Just saying NFTs will solve it even if Ubisoft goes rogue completely ignores other things that would need to happen too - ie how do you avoid double redemption and multiple installs?
It just doesn't matter if it is nft or not.
That is the point.
Nft need to be provided as well. Access to it, tools etc. Mining and verifying it is costintensive.
Ubisoft didn't just use nft it went to a company which provides a nft Blockchain. They could just go to any company for this. It's cheaper to just use a database.
Fiat currency is basically already proof of stack. Because there are so many like me having money in a bank account. Pensions etc.
Nft needs either a resource intensiv PoW or a PoS which both have not been be solved in a good and scaling and save way.
So why not using PoS in the normal world with creating a company, contracts and a basic database? It's good enough for everything we do and we know how to do it.
You don't see it now, but once many games allow you to resell the skins or game itself, and gamers get used to that, publishers that don't allow it will look evil.
Coordination between many companies is an exceptionally difficult problem without blockchains. This is what NFTs solve in a simple way - a neutral platform that every party can easily integrate with knowing the rules, API and data integrity won't change.
Before we solutionise to blockchain though we should work out how we want the world to work.
This is my main issue with discourse about NFTs and Blockchain - it gets banded around as a technical solution to solve everything before anyone has even started to think of what the requirements are for the problem we are trying to solve.
1) Does Steam want to allow you to download games to their platform when you have bought it from the lowest cost seller, when they will take zero cut of the revenue?
2) Do games sales platforms want to make it so you can leave their platform en-masse with zero friction?
3) Do developers really want to lose control of being able to revoke keys (e.g. cheaters) or lose the ability to stop the transfer of the license to other players? (i.e. block resale). And if developers / game sellers retain the ability to revoke keys as part of the design of the blockchain contract, how does that avoid the original situation where Ubisoft is revoking access to inactive accounts?
4) What does it mean if I lose access to my account in an NFT world? If someone steals my account can it be recovered? Can I get my games back?
...nothing says an NFT needs to be arbitrarily transferable. Again, Ubisoft is launching an NFT that has a huge laundry list of conditions around who can own them and when and how you are allowed to transfer them.
If Ubisoft won't let you transfer your Ghost Recon pants NFT to whomever you like, why would they let you transfer an NFT representing a game?
> Such import functionality already exist to some limited degree right now with GoG, Steam and Co., but all of them require that your account with Ubisoft is still working. NFTs would work even if Ubisoft disappeared completely.
Again, this is not a technical problem, it's a legal and economic problem. And as you say, we already have this feature (without NFTs), so why do we need NFTs? I bought a copy of Satisfactory on Epic; I'd like to play it on Steam. There's is zero technical reason why I can't go through some basic oauth flow to verify that I control both accounts, and let me remove the license from Epic and add it to Steam. Or even better, let me press a button and turn my copy on Epic into a product key that I can paste into Steam, or resell on Ebay. Wouldn't that be cool?
And why doesn't this exist? Well, because the companies involved (markets and publishers) don't want it to. So, well, yes, you could also solve this is a much more difficult and expensive way (with NFTs), they don't want that solution to exist either.
Steam already had a very well functioning marketplace for transferring digital items including - in very limited cases - games between accounts. Why can't I sell the copy of Portal 2 I've finished? Again, no technical reason, but because that's the last thing they want people to do.
There's a lot more complexity to building a global game/item reselling marketplace than proving ownership once.
NFTs give a consistent, 100% uptime, permissionless, platform where the APIs never change and participants don't get bored and turn off their "xml signing server" because it's not profitable any more.
NFTs are a bunch of worthless bullshit.
Game providers already accept games from other shops. I can import my Steam games into GoG right now. That feature exists. The issue is that it's very limited due to digital game ownership being a mess.
> having an intermediate token adds _more_ friction.
It adds no friction at all, as you could hide it completely within the client. But it would allow adding a "Backup" button that could backup all your game ownership into a tiny file instead of having to download TB of game data in the hope that you can reinstall them later (which rarely works with modern games due to mandatory updates).
With NFTs you have a framework of ownership and both the entry on Steam and the one on GoG become the same thing. If you sell or refund your game-NFT it disappears from both services.
I mean, they obviously are, which is about 95% of the reason I even have an account on EGS, but…
> With NFTs you have a framework of ownership and both the entry on Steam and the one on GoG become the same thing.
Which is why neither Steam nor GoG would have any interest in adopting those NFTs.
At the moment nobody can complete with Steam because Steam has most of their games. If there would be a way to transfer games between services, services would have to compete and what services they offer instead of just relying on user lock-in.
Exactly? You're right. Which is why Steam will never allow this from their side.
Companies don't do things out of the goodness of their hearts, they do it because better, faster, more consumer friendly competitors appear.
https://www.rockpapershotgun.com/steam-should-let-users-rese...
That wouldn't be a problem with NFTs as they could just go to another game provider, show their proof-of-ownership and download their games from there. Such import functionality already exist to some limited degree right now with GoG, Steam and Co., but all of them require that your account with Ubisoft is still working. NFTs would work even if Ubisoft disappeared completely.
Furthermore NFTs would allow used game sales, something we have lost with the switch from physical to digital, despite it being required by law in many countries. A signed recipe is nowhere good enough, as that still depends on your account at Ubisoft, e.g. to keep track of if you refunded the game or not.
Now getting the game industry to actually implement and use an NFT based game-ownership system, that's the tricky part. But claiming there is no technological problem that needs solving is ignoring all the freedoms we lost by going digital with our purchases and that could be regained with NFTs.