A lot of these suggestions fall foul of the same problem that they offer a great deal for the customer but not for the game maker. Which whilst altruistic is rather naive to commercial reality.
A value add model like the Amiibo would work better but again is predicated on developers actually capturing some revenue from supporting it.
If you ignore that NFTs are basically a glorfied registry for micro transactions.
This is like buying a $200 refill cup from a movie theater then being allowed to use it at a competing movie theater chain, except the cup isn't real. It was never a good deal, and there's no incentive for theater's to join in.
One of the big changes in the way I've viewed this is because the blockchain we're talking about already exists. A lot of the technology is already there so over time the idea of creating a new shared database and managing it becomes more work than just using some libraries and an existing shared database - even with limitations.
> A value add model like the Amiibo would work better but again is predicated on developers actually capturing some revenue from supporting it.
Selling the game, surely.
And that technology exists does not make a notional use of it something people actually want or need. The reason for a lack of co-marketing isn’t a lack of technology as the parts of my post you didn’t quote note.