Earlier quoted context omitted.
HyperDragons. Someone made a game where you bred dragons that could eat CryptoKitties to absorb their attributes. The composability and interoperability of the blockchain means anyone can extend your game and build mechanics with your assets, without your permission. It's truly an open API.
Unless the intellectual property assets (art and character designs) have been licensed putting them on a blockchain does not make them legal to use.
The collapse of cryptokitties, the first big blockchain game
291–300 of 377 posts
Re: The collapse of cryptokitties, the first big blockchain game
#292I read these articles sometimes about crypto games, but they all never seem to describe the actual game, it’s like crypto is the primary concern, and game is secondary, and i’m getting the distinct impression none of these games are any fun and everyone in the space has to avoid mentioning it. I think that the people writing these things only have a very slim grasp of gaming, but they know it would be a good market t…
Yeah lots of “cart before the horse” happening in this space. When talking about games these days we often imagine rich engaging audio/visual interactive experiences. The crypto people don’t really seem to understand that kind of game. But there are also more turn-based games which really are about the mechanics of which items/stats/buildings/lands you have, what their effects are, how to level up etc which all could…
Considering blockchains survive for 40 years which is not a given.
[1] https://nerdist.com/article/dungeons-and-dragons-neverending...
Re: The collapse of cryptokitties, the first big blockchain game
#293> 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?
Any news/sport organization that wants to use some clip of LeBron dunking that's been "tokenized" doesn't need to reach out to, pay, or even care about the NFT "owner".
Re: The collapse of cryptokitties, the first big blockchain game
#294> 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…
Re: The collapse of cryptokitties, the first big blockchain game
#295Earlier quoted context omitted.
These reads to me as: Haven for asian bot farms.
Why do anti-crypto people always seem to go into all every conversation with completely bad faith? It's fun to take something someone else built, and do something new and not planned by the origional devs with it. That's it, it's just not necessary to assume bad faith.
It's not bad faith. It's reality. It's also spotting logical and technological holes the size of Jupiter in any of the proposals from clueless[1] crypto maximalists.
[1] Many of them are not clueless, just grifters
Re: The collapse of cryptokitties, the first big blockchain game
#296> 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
#297> 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 t…
Then why does OpenSea etc. exist?
It seems to me that Ethereum just solves the trivial problem of providing an API to do the trade itself. You could easily have a trusted company providing the exact same service cheaper and more efficiently with a centralized database. If having a unified trading backend provided was something game companies actually wanted, it would have existed already. You don't need blockchain for that. You may have problems with the company providing the platform going belly-up and the backend disappearing, or that they messed with the trades and broke trust. Then you could say Ethereum would be a good replacement providing additional value (in exchange for cost/speed/efficiency though). But the thing Ethereum would be replacing and improve upon never existed in the first place, which tells me nobody really wanted it.
Building a service on top of Ethereum that facilitates the trades, lets you view items, lets you store the data behind the items in a robust way.. that's what would provide most of the value. But that's hard. And it seems we're pretty far from having a really robust/universal solution built on top of Ethereum, for anything more than URL to JPEGs. And even when we do, I'd argue that we never needed Ethereum as the backend to begin with. Most likely the items on the Ethereum blockchain will still be completely meaningless and without significant value without a huge frontend built by some large corporation. And then that corporation might as well have used a centralised ledger to track those items. I.e. something we could do 10 years ago, and would have been done 10 years ago if there was interest for it. Enthusiasts could build open-source replacements, yes, but by the time they get there the items will probably have lost most of their value, the fad will have passed.
Creating collectible/tradable cards and items is hard. It takes physical work. You need convince shops to get it out in the market etc. That's what provides a lot of the rarity of those things. When Ethereum makes it easy to create new collectibles, you'll flood the market continuously. Fads will come and go much faster. It'll be harder for the items to have staying value. Ethereum might ruin the very thing it's trying to facilitate.
Or I could be completely wrong. We'll see in a decade or so I guess.
Re: The collapse of cryptokitties, the first big blockchain game
#298I read these articles sometimes about crypto games, but they all never seem to describe the actual game, it’s like crypto is the primary concern, and game is secondary, and i’m getting the distinct impression none of these games are any fun and everyone in the space has to avoid mentioning it. I think that the people writing these things only have a very slim grasp of gaming, but they know it would be a good market t…
Re: The collapse of cryptokitties, the first big blockchain game
#299Earlier quoted context omitted.
> This is not inherently made possible by the blockchain itself though. It basically is. This is impossible on Eve, if you don't have permission from the people who make Eve. But, with something on the blockchain, you don't need permission from the person who made the original asset, on the blockchain. The asset is on the blockchain, and it is much more difficult to stop me from using that asset, compared to a centra…
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…
1. An API to transfer ownership, updating the owner_id field in the database for the spaceship.
2. Legal obligations preventing EVE from reversing the transaction or tampering with your "wallet".
3. Legal documents making you the owner of said spaceship where you and only you can administer it in the future, forever.
4. A full and open audit log of every API call to said API endpoint.
5. Legal assurance 1 and 4 are true and transparent.
6. Measures taken to assure that the API and database will stay online and legal obligations enforced forever.
Even with all these fulfilled a rogue actor could wreck havoc since it would still be centralized, while in a smart contract these things are enforced in code. For me, that difference alone is so big that I can't even compare them.
In all honesty, it feels the only reason we don't just say "wow, it's cool that we have a technology that intrinsically supports this" is because it's a cryptocurrency.
Re: The collapse of cryptokitties, the first big blockchain game
#300Earlier quoted context omitted.
doesn't gpg do a pretty decent job of that? i guess it's not transferable but... why do you need that?
I'm getting voted down for talking about the value-add here, but I'll give it another shot. I hope I get some replies this time if people find anything unclear. Transferability is useful for key rotation. If you can't transfer your ownership to a new key, then if the old key becomes compromised, you can't prove ownership anymore because anyone else can sign using your key. To fix this you have to rely on the original…
Anyways, I think the bigger problem is that neither GPG nor blockchain actually solve the "ownership" problem of digital assets. These can be copied without any problem, so proving which ones are original and which ones aren't is impossible without some kind of DRM or verification service, and that's not something that can be done with the blockchain.