Earlier quoted context omitted.
Yeah, I personally think using NFTs for gameplay-altering items seems like a bad path that will lead to frustrated holders of useless things, because either meta will shift and they'll have to disable some items or they have to manage permanent power inflation (challenging to do well and will devalue the items anyways). A lot of "Free to play" games get most of their money from cosmetic enhancements. I think cross-ga…
I suppose what I said would be less of an issue for cosmetic items, good point. As for “how to get other games to recognize the tokens for the cosmetic items”, I suppose one reason could be via the use of copyright: grant a license to other games to use the assets for the items, conditional on the requirement that they only allow it for people who have the token in question. If they are high quality assets, and in a…
Ex. if you kill the final boss in the game, you get a hat that you can sell, but every copy of this hat was earned by someone who beat the game.
Could be an interesting way for game studios to cross promote - if player of Game B wants that fancy hat, they have to either beat Game A or trade with someone who did, incentivizing more people to play Game A. Some number of people would be swayed in which games they chose to play if they could 'cash out' once they were done with it - even if it's only ~$20 for dozens of hours.
So this could be used to not only bring in revenue, it could alternately be structured to build audience.