Why Video Games Absolutely DO NOT Need NFTs - YouTube

Channel: Casperr

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Video games don’t need NFTs.
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There’s an ever-growing number of game developers and internet personalities begging you to
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think otherwise, but the fact remains that no one as yet come up with a compelling use
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for NFTs in gaming that can’t already be done by existing technologies cheaper, better,
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less-exploitatively or some combination of the three.
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So other than “to make more money”, what are NFT advocates saying are the benefits
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of using these digital tokens in our digital games?
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First, a quick explanation of NFTs and - the technology they rely on - blockchain.
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If you are confident you already understand these topics, I’ll leave a timestamp on
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screen for you to skip ahead to.
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NFT stands for non-fungible token.
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“Fungible” essentially means “replaceable”, so non-fungible means not replaceable, and
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a token is something which represents a thing, but isn’t that thing.
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Let’s use a metaphor as a coupon for a free ice cream.
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If both you and your friend have a coupon good for 1 free ice cream, those coupons are
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fungible - even though they are physically two separate coupons, they both represent
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exactly the same thing.
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They can be replaced by each other and nothing changes.
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An example of non-fungible coupons would be if you had a coupon for, say, chocolate ice
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cream and your friend had a coupon for strawberry ice cream.
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Whilst the physical coupons are physically very similar, what they represent is now different
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so they are therefore non-fungible coupons.
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That’s what the NF in NFT means.
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We’ll talk about the T for token in a moment, but first - let’s quickly talk about blockchain.
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A blockchain is a long list of information about who owns these ice-cream coupons.
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This list is saved and backed up on typically 1,000s of computers.
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This makes blockchain a pretty reliable place to store information because even if 1, 2,
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or 100s of these computers go offline, the information of the blockchain is usually still
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retrievable without issue.
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It’s also worth noting that the information stored on a blockchain is entirely public
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- anyone at any time can come and take a look at who owns which ice cream coupon.
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Because of this, most blockchains are used to record information about ownership and
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changes of ownership, referred to as transactions.
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So our ice-cream blockchain stores information about who currently holds our ice-cream coupons.
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Every time a coupon is traded from one person to another, a bunch of computers connected
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to this blockchain have to do some really complex computing to confirm that the trade
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is legitimate and only if enough computers agree that the trade is legitimate does the
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trade succeed.
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This means it is extremely difficult to fake a transaction on the blockchain due to the
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fact all these unrelated computers have to agree the transaction is indeed legitimate.
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So, when we put these concepts together, we have a long list of information that is reliably
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online all the time, that is really hard to put fake information into and therefore is
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a pretty great place for us to keep a record of who owns our ice cream coupons.
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But the thing with NFTs is  not the non-fungibility, 
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nor the blockchain on which they're stored,
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but the T for token in NFT, in other words what our coupon actually represents and, spoiler
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alert, it’s not an ice cream.
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When you buy an NFT, what you actually do is add a record to a blockchain that says
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this “wallet address” owns this “token ID”.
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A wallet in blockchain terms is an application you can log into to save your purchases such
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as NFTs - this is usually through a third-party website.
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This token ID that has been stored in the blockchain then typically points to a website
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address - i.e. a web page not stored on the 
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blockchain - this website address  typically points to metadata about the NFT,  
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which is basically some short information  about what the NFT is that has been purchased.
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For most NFTs, that metadata file then points to 
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another web address - again,  not stored on the blockchain
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- and on that web address is what  is most commonly an image file.
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If any of these connections gets severed, you can either no longer prove you own the
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NFT or the NFT itself is gone.
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If you can’t remember the password for your online wallet then you can never login and
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prove you’re the one who owns the associated NFT.
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If the wallet provider goes offline or gets hacked you can no longer login to prove you
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own it or the NFT is transferred to someone else’s wallet.
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If the link your NFT points to - or the link within that file which points to the image
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- is deleted then your NFT is gone and your token just points at nothing.
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Or, one of those links could even be changed to point at something else other than your
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original NFT which could be unsavoury or even illegal and your wallet is now verifiably
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the owner of that unsavoury file.
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And there’s nothing you could do about it.
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Because when you buy an NFT you  don’t own the image or really 
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have any legal rights at all in this entire
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situation.
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You have access to a wallet which has a record on the blockchain which points
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to
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a URL which may point to another URL  which may in turn display an image file.
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So to quickly repeat that with  our ice cream coupon metaphor:  
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it’s like you have your ice cream  coupon stored in your actual, physical,  
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human wallet and you can of course lose  your wallet or you could lose or damage  
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the coupon. The coupon itself has a tiny  unique number on it and etched into the stone
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wall outside the ice cream parlour is a long list of coupon numbers and next
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to those numbers is the name of the flavour that coupon number represents.
