---
# System prepended metadata

title: 'NFTs and Games, part I'
tags: [Web3, ' Game Development', ' NFTs']

---

---
tags: Web3, NFTs, Game Development
---

![](https://i.imgur.com/uOL9v9s.png)

# NFTs and Games, part I

Is quite normal in 2022 to hate on NFTs and if you want to get clout on twitter you first tweet should be "FUCK NFTs". 

But maybe we can use the amazon destroying technology to do some cool things ?

NFTs and games ? maybe ?

## The DRM problem

If you want to implement DRM in your games, you either need to build your own solution (waste time), use some third party solution or don't implement any DRM solution at all (waste time and money).

Ok so we going with option 2, what are our solutions ? 

Steam DRM ? Nah. It can be bypassed easily by using the steamworks testing api. The funny part here is that if you have a multiplayer game that uses steamworks p2p feature, people can still play your game without actually buying it.  

Denuvo DRM ? What? That is costly and we are indie.
To some degree denuvo can be bypassed too and your game might perform poorly if you have some hardcore DRM like denuvo.

Actually the best DRM is combination of multiple solutions:
<ul>
  <li>Some hardcore DRM</li>
  <li>Some hardcore anticheat</li>
  <li>Only Multiplayer mode</li>
  <li>Frequent Updates</li>
</ul> 

Can you mark all of those point as a indie game developer ? Probably you can't. 

## NFTs to the rescue

But maybe instead of installing third party solutions for DRMs we can incentivize people to stop pirating your games.

Think why people are pirating your games: they are poor and don't have any money to buy games, your game sucks or they just want to try the game out and after that they are going to buy it.

For the second option we can't do anything and for the third option probably you are going to die from starving until they are going to buy your game.

But for the first option we might have a solution:

NFTs are quite easy to use and if you want to setup a marketplace where people can mint/buy/sell your NFTs, that is quite easy, might be easy than trying to create clone of steam.

But how NFTs can help us? Secondary markets. 

When you buy a game on steam, that game is locked to your account. The only way you can resell your purchased game is to sell your account and that goes against the Steam TOS.

If we use NFTs we can easily setup secondary markets where the user can recover some of the value spent and the developer can get new revenue. 

Is like in the old days, you bought a game copy and after you played it, you sold it to your friend. But in this situation the developer isn't going to receive any revenue.

Sounds quite nice ? The developer doesn't loses any revenue and the user can recover some money spent on the game. 

Why would I pirate a game that I can resell after that ? 

## Conclusion

In conclusion NFTs can help us increasing developer revenue and decreasing piracy to some degree. 

This is just the first part in a series of posts, in the upcoming posts we are going to explore what problems NFTs can bring and how to solve them.

*Warning: I suck at writing blog posts!*
