"Computationally, like in real life, if you don't trust the people that
you're working with, you have to spend a lot more energy to achieve the
same things," he explains. "If I'm living with you in the same house and
we don't trust each other, I have to, every time before I leave my house,
I hide my valuables... It's so much energy that I have to use just to
exist in a room with you, because I don't trust you."
Management and marketing academic research has extensively shown that trust helps reduce transaction costs significantly. For example, check out Dyer and Chu 2003 article:
Games need either a new definition, or a new label. I would define it as some kind of virtual world that is a "closed system" in that the reward is attainable by playing through the game ONLY. Whether the reward is items, gold, the next chapter in the story, it should be something that can only be reached with skill and to a lesser extent time. Chess is a game, and Tetris is a game, but slot machines are not.
Whether we use that word or not, making that distinction would be useful for developers to target the right market, and for players to know what they should expect. When you introduce an equivalence between time playing and money, it is no longer the same product. Imagine a version of chess that allows you to buy pieces mid-game. It defeats the whole purpose of solving a puzzle, overcoming a challenge, and being rewarded by acquiring skill.
Preaching to the choir. Game devs collectively hate web3 and NFTs because it is associated with finances and speculative markets. Meanwhile they have no problem locking their game into a single mega corporate walled platform and letting that company take a 30% cut of their in app purchases.
Eventually I suspect many game devs will seek decentralized protocols for payments and asset ownership.
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[ 2.0 ms ] story [ 25.4 ms ] threadhttps://www.amazon.com/SPEED-TRUST-Thing-Changes-Everything/...
which is likely to provoke a lot of eye-rolling but points out the consequences of a "trustless society" will be everything being expensive and slow.
https://www.academia.edu/49924523/The_Role_of_Trustworthines...
Whether we use that word or not, making that distinction would be useful for developers to target the right market, and for players to know what they should expect. When you introduce an equivalence between time playing and money, it is no longer the same product. Imagine a version of chess that allows you to buy pieces mid-game. It defeats the whole purpose of solving a puzzle, overcoming a challenge, and being rewarded by acquiring skill.
The slides (and this talk) are incredible. Well done.
Eventually I suspect many game devs will seek decentralized protocols for payments and asset ownership.