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Blockchain is a terrible solution for games with transferable digital assets.

How does the game developer benefit from outsourcing their inventory management system like that?

What if they release an in-game item that turns out to be completely over-powered and want to change or remove it?

(Amusingly enough the original inspiration for Ethereum was that Vitalik Buterin hated that his warlock got nerfed: https://www.polygon.com/22709126/ethereum-creator-world-of-w... )



> How does the game developer benefit from outsourcing their inventory management system like that?

Why should I care about how a third party in the transaction feels?

> What if they release an in-game item that turns out to be completely over-powered and want to change or remove it?

Then they can do that. A token being associated with a wallet is orthogonal to an item being rendered or used in a game.


Depending on the use case, you don't need to store the entire implementation of the item on chain, just a reference to it. All the implementation could still be stored game-side. You could also apply nerfs/buffs over the top of an item at runtime.


> What if they release an in-game item that turns out to be completely over-powered and want to change or remove it?

I'm not sure how/if real "crypto games" do it, but it wouldn't be impossible to have a list of "invalid" items the smart contract references that can't be used unless you use a second contract the developer set up to exchange them for the nerfed version. And I guess that could enable community-created formats with their own banlists (if the game is actually decentralized enough for that to be possible).

But then we've had to do a lot of extra work for a messy version of what we can already do with a normal database!




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