Rejecting vs. allowing the two major game platforms to face NFTs, why do they hold diametrically opposite attitudes

In mid-October, SpacePirate Games, the developer of the sci-fi action-adventure game “Age of Rust”, issued a statement stating that Steam will ban all games that use NFT or cryptocurrency. As one of the largest game publishing platforms on the PC side, Steam has taken such a tough attitude towards NFT, which surprised many people. However, Steam’s recently updated “Getting Started Guide” clause seems to announce to everyone that they are serious about the NFT ban.

In the latest “Getting Started Guide”, Steam has added Article 13 to the “Content that should not be posted on Steam” clause: “Applications built on blockchain technology that issue or allow exchange of cryptocurrencies or NFTs.”, which means ” Any application based on blockchain technology that mentions or allows cryptocurrency or NFT transactions”.

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In September, the game studio Satoshi’s Games publicly stated that their multiplayer online shooting battle royale blockchain game “Lightnite” was removed from Steam. At that time, the official document did not explicitly mention the prohibition of cryptocurrency or NFT. Transactions and other content. However, there are still some blockchain game products on Steam. It is still unknown whether they will all be removed from the shelves in the future. Steam parent company Valve (V Company) has not responded to the “NFT ban”.

Epic, which is also one of the well-known game publishing platforms, has a diametrically opposite attitude towards NFT. Soon after Steam refused to list NFT games, Epic CEO Tim Sweeney tweeted that as long as game manufacturers comply with relevant regulations, disclose operating terms, and limit their services to age-appropriate groups by age level, Epic will allow the use of blocks. The chain technology game is launched. In addition, Sweeney also stated that Epic Games has not yet used blockchain technology in self-developed first-party games, but welcomes various innovations and financial activities in the field.

It is worth mentioning that Tim Sweeney’s attitude towards blockchain technology was still “We have not contacted NFT, because the entire field is currently under the influence of intractable scams, and interesting decentralized technologies are entangled with scams.” Now Epic’s attitude has changed, not just to antagonize its old rival Steam, but to actually see the growth of NFT games and the potential for future development.

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Steam’s tough attitude has also attracted the attention of many blockchain game studios. Recently, 29 overseas blockchain game studios have jointly issued an open letter on Reddit and other major social software and forums, calling on V agency to revoke the NFT Ban, because it will discourage the enthusiasm of NFT products. The open letter mentions: “Using Web3-based blockchain technology games such as DAO and NFT can actively enhance the user’s gaming experience and create new economic opportunities for players and game developers, especially virtual currency for user interaction, collaboration and digital creation. The world’s objects offer tremendous possibilities. Moreover, these improvements have made games more decentralized, democratic, and player-centric. They provide an opportunity to rationalize and modernize intellectual property rights, allowing independent creators and existing companies to greatly improve Benefits, these innovations will also bring improvements to music distribution, book publishing, collections, etc.” V agency still did not respond to this.

As stated in the open letter, V agency is willing to experiment and innovate both in games and on the Steam platform. More than ten years ago, V agency was regarded as a pioneer in changing the way digital games and items are sold, but this time Steam seems to be backing down. .

What is it that makes V agency and Steam intimidated? According to American game developer SpacePirate Games, the reason Steam rejects similar games is that NFT is a real-world value, and Steam does not allow similar items to be produced or traded on the platform.

As early as 2015, an American player sued the game “Big Fish Casino”, claiming that it violated Washington State’s laws on online “chess and card” games. The core argument is that the virtual chips used in the game are “valuable”.之物 (real-world value)”, in 2018, the U.S. Federal Court ruled that Big Fish Casino constituted a violation; it was not until August 30 this year that Big Fish Casino reached a settlement with players worth US$155 million. The case settled down. This case conveyed a message that in Washington State, any game that contains probability-based mechanisms and in-game microtransactions may now be considered illegal, and NFT-related products and blockchain games are likely to be based in Washington. The state’s V agency got into unnecessary trouble. In fact, in 2015, the V agency suffered similar trading losses due to CS:GO.

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In addition, blockchain games and NFTs are also facing more urgent problems. First of all, the issuance and trading of some virtual assets are likely to constitute securities issuance financing. At present, overseas countries use various test methods and judgment standards to determine whether they constitute securities issuance financing. Once determined to constitute the issuance of securities, the behavior of game manufacturers to issue virtual assets in games will be subject to the supervision of the securities department, and the issuance and transactions will be restricted; secondly, the transactions of virtual assets in NFT games are all based on virtual currency transactions, while the blockchain The transaction of virtual assets in China does not require real names, and the source of the injected funds is difficult to identify, which is more likely to involve the risks of money laundering and terrorist financing; in addition, the transaction of virtual assets may also involve taxation, consumer rights and other issues, and policy supervision has not yet been implemented. In a clear period, the choice made by V Company is also more reasonable.

Although Epic’s attitude is “accept”, it is not a full acceptance. Epic requires game manufacturers that use blockchain technology to comply with financial regulations and explain to the players in the Epic game mall how blockchain technology is applied in games; At the same time, games that use this technology cannot use Epic’s own payment service to purchase cryptocurrency, and must use their own payment channels.

Perhaps, blockchain games will become the key point for Epic to break the deadlock in competition with Steam.

Posted by:CoinYuppie,Reprinted with attribution to:https://coinyuppie.com/rejecting-vs-allowing-the-two-major-game-platforms-to-face-nfts-why-do-they-hold-diametrically-opposite-attitudes/
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