Earlier quoted context omitted.
Portable assets is one. You can buy and NFT on one market, use it within a game, display it in your virtual home, then sell it on a different market. Blockchain allows individuals to actually own digital assets. (Whether those digital assets are valued correctly is a totally separate discussion - personally I think there are many that are grossly overvalued...) World of warcraft items, amazon video or ebook purchases…
On the one hand, yes. On the other hand, if some centrally-run MMO were to use NFTs that they issue for its items (or, I guess probably maybe they shouldn’t be non-fungible really, because one “hammer of smiting” should probably be equivalent to any other “hammer of smiting”, no point keeping track of them as separate entities when you can just keep track of who owns how many of each. But that is beside the point), W…
A lot of "Free to play" games get most of their money from cosmetic enhancements. I think cross-game cosmetic enhancements could increase demand. Ex. Team fortress 2 hats would be more valuable if you could also wear them in world of warcraft.
Seems tricky to figure out how to incentivize other developers to implement this support for items they don't get revenue from, but I bet someone will figure it out in the next few years.