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The collapse of cryptokitties, the first big blockchain game

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Re: The collapse of cryptokitties, the first big blockchain game

#121
post #70

Earlier quoted context omitted.

You cannot have a conversation about "crypto games" without addressing how crypto makes the game better. For the sake of this conversation, it doesn't particularly matter how fun CryptoKitties is. What matters is how does the blockchain integration make the game better than it would otherwise have been. From my point of view so far, even the best crypto game out there would have been better if it wasn't for the crypt…

So I've been thinking about this and working on this for years, so I have a different perspective. Is everything fully better for having blockchain integration? Clearly no. Are the benefits worth the trade-offs? I'd argue yes, on the whole. 1. The global worldwide market place. While this introduces commerce/real money, which come with very real downsides, it also makes the game high stakes (meaning most people play…

Thank you for the verbose answer, though I disagree with most points.

1) "having everything trading for essentially real money doesn't change that underlying level of engagement." It has been long established that this is absolutely the case. A classic example of this would be Diablo 3's RMAH effectively destroying the game by having the entire economy be driven by real-world profit-seeking grind

2) I consider this to be very misleading. All of these intra-game features are not made available by the blockchain itself, but by the details of the various Smart Contracts involved. In that sense, the set of instructions available to would-be developers to interact with a game is going to be limited by the operations (and the various rules governing them) that are present in the smart contracts. If a game features permission-less development like this, it's because its developers have decided to make the requisite operations available and documented. This is no different than a regular documented public API.

3) I see nothing preventing this from being done without the blockchain.

4) This is the one potentially interesting wrinkle, but I find it to have marginal interest at best. Assets are inherently immortal unless explicit steps are taken by developers to prevent them to be. What is actually at play here is Immortal Entity Ownership, aka Immortal Scarcity. That's very interesting from a revenue-making potential, but not really much more than that.

5) That does not make the game itself better though.

Re: The collapse of cryptokitties, the first big blockchain game

#122
post #116

Earlier quoted context omitted.

Gaming with being able to earn money is something I normally call gambling or work. It's depressing to think about it. And yes people who made gold in wow were also not gaming but working. It wasn't cool, fun or whatever 10 years ago

The status quo in gaming today is that people work thousands, or 10s of thousands of hours building, collecting, exploring, etc, and it's all owned by some emotionless gaming company that might just decide to delete all your stuff, or just disappear all together, without notice. Giving players control of the things they worked hard to get just seems like the natural progression as we assign more and more value to the…

Yeah I guess, but grinding/mining is not sybil proof. So the only thing that cryptocurrency improves is replacing that with buying and trading items with actual money, or mining stuff with PoW.

You couldn't have a blockchain equivalent of World-of-Warcraft. You have no meaningful way to testify that you recieve an item from killing a boss, for example.

The only thing you can really implement with cryptocurrency is a market game, gambling on the outcome of a game, or crypto-tokenized items/stats. These have their own problems as well, mostly being that their development structure is usually not decentralized enough to warrant the use of cryptocurrency.

Re: The collapse of cryptokitties, the first big blockchain game

#123
post #74

Earlier quoted context omitted.

I also had fun making gold in Skyrim, which was offline. I don't recall it being work, but whatever.

It can be a puzzle with a built in score and fun, but rarely are these direct-to-cash games fun. D3 got much better when the real money auction house closed.

Very much agreed, but…

My favorite AH score was a max stat level 3 chest piece that I sold for $25.

That piece was good for 5 or maybe 10 minutes of gameplay at the start of the game.

I knew it was a premium piece for that level and type. I knew they didn’t stay on AH long. That said, I didn’t want to compete with all of the lower price point folks, so i set the price to something absurd just to see what happened.

I have no idea why they bought it.

I had much better late game stuff for sale for much cheaper that never sold. It was a strange market — I’m glad it is gone.

Re: The collapse of cryptokitties, the first big blockchain game

#124
post #5

Calling CryptoKitties a "game" is a bit generous.

"Gaming" often refers to gambling. There is a whole world of gaming separate from video games—online slots, poker, etc.. Intentional or not, most crypto games are much closer to traditional gaming than video games.

Re: The collapse of cryptokitties, the first big blockchain game

#125
post #74

Earlier quoted context omitted.

I also had fun making gold in Skyrim, which was offline. I don't recall it being work, but whatever.

It can be a puzzle with a built in score and fun, but rarely are these direct-to-cash games fun. D3 got much better when the real money auction house closed.

In my opinion, nothing has ever come close to the rich economic system that emerged naturally in Diablo 2. Maybe it just hit me at a good time in my life, towards the end of high school.

I spent probably half my time playing that game just doing arbitrage trading. For example a sorceress or necromancer would always give you 4-5 Perfect Skulls for a Stone of Jordan (SOJ) ring, and you could pretty easily buy an SOJ from a barbarian or amazon for 3-4 Perfect Skulls. Through nothing but these trades I was able to go from a couple SOJ (the most valuable 1x1 item in the game) to about 40 or 50 over the course of a few months.

Re: The collapse of cryptokitties, the first big blockchain game

#126
post #87

> What Went Wrong? It's in the title of the article. It's a "Blockchain Game". That's what went wrong. It was a flawed concept from its inception. Blockchains are pretty cool from a math/cryptography standpoint, but they really do not provide added value in most areas people try to apply them to. CryptoKitties is a digital trading card game. You get cards, you can "breed" cards together to make new cards, you trade/b…

In the real world, people play trading card games all the time and a big part of the ecosystem is trading the trading cards. Only, it is really annoying to have to ship around and maintain physical cards, and I want my card collection in the cloud. Some people would thereby prefer to play an online version of, say, Magic: The Gathering, or whatever the Pokémon one is called, etc.

