simulating reality, I’m thinking you can see NFTs as a fundamental change, because NFTs offer a unique player experience. If Eve Online creates a unique experience by allowing players to create corporations, then NFT character is a unique experience at the individual player level.

Unique digital assets are compelling like baseball cards

https://www.techtimes.com/articles/263796/20210805/how-do-nf...

Re:Steam bans all blockchain and NFT games on its platform by dwild on Friday October 15, 2021 @04:28PM (#28882780)
> We shouldn't be putting decentralized games on one of the most centralized platforms in history.

That's something that I believe is currently a big issue in our society, so many things are pushed between black and white. You can definitely see the advantage of both system and use both in their own when one is better than the other. The fact that you see potential in a decentralized value transfer system and want it to evolve doesn't means that you believe every single thing need to be decentralized. I'm sure you downloaded something using P2P, yet you are still enjoying centralized file distribution everyday too.

Not only that, but Steam doesn't require any exclusivity or dependence to their platforms. That means that as a publisher, you can share it on multiple platform, which make it essentially decentralized...

Re:Steam bans all blockchain and NFT games on its platform by munk-a on Friday October 15, 2021 @03:54PM (#28882346)
I absolutely agree - you NFT devs don't need to pollute the steam ecosystem one bit, your users will find you organically!
Re:Steam bans all blockchain and NFT games on its platform by astlouis44 on Friday October 15, 2021 @03:26PM (#28882010)
Agreed. The browser route using WebAssembly and WebGPU is the path to decentralized distribution of games to players. This is what our team is working on! No 30% cuts from walled gardens, and developers have the freedom to whatever they want, and if that's to implement their game on the blockchain then they should be able to.
Re:Steam bans all blockchain and NFT games on its platform by elevenoh on Friday October 15, 2021 @03:51PM (#28882309)
Beautiful. Keep going! I'll only be playing outside of walled gardens myself.
Re:Steam bans all blockchain and NFT games on its platform by astlouis44 on Friday October 15, 2021 @04:01PM (#28882441)
Join our Discord here for more info: https://discord.gg/zUSZ3T8
Re:Steam bans all blockchain and NFT games on its platform by imaginationra on Friday October 15, 2021 @04:34PM (#28882849)
%100- I had a game in submission status "retired" this week because "NFT's"- the game is 45gb so its more difficult to find a place to host it/etc when its that big and have it make financial sense right now. Sort of the same with 4k video hosting. I know the problem will be solved eventually. But because of this as a dev I'm not publishing to Steam anymore.
Re:Steam bans all blockchain and NFT games on its platform by hythyt on Tuesday October 19, 2021 @06:57AM (#28916778)
not sure why you get downvoted... what is your game about? Epic says "that it’s “open” to the idea of games that use NFTs or cryptocurrencies"
Re:Steam bans all blockchain and NFT games on its platform by Ekaros on Friday October 15, 2021 @06:31PM (#28883899)
The love their blockchains. So why not make a blockchain for distributing games? Patching would be lot more secure as it would be cryptographically secure and any player could just build the newest version from shared blockchain.
Re:Steam bans all blockchain and NFT games on its platform by dropnerd on Friday October 15, 2021 @06:27PM (#28883855)
between this news and sweeney's dismissal [1], the decentralized future is bright

> Sweeney: We aren’t touching NFTs as the whole field is currently tangled up with an intractable mix of scams, interesting decentralized tech foundations, and scams.

[1] https://twitter.com/TimSweeneyEpic/status/144251952287594906...