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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

#281
post #174

Earlier quoted context omitted.

I wonder if there are any prn games where the gameplay is so good you forget about the prn

The Fate series which later spawned a massive franchise (multiple games, movies and books) started off as an eroge.

The Melty Blood fighting game series is a spinoff of an adult visual novel as well

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

#282
post #213

Earlier quoted context omitted.

Has anyone done something similar for a "gacha waifu" type game ala Genshin Impact? If they get the random generator making nice looking characters, I can see the ability to trade unique and attractive characters appealing to some. But it has to be backed by a decent game.

This isn't crypto and I don't know if things are tradable, but Arrowmancer checks the waifu and randomly generated aspect.

dev here: the characters aren't tradeable atm.

but something we do allow is for players to create characters on the main waifulabs site[1], and then share QR import codes of that custom characters with friends.

[1] https://waifulabs.com

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

#283

Earlier quoted context omitted.

Is it not a blockchain technology?

It is, however, not the blockchain technology. https://en.wikipedia.org/wiki/Association_fallacy

And yet it causes more climate change than Scotland.

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

#284
> Dapper Labs, which owns CryptoKitties, has moved on to projects such as NBA Top Shot, a platform that lets basketball fans purchase NFT “moments”—essentially video clips—from NBA games.

So do they own the rights to those clips or is it another url to something someone else owns?

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

#285
post #233
post #176

Earlier quoted context omitted.

> If only there were some off-the-shelf technology for tracking digital assets Isn't this any relational database where you can set the owner_id of an item? > 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 Most online games have some sort of digital assets they have to keep track of, and that's one of the tr…

No: most online games don't maintain a marketplace where users can trade their assets for cash, running auctions or whatever similar to eBay. That is the issue here: people want to be able to sell their cards to other players, and now you need to build a mechanism that supports that correctly without becoming riled in the customer support issues. Also, BTW: part of what makes the physical cards valuable in the long t…

For the marketplace-specific functionality in multiplayer games it could be useful, but I don't see how blockchain makes it any easier to implement or safer. All the stored transactions and data are meaningless if the front-end of the application is not supported anymore, so you can no longer view your items in 3D and use them in-game.

What's the point of owning a Fortnite skin if the game is gone and you can not use or showcase it anymore? Not to mention that even if you somehow manage to retrieve the 3d asset from the information stored in the blockchain, you probably can't legally use it anywhere else due to copyright laws.

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

#286
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…

> people work thousands, or 10s of thousands of hours building, collecting, exploring, etc

It's only work when that is not inherently fun - and if it isn't you don't solve that by letting people pay others to do the work so you get the results directly. If anything, putting monetary value on in-game achivements devalues the experience of getting them yourself and provides perverse incentives for the developers to make getting them without payment less fun.

> and it's all owned by some emotionless gaming company that might just decide to delete all your stuff, or just disappear all together

For centralized MMO games maybe. For single-player games or games that support self-hosting (or really, any third-party hosting independent of the original developer) this is not a problem. And if the developer is unwilling to allow third-party hosting then why do you think they will support a blockchain they can't control in some way?

> 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 lives we live in virtual spaces.

Giving players control of virtual items means letting them copy and modify the bits. That's a great goal. Let's reform copyright so that you can freely modify software in a reasonable amount of time (much less than an average lifetime!) and require escrow of source data including reuitred server components to get copyright in the first place so that it is available once copyright expires - then Vitalik can have his own WoW version with the balance he likes (in theory at least).

It does not mean trying to further monetize what should be entertainment.

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

#287

Earlier quoted context omitted.

Two things are wrong here: 1) The reason it can't be done with EVE is not because EVE is not on the blockchain. It just happens to not be possible because the devs didn't make it so. They could have, but they chose not to. 2) Something being on the blockchain does not make it automatically permission-less. It depends on how the smart contracts involved are coded. I think point 2) is something that a lot of people don…

> It just happens to not be possible because the devs didn't make it so. They could have, but they chose not to. And then they could change it at any time, as they would be the central authority. There would be not way to stop them from changing it. Well, thats not true technically. I guess one way that they could implement it, such that they cannot change their mind in the future, would be if the game was run on som…

Blockchains are not the only way of achieving what you describe. It's just one mechanism. You seem to be conflating the "result" achieved with the "mechanism".

If a game company wanted to provide the same properties without a blockchain they could do so in other ways. A more extreme example is they could provide you with an actual legal certificate of ownership and transfer all rights to the digital property in that certificate. A deed of sorts. It could include a full description of the item and the available operations on it. You could host your own API to allow interactions. You could even host it on the blockchain if you wanted.

In the case of many of these digital game assets out there you have a record of ownership but the actual asset itself is hosted by the company of origin. Which means that if they go down you have proof of ownership but no still have no recourse when the asset in practice goes poof. The more required it is for the game company to provide api's for the asset the less actual gameplay is possible. smart contracts are pretty limited and the more operations they allow the more expensive it is to actually play the game which creates a market pressure for the game to trivial as regards the gameplay on the chain itself. Because of this market pressure what happens is a boom/bust cycle for the game.

The only way out is to host more of the gameplay elements off chain which defeats the purpose.

Does the blockchain make interoperability easier? yes but so does any interoperability standard. Do the cryptographic guarantees of the ledger make it easier to prove ownership? yes but that doesn't address the issues with gameplay being both trivial and expensive because of the market forces you inserted into the game.

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

#288
post #77

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

You are obviously not a gamer or understand the appeal.

Very interesting to find this type of sentiment on hn.

But let me clarify: I lived the wow time.

It destroyed 3 relationships from friends I know, it broke carrier chances for 2.

Yes there is a difference between grinding a little bit of gold vs playing it all day, not doing anything else anymore for your life and bragging about being able to buy a month abo with in-game gold

I totally get the appeal of challenges in well running raids but there was always the one person who made the game the only life content.

And yes there are still people being hardcore addicted to games like shooter. Depressed friends risking everything worthwhile for it.

Understithe appeal doesn't invalidate my comment.

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

#289
post #251

Earlier quoted context omitted.

People are only willing to "pay" for worthless NFT garbage due to the bigger fool theory. The grifters who created scams like CryptoPunks are already running out of fools.

That's an entirely speculative claim, and doesn't even make sense. There is no difference in a digital Magic card and a physical one in terms of motivations to pay for one. The anti-decentralization camp used CO2 emissions as their excuse for their wholesale condemnation of NFTs before. But now that that's gone, there doesn't seem to be anything of substance to support their blanket condemnation of them.

I'm not anti-decentralization. But obviously only a moron would pay for an NFT regardless of the CO2 emissions.

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

#290

Earlier quoted context omitted.

If gameplay is also mediated through WotC's servers, though, then the cards would lose any intrinsic value when/if WotC goes under or stops supporting the game. And if others are allowed to create their own servers so that the game can live outside of WotC's auspices, that would also undermine the value of the NFT cards, since anyone who is able to create their own implementation of the game could just as easily star…

I don't think that's the case. It's also a tabletop game so the rules are all out there in public and not even inhumanely complex. Even if WotC's servers go down, you could use the blockchain to prove ownership of a card for use in a live tournament. It's also possible for a third party to create their own server to implement the game, and then refer back to the blockchain for ownership. As for non-official cards, I…

> It's also possible for a third party to create their own server to implement the game

No, it wouldn't be possible because the concept of IP and copyright exists regardless of blockchains.

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