Twitter thread highlights how complex game development is

As more companies look for ways to implement blockchain technology in video games, many NFT proponents have envisioned a system where gamers can purchase an asset such as a skin or an item in one game and transfer it endlessly to any other game they play. . While some game developers have explained in simple terms why this idea is unfeasible, indie developer Rami Ismail has an epic 45 tweet thread on Twitter, walking through all the failure points that a system like this would encounter.

Ismail, who was half of indie studio Vlambeer and made games like Nuclear Throne, Serious Sam: The Random Encounter, and Ridiculous Fishing, started the thread with a relatively simple proposition: “Let’s imagine you’re rolling dice in a game.”

The thread is about all the different elements involved in making something as simple as a six-sided die – not just the physical property and texture, but also the animation involved in the rolling of the dice, the surface on which the dice are placed. thrown, the simulated gravity and force that causes the dice to fall in a realistic manner.

The thread then goes into additional details, such as adding sound effects when hitting the ground, and additional visual effects that make a dice roll more interesting – and most importantly, writing code that allows the game to determine the number the dice land on. to understand.

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After all this, Ismail asks the question, “how the hell do you take this die into another game via NFT?” In the context of the theoretical development project, Ismail goes through all the ways the newly created die could be catastrophically incompatible when placed in another game.

After going through some potentially insurmountable difficulties for transferring assets from one game to another, Ismail concludes that such a system would not be workable even between two games made by the same developer.

The full thread is worth a read for anyone interested in the complexities of game design. Ultimately, Ismail concludes that the amount of work required to implement such a system is not even the biggest obstacle, because in the end there is “no reason to get it done”. Letting players use in-game resources bought from competitors isn’t appealing to game developers, Ismail adds, while the benefit to the player is nothing more than a gimmick.

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