For PC gaming news and discussion.
PCGamingWiki
Rules:
- Be Respectful.
- No Spam or Porn.
- No Advertising.
- No Memes.
- No Tech Support.
- No questions about buying/building computers.
- No game suggestions, friend requests, surveys, or begging.
- No Let’s Plays, streams, highlight reels/montages, random videos or shorts.
- No off-topic posts/comments, within reason.
- Use the original source, no clickbait titles, no duplicates.
(Submissions should be from the original source if possible, unless from paywalled or non-english sources.
If the title is clickbait or lacks context you may lightly edit the title.)
- 1 user online
- 25 users / day
- 232 users / week
- 819 users / month
- 3.4K users / 6 months
- 1 subscriber
- 7.43K Posts
- 61.2K Comments
- Modlog
The problem is that game sellers would need to be able to add games to the blockchain so that they can be traded. But how do you implement a trusted entity in a trustless decentralized system?
Maybe I’m thick but that seems like the answer is the same as it is for anyone selling something on a website without blockchain.
It looks like you don’t need to add a game to the chain, just build a chain of trust and check the signature of something like that. But maybe that has downsides and with an unpopular blockchain it may as well be centralised
I was thinking more of NFTs, where a single ID corresponds to a specific copy of a game - allowing you to freely trade the game to someone elses wallet.
I was thinking of something like LBRY for the backend and like x402 for payment using stablecoins. This could all be neatly managed and allow to skip expensive transferal costs where a piece of content could even cost like less than a penny