Alex_prfct said:
Or storing game state or part of game logic inside smart contract
Assigning some in-game items as NFTs and making them cross-game transferable
I take these two arguments because they would bring new options and features to games. All the other points you listed are options we already have.
Discussing these, and keeping my role as the critic, i can easily expose you, as the blockchain proponent, trying to sell me snake oil in form of arguments your technology can not enable:
'To enable sharing of content between different games made by different developers, the developers first have to agree on conventions and standards. For example a general skeleton structure of characters to transfer animation, generalized simulation properties (rigid bodies, what joints are to be supported, motors?, etc.), generalized material specifications so the objects look the same in all games, etc.
Is this possible? Yes, but at the cost of stagnation. Once we rely on common standards, those standards hold us back to achieve further technical progress.
Does blockchain technology help us with developing such standards and compatible software? Simply no.'
So this discussion is actually a nice example to show the image problem. Blockchain proponent: Hey, let's change the world! Blockchain can do it! Gamedev: You have no idea about ‘it’.
Transferring or storing data is just not our problem. Our problem is that games are meant to be different from each other. We want different artstyles, different levels of realism in rendering and simulation.
And because of that, the whole Metaverse idea of transferring content between different games is an illusion, and not really desired in general.
If i import my Roblox avatar into Call Of Duty, it will just look silly. If we do it anyway, games become even more similar to each other, and thus more boring.
Once Roblox and CoD are basically the same game, the final Metaverse is here. Just one game, one shared experience. More the latter than the former, probably.
To make a more practical example, i can imagine publishers enable content sharing within a set of their own games. E.g. people can take their NFT gear from Rainbow Six and wear it in the next Assasins Creed, which coincidentally takes place in present time.
And publishers may deal with each other, so transfers also work between Final Fantasy and Assassins Creed. It's some work to develop such tech, but they decide to invest, to try it out.
What can we expect from this? Huge fantasy swords and anime girls fighting against Vikings and Romans?
It just makes no sense at all, as long as our games try to represent some theme, some idea, some background and story, some definition and direction.
It is like promising new features which nobody wants, just to sell a new technology, together with a new lifestyle. It's like Musk sending a Tesla to orbit. May be awesome, but for sure it's useless.
From my perspective, the claim blockchain or NFTs would be ‘technology’ is ridiculous on its own. We've had hashes or checksums before, why is this suddenly new technology, and why do they confuse identity with ownership? Just because the database is larger now, and synchronized copies exist on multiple servers?
Alex_prfct said:
I guess a lot of these thoughts are taking roots at the Web3 concepts that lobby personal ownership over proxy/provider ownership.
Most people think that's just another false promise:
Web1: People owned their websites and made them entirely themselves. It was just some static links and some gifs, though.
Web2: Facebook owns the website, people post their 2 cents there, but FB takes the profit from shiny, animated apps.
Web3: People think they own digital property, FB thinks they own the people, but it's an illusion on both ends.
Well, i tried to be open minded, but i ended up with just ranting again… sorry for that ; )
Thanks for sharing your optimistic perspective anyway. Not following the topic specifically, i do not read such arguments often.
As a gamedev, i believe in user content. The games i've spent most time on were Quake 3, Trackmania, Super Mario X. All of them because users provided never ending new content in form of levels.
But it seems this works best on a non profit basis. Neither the creators nor the devs saw any extra money from the fact i've played those games over years, while playing others just for hours.
Ofc. we want to change this to our advantage. We need some money to make our games. And there is opportunity for the players too: Being creative over being just a consumer is good without doubt.
But, if we want to get there, we have to solve true problems. Not showing progress on them, but instead trumpeting ‘blockchain, NFT, Meatverse’ buzzwords only exposes our cluelessness.
Selling in game items to people, but claiming it's something new now because each item is a NFT, and claiming it to be unique, although it's just a random mix of modular templates, exposes our greed and borderlines scam.
We surely need to try harder, and blockchain tech won't really help us much on the real problems.