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Game Makers Aren’t Letting Go of the Idea of In-Game NFTs (Here’s Why)

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TL;DR

  • Free-to-earn NFTs in games mean players get to own/sell their collected items, while game makers get a cut of each NFT sale (creating a new revenue stream).

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You know that urban legend that spread years ago…

The one about how people were hiding razor blades in apples, and giving them out at Halloween ?

All of a sudden, both kids and parents began to fear what (on paper) should be considered a healthy treat.

Same goes for gamers and NFTs.

When NFT collections first hit the gaming scene, many of them had (metaphorical) razor blades hidden in them.

(I.e. they were riddle with schemes that sought to separate collectors from their hard earned money).

Which made the gaming community’s outright rejection of NFTs completely understandable…but gaming companies are still committed to marrying gamers and NFTs in holy matrimony.

Take Team Liquid (the esports organization) as an example, they’re about to start giving out NFTs (apples) as rewards to loyal fans (trick-or-treaters).

So why continue to try and force things, if gamers aren’t into it?

Because once you see the way NFTs can benefit gamers and game makers alike, it’s easy to get hooked on the concept.

The pitch goes something like this:

  • The in-game items/achievements that players work for hours/days to collect are minted (for free) as NFTs.

  • Players can then buy/sell/trade these digital collectibles via an in-game marketplace.

  • Game makers take a cut of every secondary sale.

Gamers get an awesome game to play, true ownership over their collected items, and the opportunity to profit from the whole experience (at zero cost).

While game makers get a new recurring revenue stream.

It’s a win/win!

So what’s it going to take to win the hearts of gamers?

A stupidly fun/popular game.

(That just so happens to have NFT functionality built into it).