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And when you go to the ice cream counter, underneath the name of the flavours is not
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the actual ice cream, but another piece of paper that briefly describes the ice cream
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and then says a location in the freezer where you can finally find the actual ice cream.
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This is a physical analogue for the relationship 
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between an NFT owner and the  thing their NFT represents.
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And it's important to clarify here  that the ice cream parlour controls 
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all of this part of the NFT ownership.
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They can, at any time and with no repercussions, close the door and not let you in, remove
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or change any of the details on the ice cream’s label or, of course, remove or change the
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ice cream itself.
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And just like an NFT owner does not own the image, at no point do you actually get any
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ice cream.
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The only thing you can do is stand outside pointing at the wall and wave your coupon
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and say “hey look!
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I have the chocolate ice cream coupon!”
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But anyway, all of this is exactly the same with NFTs in gaming.
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If you have an NFT representing an in-game gun in a shooter game, that gun’s stats
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can be nerfed into the ground, or the gun's appearance could dramatically change, or the
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item could be straight up removed. Just  because you own that gun as an NFT,  
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it's doesn't change anything about what  the developer decides to do with that item  
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compared to if it were just a regular non-NFT gun.
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And every online game has an expiration date.
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Eventually that game’s servers will be switched offline and your gun will no longer be accessible.
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You’ll still be able to show that you own the NFT on the blockchain, but the in-game  
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item - the thing that actually matters  - is gone when the game is gone.
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Now that you hopefully understand a bit more about what NFTs are and how they actually
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work, you should be in a  better place to understand 
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how every benefit NFTs apparently offer video
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games can already be done without NFTs and already exist in multiple forms across games
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and platforms.
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The first argument for NFTs in games is that your proof of owning an in-game item exists
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outside of the game itself.
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As with pretty much every argument apparently 
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in favour of NFTs: this can  already be done and already is
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done.
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On Steam alone, you can see people’s inventories 
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for 100s of games without  entering the game itself.
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There’s even non-Steam websites for many of these like backpack.tf or tf2items.com
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for Team Fortress 2, or Bungie’s own website for Destiny 2 items.
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All of these already existing implementations let you view things like item names, pictures,
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attributes, unique information like who crafted an item or that item's unique ID number and so on.
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The only thing an NFT would be able to offer is viewing the unique ID number on the blockchain
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- any other information would have to be stored and displayed on a third party website.
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So, if we need a third party website anyway then what is even the point of the NFT?
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NFT advocates would likely argue that the point of the NFT in this instance is that
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ownership of the in-game item persists after the game dies.
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And whilst this is indeed true that proof  of your ownership of the NFT will exist  
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on the blockchain no matter how  long after the game goes offline...  
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it is of course completely worthless.
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Remember, the only thing actually saved into the blockchain is the item's ID number and
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potentially a link to more information  that is hosted on a separate website.
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If a game is at a point where developers have chosen to no longer support its in-game servers,
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then it’s probably not long before they stop hosting the website that holds information
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about the items too.
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Sure, you can still access the online wallet  that shows that YOU are the rightful owner  
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of item number 69,420, but what that item  does or what it looked like is lost to time.
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That is unless someone took some screenshots or a video or view an historic version of the
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online stats page on a site like archive.org

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But none of these things require  NFTs to make them possible!
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If you want to brag to someone 50 years from now about your Team Fortress inventory you
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can record videos, save screenshots and download webpages right now and congratulations, you
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have something more valuable than the NFT gamer whose pure NFT solution shows an ID
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number that leads to a 404 page-not-found 
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or, even worse, that retired  website address has now
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been taken over by someone unscrupulous and houses something a lot more questionable than
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stats about your virtual gun.
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Sort of following on from that, some might argue that the value of the NFT is in the
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unique number itself - you are the one and only owner of item 69,420.
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And once again, this can exist completely without NFTs and once again, it already does.
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In fact, behind the scenes most games are  probably already keeping track of who owns what by
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using unique numbers anyway.
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Those numbers just aren’t exposed publicly because, well, what’s the point?
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Who’s going to care?
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That said, there can be value in exposing these numbers for example in the case of limited
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or promotional items.
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If we look at Team Fortress 2 again, they have multiple versions of this practise:  
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numbers in
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the item’s name which show when it was crafted like this cosmetic called the Dr Whoa - this
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is the only Dr Whoa in the entire game whose name is followed by #3 because it was the
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third one ever crafted.
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There’s also the Gentle Manne's Service Medal and Golden Wrench which have the same
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information in their item descriptions based on the order these limited time promotional
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items were obtained by players.
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And whilst these unique numbers in this example are only applied to things like the item name
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or description label, there is absolutely nothing stopping developers putting these
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unique numbers directly on the item’s skin.
