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.