Even if you did have game items transferring across totally unrelated games, you'd _want_ a centralized database to make bug fixes possible. After all, games as a class of programs aren't known for being bug-free.
Even if you did have game items transferring across totally unrelated games, you'd _want_ a centralized database to make bug fixes possible. After all, games as a class of programs aren't known for being bug-free.
But then if it's licensed that freely, what's to stop world of warcraft just using it in general? Put it on a bunch of NPCs. Let any player put it on their own character.
Or does the license have some sort of restrictions - 'you may only use this asset as a hat on the player character of the person who owns this NFT'? How's that enforced?
Seriously, WHY would WoW go to the trouble of supporting this nonsense?
I reckon it’ll mostly be cosmetics but who knows. We’re still early.
The most similar thing I can think of is like gravatar images - as a blog comment section it made some sense to let people bring their ‘identity’ with them in a low trust way.
Sure, that kind of interest alignment can exist in games but if everyone’s cooperating there’s no need for a system like NFT to enforce the rules about who gets to use what cosmetics.
At a minimum, there would need to be a known (to the asset developers) stable asset description format to target, covering both the cosmetics and in-game mechanics of the items, for every game the asset would target.
For it to work, game developers need an incentive to open their multiplayer games to third-party assets and asset developers need an incentive to target games they don't own with assets.