Call of Duty should implement all the various potions from World of Warcraft? What does a Mario Kart powerup do in your Halo game?
Call of Duty should implement all the various potions from World of Warcraft? What does a Mario Kart powerup do in your Halo game?
Oh, it's possible, with significant limitations. It would just be such a huge pain in the ass that no one is going to do it, except for cryptobros trying to con people into playing their own awful games.
"You could have artificial scarcity of Rivers of Blood*! Imagine that only 1000 people could own it, and could auction it off, and you'd make a percentage of every single transaction! You'd have a brand new monetary stream in-game!"
Alright. Now try to wrap your head around a scenario in which, for a primarily single-player game, people wouldn't completely excoriate Fromsoftware for doing that. It breaks the story. It breaks the sense of achievement in-game. It breaks even the loose sense of community that the game has. It breaks the fundamental nature of the game itself, which is "you have the freedom to build your character how you want as long as you git gud**".
I just don't see the value added at all. There's zero point to it. There used to be games that allowed you to import your characters from older games in the series, for example Ultima. That was interesting for a minute as a bit of a novelty, but that quickly died off because it turns out that people really just want to start out at zero and work their way up. The idea of paying for it is just wildly crazy.
* note to reader: massively overpowered weapon that you get later in the game which takes your character to a completely other level.
** learn the game mechanics, enemies, strengths/weaknesses of weapons, armor, etc. An artificially scarce weapon would never get used.
I like these game based experiments of adding real economic elements into a game and seeing exactly where and why it is going wrong because games haven't been politicized to death with partisan interest groups defending their ideology. No, most developers are focused on providing good entertainment and a lot of real world business practices are openly hostile to enjoying yourself which is exactly how many feel about the real world economy but any discussion about improving it will then be thrown into one of the left right baskets, people are more concerned whether something could be called communism or socialism or not than if it is an effective policy that helps both the country and the people.
Why would I accept a car bought in some other game as a developer trying to make money?
How would that even work? Need for speed and Forza for example have dramatically different driving models. Does sharing stats between those even make sense?
What about licensing deals? Money exchanges hands when real life brands are used in games. Not sure they'd be thrilled about some random other game using it all of a sudden.
Because in the game it's for it actually does something.
>How would that even work?
They would need to come up with some kind of standard.
>Need for speed and Forza for example have dramatically different driving models.
You would want to standardize on one to try and keep things consistent.
>Does sharing stats between those even make sense?
Having the car you paid for be separate from the simulator you use to drive it makes sense.
>What about licensing deals?
Whoever is selling you the car NFT would license it instead of the game.
Technically, no, but in reality, it's never going to happen.
You have a fundamental misunderstanding of what motivates game studios.
Again - you have a fundamental misunderstanding of what drives game development. It is neither useful nor desirable for a studio to immediately have to work through balance issues in a game before they have even written one line of code. Think about this for half a second. You don't get to wave your arms and just magically get a functioning, workable in-game economy. There is a huge amount of real world capital and human overhead to make sure this magical spec of yours doesn't completely wreck people's enjoyment of playing, which is, you know, the entire point of a game.
The moment that people recognize "oh, I can get a +1% health bump by going into game X and doing some mundane task, then go into game Y where a 1% health bump is the difference between winning and losing a PVP battle" guess what's going to happen over and over and over and over again. You are talking about a fractal amount of complexity for a game designer, developer, product manager, design team, the list just goes on and on. Nobody who wanted their game to be successful would ever latch onto this.
Later in the chain I explained how it would be possible for their to be items which could be shared between many games and the appeal for doing so.
>make sure this magical spec of yours doesn't completely wreck people's enjoyment of playing
In an open more simulator single player game there wouldn't be that much of an issue. If someone has a car that goes 1000 mph then that's what they get. As a game designer your physics system way not be able to handle that or for multiplayer the balance wouldn't work. This can be solved by putting limits on the stats.