Valve or Epic – What is the best way for crypto and NFT games?
NFT gaming and crypto gaming in general are rapidly expanding subsections of the gaming market – what didn’t exist just a few years ago is now a huge industry already worth millions thanks to the innovative token technology underlying these games.
Big gaming platforms have differing attitudes on how to tackle the growing appeal of crypto games and NFTs in the industry. Let’s explore the initial reactions and how it may all pan out in the long run.
Valve drops the ban hammer on blockchain games
All potential profits didn’t stop Valve from taking steps to ban this types of games from their platform Steam entirely. They’ve made it clear that games who use blockchain technology or allow for users to exchange NFTs or other types of crypto won’t be allowed on Steam. According to a developer who goes by the name of SpacePirate, the recent change in the rulings was made because Steam won’t allow games that could have ‘real-world’ value on the platform.
Of course, it’s equally possible that they are doing it to avoid controversy, as not all NFT and crypto games succeed, and scams do happen from time to time. Even in cases where the NFTs aren’t directly related to gameplay, issues can arise – such as when popular horror title Dead by Daylight recently released an NFT collection that received almost entirely negative press and actually led to a partial boycott of the current event and skin sale in the game.
EPIC sees things differently
While Steam is the biggest gaming platform by far, they’re not the ONLY one – Epic Games is a rather large one as well. They’re taking a different approach to the subject – while they’ve made it clear that they themselves have no interest in working with NFTs, they’re not banning them from their store. Instead, they said in an interview with The Verge that they were open to the idea of games that utilise NFTs being hosted on their platform.
Somewhat surprisingly, the reactions that this debate sparked online are heavily skewing one way – towards people praising Steam and mocking those who do want to see NFT games on there. This is fairly reminiscent of another similar debate – Steam’s refusal to allow adult content on their platform, which was eventually dropped and replaced with new moderation and filter options instead.
What is the right way regarding crypto gaming?
While it’s impossible to say if trends will wear down the position that Steam has taken, one thing is clear – despite the many sceptics, crypto gaming isn’t exactly going away. There are several major projects that on their own have market caps in the millions, and people use their own platforms to play them on if need be. In fact, most major current crypto games are simply web hosted or use their own game client.
A few other gaming services haven’t weighed in on the subject yet – for example, whether or not Apple will allow blockchain-based games will have pretty big ramifications for the mobile crypto gaming market in the near future. Android phones and the Google Play Store do allow blockchain-related apps on their platform, and to a degree, the Apple store has them as well, however mostly just finance apps, rather then entertainment ones.
The right way would be to have the blockchain games ecosystem evolve and weed out all the bad actors on its own. After this, all platforms should have no issue accepting blockchain games and NFTs as part of the larger gaming industry.