QUOTE(NightHeart @ Nov 16 2021, 02:08 PM)
Yea I suppose a huge chunk of the problem stems from the crypto itself. Oh well, just gotta wait & see how things evolve later on.
That sure sounds like bad implementation indeed. Inexperienced developer combined with new unpolished tech, leads to a lot of gaps to fill. One can only hope that someone can effectively tap into this new market in the near future. But not sure what to expect based on the massive list of issues you pointed out
If NFT isn't something to look forward to, probably left with AR to count on next? AR's older than NFT, but still remained unpolished till this date.
Most of the stuff I listed, there's no solution to it because game devs have zero control over player wallets. I can move my NFTs away from my wallet before you can even ban me.
Furthermore, game bans due to cheat/bots are done in waves for a reason. To not give cheaters advantage in reverse engineering their cheat detection and also it takes time to detect suspicious accounts. This pretty much can't be done in NFT games because cheater/hackers will move their NFT frequently.
Things like game balance issues, its impossible for game devs to get everything right the first go. When was the last game you see everything released at launch is perfectly balanced? They either fix it by nerfs or by powercreeps, both hurt player's wallet in the long run.
At best, I can see an NFT game working without the Play2Earn aspect. NFTs will work something like traditional TCGs. But if that's the case, there really is no practical reason to have NFT compared to a normal gacha game as a game developers. You are just allowing players to trade, something that gives game devs more headache than its worth.
If Genshin was an NFT game, you'd either see HuTao costing $0.50 cents in the player market and Mihoyo getting $0 revenue for every rerun banner or;
HuTao rates will probably be around 500 rolls or something absurd for them maintain economic balance.