This use case actually doesn't make sense if you think about it. Items only make sense in the context of a game, and you trust the game makers to honor it. At that point, there's no incentive for them to actually allow you to port in/port out items.
Think about it this way: what good is the BFG from Unreal Tournament in Cooking Mama?
Even in related games, guns from Battlefield 2042 in say COD Vanguard?
Sounds pretty shit.
1) NFTs are the most expensive, least efficient way to implement the least interesting part of this technology. Even if you accept the dubious premise that they do even that job well.
2) You have explicitly described a system in which every single agreement between devs would require special testing. Is the moonlight sword balanced in the other game? Don't I still have to describe literally every aspecet of the moonlight sword other than who owns it in the second game?
3) Skins and other microtransactions are per game, by an absolute law of their design. That is the point. A game developer has no interest in honoring a microtransaction that I can prove that I paid some other game developer for. I would want my cut.
4) The condition upon which you have proposed that people can acquire the moonlight sword is... for beating Elden Ring? So it's a sign of status. Except that it's a sign of status that I can sell, so it's actually just a signal of wealth or status, maybe? Maybe I can't sell it. But wait, why did I make it an NFT then. So I must be able to sell it, but then it is presumed to have a dollar value, so why wouldn't Fromsoft sell it in the first place. Sounds a lot like a regular microtransaction.
Which brings me to my final point.
5) The market for microtransactions is already very optimized. Videogames are already very good at extracting every penny that people are willing to pay for bullshit cosmetics and play to win garbage. You can't even make money hucking this shit.
Your comment about “trust” has little to do with the technology. It’s a cross between legal gray areas (which would need to be solved/accepted if this becomes the norm) and dogma surrounding web3. I tend to agree that this isn’t likely to happen unless from software essentially abandoned their ip for some reason. But if that happened, it’d be a cool way for the legacy to live in future games in a way that pays homage to the original creators. It’s a use case that makes much more sense then just copying a random gun from one game to another because there are years of history in the item.
I do think for this to make sense you'd have to have, you know, one blockchain everyone used otherwise you still have the "10 app stores" problem, no?
We are of course very far from that happening, or knowing if it can happen, but it’s still a possibility to consider
The only thing a blockchain is good for is assets that fully live on the blockchain for which the source of truth is the blockchain itself - like cryptocurrencies.
Putting NFTs, video game/metaverse avatars, real-world assets, etc will never work; it's at best a very inconvenient, inefficient database replacement, and at worst a scam.
And this means pure cryptocurrencies, backed stablecoins do not offer any of the crypto guarantees either since they are representations of assets held in trust that can be seized.
For a system to be trustless, decentralized and permissionless it must be entirely trustless, permissionless and decentralized. It's not a gradient, it's a step function. Once anything creeps in, all guarantees are void.
I'm not sure whether these things will actually get integrated into video games or how well it's gonna work. It will certainly be interesting to watch this develop.
The endgame for crypto is tokenizing everything in some peoples eyes.
Video game skins become NFTs that you now "own" instead of just being in-game. So you can transfer them around, sell them on composable markets etc.
Assuming things actually get worked out you could see a merging of the digital and physical worlds assets.
If this a good thing, or will even happen who knows.