1/ ๐——๐—ฒ๐—ฐ๐—ฒ๐—ป๐˜๐—ฟ๐—ฎ๐—น๐—ถ๐˜‡๐—ฎ๐˜๐—ถ๐—ผ๐—ป ๐—ช๐—ถ๐—น๐—น ๐—ฅ๐—ฒ๐˜ƒ๐—ผ๐—น๐˜‚๐˜๐—ถ๐—ผ๐—ป๐—ถ๐˜‡๐—ฒ ๐—ฉ๐—ถ๐—ฑ๐—ฒ๐—ผ ๐—š๐—ฎ๐—บ๐—ฒ๐˜€

Popular streamers & gamers, grinding hours of content, already KNOW THE PROBLEM

THEY DON'T OWN THE ASSETS THEY EARN

THEY NEED A SOLUTION

Listen to this @asmongold rant - part 1 NSFW
2/ Asmongold targets "licensed store mounts."

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. world of warcraft store mounts
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.

Are gaming items the best #NFT use case?
4/ Imagine a gaming universe where item ownership is tracked on a ๐™™๐™š๐™˜๐™š๐™ฃ๐™ฉ๐™ง๐™–๐™ก๐™ž๐™ฏ๐™š๐™™ 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?

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