Gamers spend hours grinding for items they ultimately do not own. Their account could be deleted on a whim.
Companies exploit this by offering instant gratification - "just spend $25 right now & you can 'license' this mount."
"You don't own a god damn thing."
Blizzard sells mounts in their online shop for $25 each. It's a cash grab. Players have no ownership of this asset.
3/ Asmongold recognizes this problem, but feels that there is no current solution. How do you stop people from spending money on things they won't own?
The answer *might* come from decentralized tech currently evolving with blockchain.
4/ Imagine a gaming universe where item ownership is tracked on a ๐๐๐๐๐ฃ๐ฉ๐ง๐๐ก๐๐ฏ๐๐ database
Now, the player is in control. They can buy. They can sell.
THEY CAN USE THEIR ITEM ACROSS MULTIPLE GAMING WORLDS
Imagine a 1 of 1 Asmongold legendary sword in a game like WoW
5/ Some projects like @enjin back each item with a cryptocurrency, which is required to mint/create the item.
If a player no longer wants an item, or no one is willing to buy it, they can MELT IT DOWN into the currency, making it immediately liquid.
6/ Are decentralized gaming worlds inevitable? Is this the beginning of a "Ready Player One" multiverse where players have true ownership of assets, with a play to earn model?
What's your take - does the bald man have a point?