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Bitcoin Games

Valve Bans Blockchain Games and NFTs On Steam (theverge.com) 33

Games that use blockchain technology or let users exchange NFTs or cryptocurrencies won't be allowed on Steam, according to a rule added to Valve's "What you shouldn't publish on Steam" list. The Verge reports: The change was pointed out by SpacePirate, a developer working on an NFT-based game, who said that the change was because the company doesn't allow game items that could have real-world value. But Steam could also be avoiding controversy with the move. Steam has a history of making controversial moderation decisions, especially when it comes to games with sexual content. In this case, though, it doesn't seem like people are pressing F to pay respects to NFT games -- a majority of the replies and quote tweets to SpacePirate's tweets are praising Valve for the move (or mocking those that are upset about it).

It's perhaps understandable why Steam would want to avoid having NFTs on its platform. Besides the justification cited by SpacePirate that they could have real-world value (which seems a bit weak, given the massive commercial communities around things like CS:GO skins and Team Fortress 2 hats), NFT and crypto-based games don't have the best reputations. There's the infamous Evolved Apes saga where a developer sold NFTs with the promise that they'd be included in a fighting game but then seemingly took the money and ran. There are some potentially interesting game concepts that use NFTs, but it's hard to say how many of them would've been a good fit for Steam even if they were allowed.

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Valve Bans Blockchain Games and NFTs On Steam

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  • good (Score:5, Interesting)

    by lister king of smeg ( 2481612 ) on Friday October 15, 2021 @07:00PM (#61896707)

    thank god not all tech companies have gone insane. nft's are just infinitely reproducible baseball cards without even the card to own.

    • Re:good (Score:5, Informative)

      by Lisandro ( 799651 ) on Friday October 15, 2021 @07:07PM (#61896725)

      NFTs are Star Naming Markets for the Gen Z.

      https://twitter.com/smdiehl/st... [twitter.com]

    • by Kisai ( 213879 )

      Pretty much.

      NFT is just taking Gachapon/lootbox mechanics to the next level where you neither own the item, now you only own a serial number. Should the service dealing with it shutdown, now you have exactly nothing, just like gachapon and lootboxes.

      • You should realize that "the item" in your inventory in a video game is already just that: a serial number. If the servers shut down, you lose your item. Poof! Gone.

  • They say its about preventing crime. Its about preventing the easy resale of digital property.
    • So do you expect that Valve would allow a real time stock trading game? No. Why? Because it is not a valid currency for buying in game items and the idea is just stupid.

      Same thing here.

      The steam platform is for entertainment and gaming. Why should they allow trading art, or securities, or whatever the fuck NFTs and cryptocurrencies are supposed to be?
      • They already allow traders to make a profit on virtual items in certain games. Games they publish.

        • by Baloroth ( 2370816 ) on Friday October 15, 2021 @08:03PM (#61896841)

          And game makers are still free to add such virtual items in their games: plenty of non-Valve Steam games (PUBG, Rust, Payday 2 just to name a couple) have a virtual item marketplace. The problem with NFTs and various other crypto-assets is that they inherently represent non-in-game "value", since the blockchain that they exist on is fundamentally outside the game itself. Also, NFTs right now are really only useful for a) scams, b) money laundering (or other potentially criminal behavior), or c) wild speculation, all of which Valve (understandably) doesn't want on their platform.

          • Then compared to the system currently in games where you are locked into a developer's servers and their APIs, NFTs would give more freedom to players to potentially own an asset that the developer/publisher doesn't control.

            Personally I would love to have been able to take items from . . . I don't know, Everquest, and use them in Everquest 2 or World of Warcraft by owning them as an NFT on a blockchain. Of course the developer of the other game would have had to have supported the move, but still.

            Leave it

            • by w1z7ard ( 227376 )
              Yeah this is about controlling intellectual property and monetary value within their own restrictive ecosystems. Same thing as apple disallowing apps to monetize outside their proprietary payment systems.
    • What's funny is that there are fully-developed marketplaces around Steam's API and games like CS:GO and Team Fortress 2 (mentioned in article).

      Valve seems comfortable about easy resale of digital property as long as its tied to accounts in games they publish. Anything else? Maybe not so much.

  • Tell me two NFT game concepts you can't implement without.

  • by RegistrationIsDumb83 ( 6517138 ) on Friday October 15, 2021 @10:09PM (#61897079)
    The reason valve is banning them is because NFTs leave their ecosystem. Items on steam marketplace (like TF2 hats or whatever) Valve can take a cut of every time it transfers hands, and you are locked in to Steam to use them. Imagine being able to take your game items with you to any competing platform or trade items with users on other platforms.
  • Blockchain-aware games have been a goal for awhile, going back at least as far as Huntercoin (now Xaya). The game on which Huntercoin (HUC) was based was . . . terrible, to say the least. But given the number of games out there that expect players to fork over USD/EUR/GBP for in-game currency, it would make sense from the player's perspective to give them a fungible blockchain asset instead. Might not work out well for the dev/publisher though, and that's why I think there's resistance to the idea.

    Does A

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