(no title)
andrewxhill | 4 years ago
Your first argument: NFTs are primarily successful because crypto-holding individuals see them as a place to invest without cashing out.
On trend with all my answers, I think this is true to an extent too. But what it misses is a vibrant ecosystem of experimentation that is happening with NFTs below the easily visible surface. The ecosystem is driven by creative people and consumed by people that truly believe these are worthwhile experiments to undertake.
Just a few diverse examples:
- Loot provided NFTs that is simply your inventory in a yet-to-be-made game. The creator essentially said, here, this is an open, ownable, and composable building block. Now, the owners are stakeholders in the development and success of those games. Of course the people that bought these were already holding ETH, but many of those people think something cool is happening here. Otherwise, nothing will get built. https://hackmd.io/@XR/lootwars
- Sam Harris's plans to use the membership/association behind the rise of Pfps to create a community that gives away its wealth and then virtue signals that in ways to encourage others to do the same https://docs.google.com/document/d/1u_YeUyztgJhWgLZ9YJh6eVKZ...
- CryptoVoxels sell parcels of land as NFTs. Taken together, they generate a metaverse of spaces that the owners fill out with their imagination. https://www.cryptovoxels.com/ These people are passionate about something new and different, they are building.
I personally even find the memberships and DAOs driving many of the popular Pfps (e.g. Doodles, Creature World, Coolman's Universe) to be a bit contrary to your main argument. Many of them have highly active communities that you only get to be part of by owning the NFT. So for many, it's not really a place to park or spend their ETH. The economy of those closed communities is pretty fascinating. Recall, the NFT creators (core team) get a cut every time an NFT is sold. But it's not like the 5% is going to some artist's pocket, they are building teams of devs etc to world build. It's worth taking to pen and paper and figuring out the economic game being played between the core teams that build the community and the collectors/traders that want to be part of it. They are revenue generating creative organizations... let's see where they go.
andrewxhill|4 years ago
muglug|4 years ago
You could argue there was a vibrant ecosystem in the dotcom space in 2000 as well, but ultimately that vibrant ecosystem was only able to exist because so much money was being pumped into the space. I don't think "some people are doing cool things" is a protection when the most visible people are doing things that seem, to me, at least a little dodgy.
andrewxhill|4 years ago
https://www.youtube.com/watch?v=k1BneeJTDcU
Terrible things on the internet don't make all things built on the internet guilty by association. Just like scammers and grifters finding opportunities in web3 don't make all NFTs bad ideas.
dmitriid|4 years ago
This betrays complete lack of knowledge of how games work.
Just because you bought your armour from League of Legends doesn't mean it will automagically work in Lord of the Rings:
- the data is different
- the underlying character models are different
- why would developers of Lord of the Rings accept anything into their game that breaks the game aesthetic?
- anyway will not work in 2-10 years because tech changes
But sure, yeah, it's a "composable building block".
Additionally: this "composable building block" is stored on a central server somewhere, of course, because storing anything on the blockchain is prohibitively expensive.
So, you have:
- in your wallet
- some small hash,
- pointing to some proprietary model on a central server
- that with 100% certainty will only be applicable to the single game that sells it
But yeah. That "simplifies inventory in a yet-to-be-made game", for sure.
> Sam Harris's plans to use the membership/association behind the rise of Pfps to create a community that gives away its wealth and then virtue signals
I've read this sentence 10 times and I still don't know what it means
> CryptoVoxels sell parcels of land as NFTs. Taken together, they generate a metaverse of spaces that the owners fill out with their imagination
So, a game sells something in the game's virtual world that is only applicable to that game and to that virtual world. What does this have to do with NFTs or blockchains in general?
Second Life has been around since 2003.
> Many of them have highly active communities that you only get to be part of by owning the NFT.
There are many communities you get to be a part of only when you buy an equivalent of a fictional token. This doesn't make them "counterexamples".
> So for many, it's not really a place to park or spend their ETH. The economy of those closed communities is pretty fascinating.
It really isn't.
> Recall, the NFT creators (core team) get a cut every time an NFT is sold. But it's not like the 5% is going to some artist's pocket, they are building teams of devs etc to world build.
Riiight. When Patreon does that, it's evil centralised service. When "core NFT team" does that, it's "look it's a vibrant crypto community unlike the world has ever seen".