News for hackers. Stuff that matters.
Re:NFT's aren't the answer to the problems of digital art by giantrobot on Tuesday November 09, 2021 @08:45AM (#29161608)
> A digital ID, a in-game asset, a digital license, a ENS name, etc…

These are literally things tied to off-chain assets. Your "ownership" of any of those things only matters if someone else cares about the particular block chain it lives on.

If you "own" a game asset on blockchain A and I only care about blockchain B, as far as I'm concerned you don't "own" anything.

There's nothing stopping anyone from starting yet another blockchain and reselling all NFTs on that new chain.

Besides, unless a URL a token "owns" lives on the blockchain it literally points to some off-chain resource. If that URL in any way becomes inaccessible the thing you "own" is meaningless.

Re:NFT's aren't the answer to the problems of digital art by kryptk on Tuesday November 09, 2021 @08:50AM (#29161660)
A game that exists in two blockchains would offer a way to bridge assets between them, or succeeded by one that does.

In fact the opposite is starting to be true: assets from game A being usable in game B.

Re:NFT's aren't the answer to the problems of digital art by giantrobot on Tuesday November 09, 2021 @09:46AM (#29162405)
Again, assets on a blockchain only matter if someone cares about that blockchain. If I only support blockchain B, it doesn't matter how many assets you have on blockchain A as I will never support it. If I'm invested in blockchain B there's little reason to add to my expenses to support other blockchains.

Even in the most practical terms, if I sell in game assets they're ones I made for my game. I know they work with my game. Why would I put in extra effort to import third party assets I don't make money on? If your assets are in a proprietary format I'd need to spend more money licensing some importer or build my own.

Re:NFT's aren't the answer to the problems of digital art by acdha on Tuesday November 09, 2021 @08:58AM (#29161776)
This only works if the developers choose to spend time implementing an import/export system. That’s a lot of work and since they need to have an arrangement for that anyway, why wouldn’t they use their existing billing system to retain control of it and a greater share of the profits?