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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 to the best of their ability). WoW and other games showed how much a vibrant marketplace can add to a game experience for some players, and having everything trading for essentially real money doesn't change that underlying level of engagement.

2. Permissionless development. While there are many examples of attempts at building on top of CryptoKitties fizzling out, there are also success stories, especially around "WCK"—a fungible token created by an unaffiliated third party developer that essentially created a worldwide "Give a Kitty, Take a Kitty" pool that let you send away any cat you didn't want and get back one that you preferred. And because it's on the blockchain and uses blockchain standards, it can also be used as liquidity and barter, both of which add to the experience. I don't believe I've ever seen something like this built on top of a non-blockchain game... certainly it wouldn't be quite as easy as this was to build! Some examples of other third party creations include an auto-breeding platform, a Kitty racing game, a Kitty battling game, Kitty cosmetics (your cat NFT can own its own hat NFT!), and a trustless Kitty bounty smart contract.

3. Almost unparalleled transparency. This has all kinds of fun side effects from allowing the community to fully "check the work" of the developer to what amounts to an open-to-everyone API. And what's more, this is a standardized API so that someone who builds tools for CryptoKitties would be able to also use those tools for Cheeze Wizards. Again, there are amazing third party tools built on the backs of APIs of online games all the time, but it's actually cool how much you get "for free" by being on the blockchain. The verified fairness is pretty cool IMO.

4. Immortal assets. I poured a lot into City of Heroes back in the day, and then one day the devs shut down the server, and took all my heroes with it. This is a very common refrain. As long as there are nodes out there running Ethereum, anyone can breed their Kitty NFTs. That's not nothing. (There's a lot of nuance here about art assets, IP rights, user interface, etc., and it's messy and still very much being figured out, but that's how the world works—you build it, then you improve it!)

5. Value capture. Yes, this almost always has evolved into speculation and nonsense valuations and irrational behavior. But still: when you buy a Kitty, you have the right to sell that Kitty. When you breed a new Kitty, you have the right to sell that Kitty. This is enabled by blockchain almost for free! Note this is distinct and different from point 1. WoW has a marketplace, but when you earn a legendary BoP sword, you cannot then capture that value by selling it if that's what you want to do. This point is as often riddled with downsides as it brings upsides, but the unique and novel truth of it makes it better than a non-blockchain game for some people.

Again, this comes from years of being in the space, playing with these toys, building these systems, being a part of these communities. For some of us, this has been incredibly exciting, and fun, because we chose to explore and figure out for ourselves what upsides this new frontier might hold for us.



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.


#2 is the most important one to me, so I'll address that specifically.

MOST games I've seen don't provide a public API for players to interact with, and even when players do reverse engineer them, they get accused of cheating, hacking, whatever, and often get their accounts banned.

In the world of blockchain gaming, it's trivial to build tools and meta-games around anything, and there's basically nothing that the original developers can do to stop it. I can host a small bit of static HTML that gives users the ability to battle cryptokitties with each other, and capture each other's kitties. Then at the end of the day, the winner can go back to the main cryptokitties site, and breed their new kitties like normal. I don't need to ask anyone's permission, and all I need is a stable place to land some HTML, and maybe deploy some contracts depending on the level of integrations I want to build. I don't need to apply for an API key, or start up an email conversation with anyone at Dapper Labs. I can just build it, and anyone with a web3 capable browser can play along.

This is the magic of "permissionless" systems, and it's the standard across the blockchain gaming ecosystem.


Sure, but my point is that the lack of blockchain technology is not what's preventing most games from featuring this, it's only the developer's willingness to do so.


> In the world of blockchain gaming, it's trivial to build tools

It's not trivial, because making fun metagames is hard, because game design is hard, and blockchain is not a shortcut to it.

> I can host a small bit of static HTML that gives users the ability to battle cryptokitties

This is backwards. A game about battling kitties must start with kitty battling gameplay that is fun. This is like discussing the programing language -- who cares? Tell me how your game is fun.

Blockchain won't help you at all there. Nothing about it makes anything "fun".

You are proving the other commenter's point: blockchain is not a special sauce for games. Whether a game is enjoyable or not has nothing to do with blockchain. In fact, it turns to be the opposite: if blockchain is involved, you can almost bet there's very little gameplay at all, because that's not what the developers care about.


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.


> Why do anti-crypto people always seem to go into all every conversation with completely 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


I'd add, someone can have a master's in math and be a phenomenal software engineer and still clueless vis-á-vis crypto.

It's like Dunning-Kruger, except the bar for "doesn't know enough to know he doesn't know enough" is right at the ceiling


You don't have to be a master in math or a phenomenal software engineer to use common sense and logic. And common sense is more than enough to deal with crypto.


Because the world they seem to be advocating for is a dystopian hellhole.


> 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

It doesn't need to be "real" money, just something people value (even if its in-game assets). But having something at stake definitely does alter the gameplay

Try playing poker for "fun" (without real money), and then agin with money at stake. People play a lot more seriously, the psychology of the game changes.


1/ Making people play to the best of their ability.

People have always been insanely competitive, without bringing in a token in the middle. All you're doing is making it impossible to play (or not lose money) if you're not trying your hardest, all the time.

2/ You're really going to pretend you've never seen communities make their own services on top of a game? The only real difference is that it is fully automated in this case, but service markets have existed forever. Path of Exile has a whole discord with tens of thousands of users just to exchange things.

3/ Only if Cheese Wizards is a carbon copy of CryptoKitties, just changing names. Otherwise, data structures are different behaviours are different, and your work just has to be redone. Like in the current world. But it's true, at least it's open.

4/ You gotta really fucking love your game if you're willing to keep minting (and therefore paying) for NFTs that are worthless and unusable anywhere else

5/ This is an absolute cancer that has made every single game that added real money trading objectively worse. It makes every interaction with your game make you take into account the potential money loss. Like making your kitties spin? Too bad sucker, that's not the optimal money making strat, enjoy feeling ever so slightly bad every time.

The only useful point is the openness of the API. Everything else are things we already do in games (good and bad), but worse. Anyone in this industry not seeing this has either zero experience with games, or destructive tendencies just to make a bit of cash on misery.


Agreed, plus it raises this question: why would any gaming company cooperate with an API that effectively removes their control over their assets and enables competitors and third parties from building on top of them without requiring authorization?

I can only see the "open API" benefit for free open source games. So it wouldn't have helped Vitalik and his famed WoW sword.

Then again, making fun games is hard, and there's no escaping it. So maybe it wouldn't help free games either.


> 4. Immortal assets. I poured a lot into City of Heroes back in the day, and then one day the devs shut down the server, and took all my heroes with it.

Had City of Heroes implemented their heroes "on blockchain", this would have gotten you nowhere.

CoH's heroes would have been useless outside their servers, blockchain or not. They mean nothing if you don't have the game's engine to make then do fun things.

NFTs only work when they are the meaning in themselves, but this can only happen when the "game" is fundamentally trivial and uninteresting, like CryptoKitties. Real games require an engine to run them, and if the engine shuts down, your "assets" become meaningless.

Gameplay is what matters. Making a server open-source is more meaningful than running the assets on blockchain.




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