The most natural NFT use case after art.
- Tradeable items with secondary market value
- Provenance for rare items ("This sword was owned by top player X")
- Cross-platform potential (if platforms agree to honor)
- Player-owned economies (items have value outside game)
- Items requiring complex on-chain logic (most chains can't support)
- Fast-paced gameplay (blockchain latency too high)
- Items that need constant stat updates (expensive/slow on-chain)
- Interoperability fantasy (games rarely honor external NFTs)
- Core ownership on blockchain
- Game logic and real-time mechanics off-chain
- Periodic syncs between on-chain state and game state
- Marketplace for trading outside game client
Using NFTs as verifiable credentials.
- Event attendance (POAPs - Proof of Attendance Protocol)
- Educational certificates
- Professional credentials
- Membership tokens
- Verifiable without contacting issuer
- Portable across platforms
- Cannot be forged (if issuer address is trusted)
- Composable (can gate access based on credential combinations)
- Issuer reputation must be established externally
- Privacy concerns (all credentials publicly visible)
- Revocation is problematic (burned NFT leaves trace)
- Adoption requires ecosystem buy-in
NFTs as event tickets or access passes.
- Eliminates ticket fraud (verifiable authenticity)
- Enables controlled secondary market (royalties to organizers)
- Creates collectibles (ticket stub as memorabilia)
- Allows token-gated experiences (holder-only content)
- QR code scanning UX is worse than traditional tickets
- Crypto onboarding friction for mainstream events
- Price volatility concerns for event access
- Scalping still possible (just on blockchain now)
Representing physical assets as NFTs.
- Real estate deeds
- Vehicle titles
- Luxury goods authentication
- Art provenance for physical pieces
- Legal recognition is limited/nonexistent in most jurisdictions
- The "oracle problem"—blockchain can't verify physical world
- Existing systems (title companies, registries) work fine
- Adoption requires regulatory change, not just technology
This is more speculative than current; don't expect near-term impact for gaming evaluation.