This does not prevent leakage

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Rina7RS
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Joined: Mon Dec 23, 2024 3:01 am

This does not prevent leakage

Post by Rina7RS »

Developers are similarly constrained by the concern that in an open item economy, they could potentially create far more value than they capture. For example, Developer A might produce Skin A for Game A, only for Game A to decline, while Skin A becomes a popular (and valuable) item in Developer B's long-running game. In this case, Developer A actually created content to beat their competition! Or, Developer A simply discovered an advantage that Developer B had with their game. Or, perhaps Developer A's creation turns out to be iconic and extremely valuable, resulting in players earning orders of magnitude more profit than the developer.


The above challenges could be partially addressed with a “tax”“duty”“fee” whereby the creator of an item is compensated every time the item is brought into a third-party environment or traded. — since preventing leakage would require this system to be fully optimized — but it ensures that creators receive more revenue when their creations generate more spain mobile database value. However, this solution is technically very difficult to implement. Essentially, every developer, publisher, and intermediary involved would have to track and manage an ultimately infinite number of in-game items and associated data, and then reconcile (auditable) payments. This can be done (see banking systems), but it’s hard (ditto). Meanwhile, the tokensmart contract structure makes this all automatic, provable, instant, and “trustless”. For example, Dapper Labs gets a cut of every secondary sale of Top Shots, even when it’s a true peer-to-peer sale using a third-party wallet.


So, in summary, blockchain-based revenue offers major publishers not only greater revenue potential, but also a system that is equally fair and cannot be manipulated by competitors. It’s hard to imagine a better opening ramp.
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