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There’s plenty of examples of  this out in the wild already, 
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like CS:GO skins which you can  apply your own custom stickers to,  
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or again in Team Fortress 2 there are items you can straight up upload your
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own image files for.
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The technology to put unique numbers on in-game skins is right there and nothing to do with
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NFTs.
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One thing that NFT game items offer is the ability to be traded and sell items without
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opening the game that their from.
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And as you might have already guessed,  this is already possible without 
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NFTs and yes, it does already exist.
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The same Steam inventory viewing mechanics we talked about earlier also allows the trading
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of items.
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This can be done in the Steam desktop client, on the web or in a mobile app.
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NFT advocates might argue that the value is 
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not in trading one NFT item  for another NFT item, but in
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trading NFTs for money, well, digital money.
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But, yet again yet again, this exact thing already exists on Steam, where you can sell
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your items on the Steam Community Market in exchange for credit in your Steam account.
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Whilst this credit is locked to your Steam 
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account, there is absolutely no reason Steam couldn’t send
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this to your bank account if they wanted to.
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There is no technological limitation, there is no problem that NFTs are solving here.
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NFT supporters also say the value is in selling your items after you quit playing a game,
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well from a technology point of view this is exactly the same as selling your items
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whilst still playing the game that we've just described.
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If you've ever heard of someone "cashing out" of a game, that act is exactly this process.
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In fact, selling game items or even whole accounts has existed for years on third party
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platforms and, whilst not available in Steam itself, many Steam game items can be traded
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or sold on third party websites.
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Marketplace.tf is one such site that lets you trade Team Fortress, Dota 2 and Steam
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inventory items for actual money into your PayPal account, and there’s CS:GO skin trading
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sites that even let you  trade for crypto currencies 
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without NFTs being involved at all.
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An expression you hear from NFT fanatics often is “imagine taking a skin from one game
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and using it in another game”.
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And, as you might have already guessed, you don’t have to imagine this because it is
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already entirely possible and exists without NFTs.
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One example that comes to mind is between Portal 2 and - a game who you may have noticed
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by now that Valve likes to experiment with - Team Fortress 2.
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Simply owning one of these cosmetic hats in Team Fortress 2 automatically unlocks the
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same hat to wear in Portal 2’s co-op mode.
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This is exactly the thing touted as being enabled by NFTs, and it happened all the way
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back in 2011.
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Now, sure, both these games are made by the same company so making this possible was probably
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relatively simple.
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But sharing a hat between Team Fortress 2 and say, Fortnite, would be no easier or harder
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if it was done with NFTs or without.
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Both companies would have to model, texture 
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and implement the hat into  their own games and engines,
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and both companies will have to program their games to periodically check whether you still
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own the item in the other game.
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The only thing NFTs bring to this scenario is the in-built security and reliability of
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a blockchain database.
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But for all the other negatives associated with this technology and the ever increasing
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security and reliability of traditional database 
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solutions which are available  to game developers these
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days, simply communicating directly with each other’s databases periodically is going
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to be pretty close.
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And besides, the important thing to note here is that sharing items between games is entirely
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possible without NFTs.
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Play-to-earn is not really an NFT concept,
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but is often bundled in with NFTs.
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It is the basic idea of earning something of value whilst you play a game.
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This can be in-game items  that are NFTs, cryptocurrency, 
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or even just in-game items or currency.
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For the final time I tiredly say - this is possible without NFTs and
 already exists!
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We’ve already mentioned TF2 items, CS:GO skins and other Steam inventory supported
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games

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All of these are already this play-to-earn concept and have existed for 10 or more years
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now.
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People have been spending full-time hours levelling up accounts in countless MMOs and
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then selling accounts and items they collect 
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in order to make a living off it and  that's been happening for decades.
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The reason I believe that play-to-earn as 
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a concept is so often bundled  with the ever-increasing
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chatter around NFTs and cryptocurrencies is because it’s pushed by exactly the same
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exploitative people who want you to spend your money on their virtual tokens and in-game
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items in thinly-veiled pyramid and pump-and-dump scams.
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All of which take place on this decentralised blockchain and are therefore anonymous, legally
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ambiguous at best and relatively easy to get away with running scams on.
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So to summarise, all of the things people argue NFTs can bring to gaming can be done
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- and already are done - without NFTs even existing.
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Developers just have to choose to implement these features.
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Oftentimes, there’s probably good business, financial or logistical reasons that these
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features aren’t more common and again those reasons are not because it’s too difficult
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without the benefits of NFT technology.
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And to clarify, I’m not debating whether any of these concepts are good ideas or bad
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ones, just illustrating how NFTs are not what makes them possible.
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Video games don’t need NFTs.