TL; DR
Full story
You know that urban legend that spread years ago…
The one about how people hid razor blades in apples and gave them out on Halloween?
Suddenly, children and parents alike began to fear what should (on paper) be considered a healthy treat.
The same goes for gamers and NFTs.
When NFT collections first hit the gaming scene, many of them had (metaphorical) razor blades hidden inside.
(That is, they were chock full of schemes that attempted to separate collectors from their hard-earned money).
That made the gaming community’s outright rejection of NFTs completely understandable… but gaming companies are still determined to marry gamers and NFTs in holy matrimony.
Take Team Liquid (the esports organization) as an example: they are about to hand out NFTs (apples) as a reward to loyal fans (trick-or-treaters).
So why keep trying to force things if gamers don’t feel like it?
Because once you see how NFTs can benefit gamers and game makers alike, it’s easy to get hooked on the concept.
The pitch goes something like this:
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The in-game items/achievements that players work hours/days to collect will be minted (for free) as NFTs.
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Players can then buy/sell/trade these digital collectibles through an in-game marketplace.
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Game makers get a cut of every secondary sale.
Gamers get a great game to play, real ownership over their collected items, and the ability to benefit from the entire experience (at no cost).
While game makers get a new recurring revenue stream.
It’s a win/win!
So what does it take to win the hearts of gamers?
A stupid fun/popular game.
(It happens to have NFT functionality built in).