SMF - Just Installed!
Started by droqen, November 05, 2021, 01:06:35 PM
QuoteNFTs are nothing more than tokens [..] except not fungible.
QuoteIf someone sends you the token, you can be sure that they don't have it anymore. It can't be copied, hacked, etc, because it shares the same technological advancement that is Bitcoin, which is the introduction of scarcity to the digital realm.
QuoteBack in 2014 a lot of people would talk about how some future uses of Bitcoin would involve tokenizing things in the real world. For instance, a house or a car. If house/car ownership is represented as a token, the process of ownership transfer becomes extremely easy, since it's just about sending the token from one wallet to another.
QuoteWhile the idea of tokenizing the world is good, there's no obvious path from Bitcoin to it.
Quote[..]NFTs initiated the process of, let's say, conditioning the general public, into accepting that digital tokens have inherent value and can be exchanged for real money.And once this process is complete, well, then it's only a matter of time until everything that can be tokenized becomes tokenized. To understand why this is desirable at all, let's engage in an exercise:[..]
QuoteThe main problem with killing Steam, and this is a problem that everyone who has tried to create their own store has faced, is creating enough momentum in your own store so that network effects make it take off and make it a viable business that can generate profits on its own and grow. [..] Steam is too powerful. It's powerful because too many users have their games locked in the platform, and the platform also happens to provide a lot of additional value on top of just being a storage facility for people's games.
QuoteOne way to solve the cold start problem with crypto is by literally paying people to use your store.
Quoteyou play the game and you can make tokens from playing. This is not conceptually different from people earning bitcoin by mining it.
QuoteSimilarly to Bitcoin, early adopters are rewarded massively, as token rewards for each task are higher earlier on, and over time these tokens will increase in value as the company's value appreciates (if the project catches on, that is). This setup, of giving people a percentage of all tokens generated, costs you, the developer of the platform, nothing. All you have to do is build your project, and issue tokens (shares) of your company to the public based on them using your project.How does this help you kill Steam? Well, it solves the cold start problem.
QuoteNow imagine what this setup, when it comes about, will do to traditional stores like Steam. It makes absolutely no sense to use Steam anymore as you have a tremendous amount of incentives to both use the DFF engine and GFF store, as you're literally getting paid to do so
Quotethe technology that drives both of these products is actually just fundamentally better on multiple fronts.
QuoteDecentralized game stores then simply act as readers of game tokens, and if you own the token for a specific game you can go to a store and download it. Now imagine this for every digital good. Movies, music, books, anything. Everyone who worked on any collective artistic endeavor would automatically be paid fairly for their work, and if you own a token to that piece of media you'd just be able to go to a decentralized store and access the content
QuoteSimilarly, all your social media information would also be tokenizable, and you'd own it yourself, instead of it being centralized on twitter, or reddit, or whatever. And all platforms would do would be read that information and display it however they would. You wouldn't be able to get banned or deleted off the internet because you actually own the information and platforms simply have read access to it.
QuoteI've described why I like NFTs. But now we must understand why others don't like it.
Quotethe 2 main arguments against NFTs are that they are bad for the environment and that they are scams. It's literally of no use to mention that many chains now are proof of stake and have negligible effect on the environment. It's equally pointless to try to argue that while scams are indeed bad, as long as you're not doing them yourself that shouldn't really affect your decisions, right?
QuoteArtists & gamedevs are given a new tool that enables them to make some good money. They don't have to be starving artists anymore.
QuoteThey don't have to be starving artists anymore. Yet most of them reply to this tool with "no". According to Jonathan Blow, it's because most of them want to be comfortable and not successful. They don't want to take risks on something new and unproven, and the thing already has a somewhat negative reputation, so why risk it. And while this is a good answer it can further divided into two concepts: status and agreeableness.
QuoteThere is something much deeper happening.As you become successful in your field (or wherever), and further internalize the habits that are necessary to be successful, it's clear that many of these things are easy to do, it's just that people don't want to do them.
QuoteIn other words ... it's obvious that many people don't want to be successful
Quote[..] There's also something I haven't figured out yet. Every time I give advice, I get a number of responses from [people], explaining how this advice can't possibly apply to them because blah blah blah.
QuoteThese people build up belief structures that are obviously intended to keep them mired in their current situation
Quote"Obviously" it's better not to be stuck in these belief structures, yet people will defend them vigorously, and in some cases fiercely. I don't yet fully understand why, except maybe that[..]
QuoteAny artist or gamedev that is controlled by his status drive is likely not going to produce truthful art. They will produce art that makes their status monkey happy.
QuoteI also have a status monkey inside me that constantly wants more status and importance and attention, and I can't really turn it off. It's built-in human behavior.
QuoteAny artist or gamedev that is controlled by his status drive is likely not going to produce truthful art. They will produce art that makes their status monkey happy. And while occasionally the monkey might produce something good, more often than not it will just throw shit all over the walls.
QuoteAgreeableness is the personality trait that refers to how compassionate, caring, and overall empathetic someone is.People who are agreeable are team players
Quoteone common mistake agreeable people make when becoming more disagreeable is incorrectly identifying people as part of their outgroup so they can avoid feeling bad about being in conflict with them
Quoteagreeables [..] don't like being in situations where they are in conflict with someone who they believe to be a part of their ingroup.They have absolutely no problem being in conflict with those that are a part of their outgroup.
Quotesmall things don't get resolved because people want to avoid conflict, and then these small things evolve into these huge issues that eventually have to explode in one way or another.
QuoteAll of it completely unnecessary.
QuoteBut to a disagreeable person (like me), as long you're not doing anything immoral yourself, you're not stealing from anyone and you're not buying things that are stolen, then there's no issue.
Quoteif you're already highly open, and you have trouble finishing games, you definitely don't want to take any psychotropics because they will increase your openness levels even further which means you really won't be able to stick to anything for any reasonable period of time
Quote from: Kazerad's EmpowermentFuck that noise, is what I'm saying! If you want to help a group, take the angle that will empower them, emphasizing their innate value and what they can achieve, not the angle that will make them feel even more disadvantaged and hopeless. These are the sort of tactics that are used in wartime to make enemies surrender or desert; we should not be using them on people we want to help. We shouldn't be trusting people who use them.
QuotePretty much everyone who decides to make games is higher on openness than the average person.One way you can see this clearly is in the phenomenon of gamedevs who can never finish a game.[..]For highly open people, "new" is always a big motivator, and so whenever a game gets to that middle period where it's mostly a grind, "new" becomes ever more attractive and it makes people drop their games without finishing them.