Epic says it’s ‘open’ to blockchain games after Steam bans them
theverge.com
theverge.com
Club membership. Similarly multiple unrelated games could verify that a user is a member of an external organisation to grant certain in-game privileges.
People can prove their identity and ownership of items via a private key. A new server can accept claims signed with a public key of the previous publisher, and you could turn that into a federated system.
How is it in the interest of the game developer to create such an insurance policy, even if it did work that way?
Second Life and metaverse type enterprises could benefit, but do could any game with sharding and character persistence.
You'd want to incorporate a community sanity check system, to roll back the results of exploits, based on a distributed moderation and management setup that runs on election, delegation, and community consensus. I see this niche as a great playground to experiment with virtual governance, a way to search the space for systems that could enhance real world government.
Why would as game publisher want to undercut its own planned obsolescence?
But, from what I've seen, there is no fee for online games. Once you buy the game, you can either not play online or play online, for the same price. There is no "cover charge", so to speak, on top of the original game price.
The publisher could try to unload the burden of the server maintenance to the players, in some sort of decentralized fashion, since running the server doesn't bring in any new money, but it does have a cost.
I'm not sure how the whole "loot boxes" / dlc thing integrates into all this, though I don't see why they wouldn't be able to sell those in a decentralized environment, too.
Others sell loot boxes or cosmetic stuff, even games that cost you money both when buying the game and when renewing your monthly subscription.
A Blockchain wouldn't give them any benefit over what they already have. In fact they would lose control over some stuff while bot farms and criminals would make a lot of money with almost no oversight.
Why would any game developer want to create that opportunity for their competitors?
And even in a partly decentralized game where players can run their own servers, there's no way to force the private servers to respect the distributed ownership records.
In fairness, this is hardly a problem unique to them. Bots are an issue in any game that gets big enough and has a black market for in game currency.
The issues with cryptocurrency are volatility and that the decentralised structure means nobody is liable if things go wrong. With VBucks for example, the VBuck literally stops with Epic. Crypto is too often seen as a way to monetise without assuming liability.
NFTs are another can of worms. All an NFT does is associate an account with an asset ID on the blockchain. For internet traded artwork this means a string associated with a URL of an artwork belongs to this person and can be traded to someone else. In a game that ID might be associated with a magic sword in an online game. For that to matter, other games would have to recognise that association and honour it so if that customer gets an account with their game, that NFT corresponds with a sword in their game too. It's all still base on trust though. There's no guarantee that a particular NFT would be recognised by any other game, or even a new version of the same game, or be recognised as representing a similar asset.
Basically Steam doesn't want to touch this stuff, because they don't want to be on the hook, either financially or reputation-ally, for any actual or implied guarantees in this area made by games on their platform. Guarantees that nobody, not even the games publishers themselves are in a position to make, due to the inherently decentralised nature of this sort of blockchain tech.
> We aren’t touching NFTs as the whole field is currently tangled up with an intractable mix of scams, interesting decentralized tech foundations, and scams.
[1] https://twitter.com/TimSweeneyEpic/status/144251952287594906...
> Applications built on blockchain technology that issue or allow exchange of cryptocurrencies or NFTs.
And the article:
> Games that use blockchain technology or let users exchange NFTs or cryptocurrencies won’t be allowed on Steam …
The problem isn’t the blockchain, it’s blockchain-based cryptocurrencies and NFTs.
Granted, I don’t know why you’d use a blockchain in a video game other than cryptocurrency or NFT reasons.
But it’s unfortunate that “blockchain” is apparently synonymous with proof of work cryptocurrencies and NFTs.
I usually put stuff like that down to either lazy writing or just the wrong/badly skilled writer.
It's the same as MSM portraying hackers wearing hoodies!
What else would it mean?
Supposedly "trustless" consensus systems is what all the "blockchain" hype is about. (And those are only useful for censorship-resistant money. For literally everything else you don't need them and they don't even work.)
If you were to just talk about merkle trees / hash chains or anything else that's literally "chaining blocks"… well that doesn't need a buzzword. That's not new technology.
Blockchains provide a cryptographic ordering of events, or cryptographically agreed upon state, which is a useful property. It's certainly not as world-changing as a lot of blockchain-enthusiast-cryptocurrency-bros think, but it's not "only useful for censorship-resistant money."
Which is why I think it's a shame that blockchain has become synonymous with proof of work cryptocurrency scams.