Earlier quoted context omitted.
>"So a BF player could use COD skins?" Something more realistic is can a player trade BF skins for COD skins. There doesn't need to be compatibility built into the game. Just having them as NFTs on the same chain unlocks new possibilities. For example instead of trading a BF player could lock up an expensive skin and borrow some cheaper COD skins to use for a weekend to show off at an esports tournament. After the we…
And Activision and EA would agree to this why exactly?
Justin Kan: Web3 games don’t need to lure players with profit
151–160 of 180 posts
Re: Justin Kan: Web3 games don’t need to lure players with profit
#152Earlier quoted context omitted.
You don't have to do so. You could make them just show up as a png in some menu. Or just not show up in the game at all. There is value in having cross game resources. Take for example a collection of racing simulators which you can import a car to drive around against AI. You could have a standard for staring a model for the car and stats about it that games should use to customize the experience of using it.
Why would I buy something that just shows up as a png in some menu? Why would I accept a car bought in some other game as a developer trying to make money? How would that even work? Need for speed and Forza for example have dramatically different driving models. Does sharing stats between those even make sense? What about licensing deals? Money exchanges hands when real life brands are used in games. Not sure they'd…
Because in the game it's for it actually does something.
>How would that even work?
They would need to come up with some kind of standard.
>Need for speed and Forza for example have dramatically different driving models.
You would want to standardize on one to try and keep things consistent.
>Does sharing stats between those even make sense?
Having the car you paid for be separate from the simulator you use to drive it makes sense.
>What about licensing deals?
Whoever is selling you the car NFT would license it instead of the game.
Re: Justin Kan: Web3 games don’t need to lure players with profit
#153Earlier quoted context omitted.
Intermediaries like Apple are not the ones building and interested in this, it is the game developers like those currently building Dark Forest and their players. This should not run on ETH mainnet, it should run on a L2 rollup that allows transactions to be submitted with fees that are in fractions of a cent. The L2 can be built atop ETH to allow users to permissionlessly withdraw tokens to it and to inherit the sec…
Apple/Google do not want to allow fee-less in-app transactions. The game developers also don’t want to allow a free in-game market. This is something only consumers want, but then the creators won’t make money. Either way, consumers won’t get to decide this. Why do you need a roll up? What security do you need if the L2 itself is able to manage a simple ledger…
There are also plenty of indie game developers who are happy to publish games for free, without taking profit.
> Why do you need a roll up? What security do you need if the L2 itself is able to manage a simple ledger…
The main benefit of the roll up compared to a simple ledger is that you can still use all the same blockchain features such as issuing ERC20/ERC721 assets, creating decentralized markets, escrowed auctions, and so forth. The benefit of a rollup compared to a side-chain like Polygon is that it is theoretically more secure. At no point can the rollup owner control user funds, and they also cannot block a user from withdrawing their assets from the L2 back to ETH mainnet.
Re: Justin Kan: Web3 games don’t need to lure players with profit
#154> “I think the idea of creating digital assets, and then taxing everyone for all the transactions around them is a good model,” Kan said. I don't think he has the slightest idea what players want, because this isn't it. This is exactly what players are raging against: games optimized for the creators' greed, not for the players' enjoyment. It doesn't sound like more fun than an existing game by that description, and…
Re: Justin Kan: Web3 games don’t need to lure players with profit
#155These crypto gaming people are so entertaining. They combine all of the worst elements to come out of gaming in the last couple of decades, leave gaping holes in their implementation plans, then present it like it's the next iPhone. Truly brilliant.
Re: Justin Kan: Web3 games don’t need to lure players with profit
#156In theory, I actually like the idea of games connected to the blockchain. The issue is, now your little funtime activity has serious tax implications. Imagine this, there's a neat little space pirates game. You buy an NFT ship, you buy some space missles, some fuel, contract a crew, and you go out. Maybe the dollar cost of all this was $60. Cool. You go out, you blow up the first ship you found. You spent 3 missles a…
Minting fees for NFTs range from $70 to $300. I'd expect to pay $1000 minimum for a ship that's actually good.
Re: Justin Kan: Web3 games don’t need to lure players with profit
#157In theory, I actually like the idea of games connected to the blockchain. The issue is, now your little funtime activity has serious tax implications. Imagine this, there's a neat little space pirates game. You buy an NFT ship, you buy some space missles, some fuel, contract a crew, and you go out. Maybe the dollar cost of all this was $60. Cool. You go out, you blow up the first ship you found. You spent 3 missles a…
In what way this game should sound appealing? It's like a normal space game, but now you have to pay 10 dollar to shoot a missile. Doesn't seem very cool
Re: Justin Kan: Web3 games don’t need to lure players with profit
#158Earlier quoted context omitted.
Apple/Google do not want to allow fee-less in-app transactions. The game developers also don’t want to allow a free in-game market. This is something only consumers want, but then the creators won’t make money. Either way, consumers won’t get to decide this. Why do you need a roll up? What security do you need if the L2 itself is able to manage a simple ledger…
The game developers can charge for the upfront cost of purchasing the game and starting an account. They can also charge a take-rate for each transaction in their official marketplace (this is how OpenSea makes money, and it's also how Minecraft Marketplace makes money). There are also plenty of indie game developers who are happy to publish games for free, without taking profit. > Why do you need a roll up? What sec…
The roll up part makes no sense at all, I think you’re missing my point entirely.
Re: Justin Kan: Web3 games don’t need to lure players with profit
#159Earlier quoted context omitted.
I'm a crypto guy, I like what it enables. But after using defi for a while, and dealing with the huge tax headaches it has caused me, this was the first thing that came to my mind. If you're building a web3 game, and you don't offer a tool to export your in-game transactions to an easily importable turbotax format. US players can't play it. But the problem is more complicated, everything in crypto is composable. So I…
This all sounds ... horrific. I can't understand why anyone would want to play the game you describe, because as soon as you're hooking in actual finance ... what you have now is a job. And much like with Axie infinity, it's a job that can only keep paying as long as there is either VC capital to burn or an influx of new people willing to pay your salary.
It's why I think every p2e game idea I've ever seen get proposed has had completely asinine sounding game play but plenty of opportunities to (in theory) make money off of taking advantage of lower sophistication players. The game play itself is secondary. What no one seems to recognize is that if the game itself isn't fun, there won't be any "normal" players around for them to fleece.
Re: Justin Kan: Web3 games don’t need to lure players with profit
#160Earlier quoted context omitted.
The game developers can charge for the upfront cost of purchasing the game and starting an account. They can also charge a take-rate for each transaction in their official marketplace (this is how OpenSea makes money, and it's also how Minecraft Marketplace makes money). There are also plenty of indie game developers who are happy to publish games for free, without taking profit. > Why do you need a roll up? What sec…
One time payment games and micro transaction games already exist. Consumers prefer the former and despite the latter, and absolutely hate ones which have both! Are you a gamer at all? The roll up part makes no sense at all, I think you’re missing my point entirely.
An "Ethereum Rollup" is just a "fast blockchain" that has very similar security guarantees as Ethereum. If you wanted to take payments, create UGC markets, and record asset ownership without a blockchain, you are back to centralized services and their constraints.
I do play and develop games and have spent $ on games, and would like more of my $ to go toward the game publisher and content creators rather than intermediaries and app stores. I also would like to own digital assets that are more composable, and not tied to a single company's servers or app stores. This is the model that Dark Forest[1] is exploring.