The problem now is... how do you do the trading part? You could go to the trouble of yourself building a marketplace for the cards and then integrating all of the payment methods required, and then dealing with all of the trust and fraud issues that result from people sending money via banks or PayPal that they later chargeback or refund, all while dealing with whatever crazy tax implications come up from running a market.

But you don't want to do any of that: you want to code a game, and it isn't like Wizards of the Coast is trying to take money off of the aftermarket! They just make money by selling the initial randomized official card packs. Because you went digital now you are doing a ton of extra work and are wasting a ton of time dealing with payment processing issues when none of that is related to your actual business model or product design.

And, at the end of the day, doing that giant marketplace is a hard job that other companies specialize in. If I told you eBay provided some kind of digital asset API that let you simply assign tracking numbers to products but then eBay kept track of the ownership as it changed and all your game had to do is ask "what cards does this user still own?" when it opens, I imagine a ton of developers would jump on that bandwagon.

Only, eBay doesn't provide that API, and likely would avoid doing so out of concern you would shut down the game on a whim and cause them issues; and, even if they did, now your entire game backend would then be built around a single marketplace that might randomly pull your game for some reason and shut down your entire company in a way where you are SCREWED as your end-to-end ownership pipeline is modeled inside of eBay's database rather than being something you control and can migrate.

If only there were some off-the-shelf technology for tracking digital assets that you could trivially add as a dependency to your project, letting you write a few lines of code to define your asset and which had APIs for querying ownership... one which was an open ecosystem controlled by a shared protocol instead of a single company, thereby allowing not just one market but any number of competing markets with different ideas on auctions or escrow to exist. Wouldn't that be amazing?!

Well: that's Ethereum; like, that's precisely what Ethereum is doing. If you think collectible trading card games aren't a dumb idea--and even if you hate them and think the premise is bad for gaming, I am going to remind you that these things are SUPER POPULAR and so your opinion doesn't in some sense matter here as you are just ignoring reality--then Ethereum is a GLORIOUS idea that makes it absolutely trivial for game developers to build them and for users to participate.

Re: The collapse of cryptokitties, the first big blockchain game

#127
post #116

Earlier quoted context omitted.

The status quo in gaming today is that people work thousands, or 10s of thousands of hours building, collecting, exploring, etc, and it's all owned by some emotionless gaming company that might just decide to delete all your stuff, or just disappear all together, without notice. Giving players control of the things they worked hard to get just seems like the natural progression as we assign more and more value to the…

Yeah I guess, but grinding/mining is not sybil proof. So the only thing that cryptocurrency improves is replacing that with buying and trading items with actual money, or mining stuff with PoW. You couldn't have a blockchain equivalent of World-of-Warcraft. You have no meaningful way to testify that you recieve an item from killing a boss, for example. The only thing you can really implement with cryptocurrency is a…

> You have no meaningful way to testify that you recieve an item from killing a boss, for example.

Surely you could have a smart contract that implements that (and, in the extreme case, I guess you submit the random seed for this boss fight and a hash of the button inputs you used or something - of course there's no way to stop you using a bot to automate pressing the buttons at the right time, but that applies to real WoW too).

Re: The collapse of cryptokitties, the first big blockchain game

#128
post #116

Earlier quoted context omitted.

The status quo in gaming today is that people work thousands, or 10s of thousands of hours building, collecting, exploring, etc, and it's all owned by some emotionless gaming company that might just decide to delete all your stuff, or just disappear all together, without notice. Giving players control of the things they worked hard to get just seems like the natural progression as we assign more and more value to the…

Yeah I guess, but grinding/mining is not sybil proof. So the only thing that cryptocurrency improves is replacing that with buying and trading items with actual money, or mining stuff with PoW. You couldn't have a blockchain equivalent of World-of-Warcraft. You have no meaningful way to testify that you recieve an item from killing a boss, for example. The only thing you can really implement with cryptocurrency is a…

Game boss dies, triggers a web3 call which mints the NFT. What’s the problem?

Re: The collapse of cryptokitties, the first big blockchain game

#129
post #96
post #63

Earlier quoted context omitted.

Gambling and gaming are quite interconnected, maybe you can describe it as a spectrum between games and gambling. Free single player games are the 'purest' games, you're only betting that it's worth your time. Cheap single player games, you're still gambling in that you're 'betting' the game is worth your time and $5. Closer to the gambling side are things like Poker, CS Skins, the Diablo Auction House, Eve Online mi…

This is an absurd argument! By that logic buying a book is akin to gambling: You don’t know how good it is until you start reading. Books have nothing in common with gambling except for the books about gambling.

That... actually makes sense to me. You're gambling the cost of the book that the amount of enjoyment you get out of it is worth the time it took to read it.

If you enjoy the book, your payout is those feeling of enjoyment. If you lose, the price is the cost of the book and the time you wasted reading it - but you have the paltry consolation prize of a now-second-hand book that you can sell at a loss to a used book shop.

And you can affect your odds of winning or losing, by going with a genre or author that you already have an affinity to (or not!)

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