Earlier quoted context omitted.
Is it? The larger point was that that's the same either way so it comes out in the wash. But OK if you want to break it down more: * Have the user prove they own a specific account ( https://walletconnect.com/ I would guess would be a simple approach to this) * Make a REST API call to check if they own the item (edit - to clarify, the API already exists, you just need to do a single get request) * Set local flag in g…
> What more detail would you need? Implementing the weapon. Paying for that implementation. Concrete example: I buy an NFT for a sword in World of Warcraft. I want to take it with me to FFXIV. Now FFXIV has to implement the sword. Its looks, its behaviors, its power, in a completely separate engine and world. They - Square Enix - also probably have to pay Blizzard for the trademark and copyrights to the sword. Yet wh…
Implementing an in game item? That's already part of your game, right?
> Paying for that implementation.
You can buy an NFT entirely on chain, that's surely not in doubt.
> Plus, implementing a "yes, person with email address N owns sword X" rest API is pretty straightforward. You could even implement public/private key signatures for authentication of the receipt. It just would be stored in someone's email inbox instead of the chain.
Yes, I totally could re-implement all of these things. I could handle payment info, get people to manage their own public/private keys using my own implementations and have them copy & paste it from an email (?). I'm not sure I follow the flow there where people copy keys from emails into my game and how duplication is stopped but it sounds like an awful flow.
My point, as I tried to emphasise, is that I can get those things without building them. They already exist if I manage that part with an NFT.
So the question has increasingly become (as the field matures) - why build it myself? Why not use existing, working infrastructure?
> Concrete example: I buy an NFT for a sword in World of Warcraft. I want to take it with me to FFXIV. Now FFXIV has to implement the sword. Its looks, its behaviors, its power, in a completely separate engine and world.
I've not said anything about sharing between games, and the complex part of that is identical whether it's with crypto or not. What the global shared database part solves is that either game can easily check, if this was something they wanted to do.