More People Own Items in Second Life Than Own NFTs
nwn.blogs.com
nwn.blogs.com
The SL items can actually be highly complex, scripted stuff, animations etc. Their purpose it to provide their buyers with entertainment like owning a movie in a digital library.
An NFT serves no purpose at all. Other than collecting it for whatever reason.
In SL you could buy a virtual car and drive around in it with your friends.
Good look doing that with an NFT. There is no world, no car and no friends to connect with.
In truth most SL stuff is probably some sort of sex bed with a bunch of animations for two ;)
So are there any guarantees the pointer won't get changed? Or is it a hash of the image or something? Could you effectively remove someone's control of an image by changing the pointer?
Honestly NFTs seem utterly useless to me because there's no guarantee they'll keep in sync with the reality of the objects ownership.
There are plenty of other critiques of NFTs - this is not one of them.
The way I understand IPFS, the address is based on the sha-256 hash of the content. If no one wants to host your object, or even if the object disappears from the network, you can put it back. Because it is based on a cryptographic hash of the content, no one can reuse the address for anything else, and putting it back won't change the address. This is unlike HTTP where you can lose your domain name, provider or change the referenced content.
So as long as a single person has your object it will not disappear, and as long as a single person is willing to host it, it will stay available, that person can be the owner of the NFT.
I was able to buy a custom penis; the avatars do not come with fully functional sexual organs.
However, when I put my pants back on, my member was clearly visible, protruding out of my pants. I had to manually set the penis to invisible, or else stop "wearing" it in public situations where nudity was not encouraged.
Sort of amazing it is still around, when did it come out -- 2004 perhaps?