WEBVTT - Gaming Companies Are Not Sure They Need an NFT Strategy

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<v Speaker 1>This is Bloomberg Crypto, a daily Bloomberg I heard podcast,

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<v Speaker 1>and I'm Stacy Marie Ishmael, Managing editor of Crypto for

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<v Speaker 1>Bloomberg News. It's Monday, October. Imagine it's October one. Crypto

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<v Speaker 1>prices are rocketing. Celebrities can't stop talking about n f

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<v Speaker 1>T s to other celebrities. There's packed conferences and glitzy

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<v Speaker 1>venues and places like Miami and London attended by people

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<v Speaker 1>wearing T shirts with cartoon monkeys on them. If you're

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<v Speaker 1>an executive at a big gaming studio seeing all of

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<v Speaker 1>this happen, you might might be forgiven for sending one

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<v Speaker 1>of those emails with the subject line and like n

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<v Speaker 1>f T strategy question mark and several executives of gaming

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<v Speaker 1>companies did indeed send those emails, and some of their

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<v Speaker 1>companies rushed to announce plans about how they were going

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<v Speaker 1>to make blockchain gaming happen. Flash forward about a year,

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<v Speaker 1>so right now, October twenties twenty two, celebrities aren't talking

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<v Speaker 1>about their n f T s. People are trying to

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<v Speaker 1>sell those apes, and gaming studios don't seem quite so

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<v Speaker 1>convinced that they even need an n f T strategy anymore,

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<v Speaker 1>joining me to discuss this vibe shift our Bloomberg reporters

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<v Speaker 1>Emel Nicole. Definitely. The overwhelming reaction to that marketplace was

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<v Speaker 1>not positive from both fans and staff who complained very loudly,

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<v Speaker 1>and game developer Mark Ventarelli one of the things that

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<v Speaker 1>most concerned me In turn society I think we are,

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<v Speaker 1>it's the depth of imagination, right, I think we're very

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<v Speaker 1>much a literal society. Mark, Emily, Welcome to the show. Mark.

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<v Speaker 1>I'm going to start with you because our listeners know

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<v Speaker 1>who Emily is by now. Please tell us who you

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<v Speaker 1>are and what brings you here today. Thank you, happy

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<v Speaker 1>to be here. My name is Mark Finzarelli and I'm

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<v Speaker 1>the CEO of Roguesdale, which is a game development studio

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<v Speaker 1>here in Brazil, and I've been a professional game designer

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<v Speaker 1>for over fifteen years. Very exciting. As I tell everyone

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<v Speaker 1>at this point they all know somehow it working in

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<v Speaker 1>the video games in an industry is like where I

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<v Speaker 1>would have gone had I not made the decision to

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<v Speaker 1>be a journalist. So it's always a pleasure to get

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<v Speaker 1>to talk about videos. Ha ha. Yeah, don't tell my bosses.

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<v Speaker 1>They listen to this podcast. But you are here today

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<v Speaker 1>talking to us because you did a very interesting thing

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<v Speaker 1>a couple of months ago, which is show up on

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<v Speaker 1>a panel virtually at a conference, start to talk about

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<v Speaker 1>one thing and then be like, actually, never mind, We're

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<v Speaker 1>going to talk about n f t s and why

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<v Speaker 1>they're ruining video games. And so perhaps that is of

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<v Speaker 1>a strong characterization of your presentation, but you know, I

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<v Speaker 1>would love to get your perspective as a person working

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<v Speaker 1>in the industry on what you have observed in terms

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<v Speaker 1>of this conversation around crypto and gaming, blockchain and gaming,

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<v Speaker 1>n f t s and gaming, and what has happened

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<v Speaker 1>for you in the months after you went semi viral

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<v Speaker 1>for that talk. I think the answer to that question

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<v Speaker 1>also clears up a little bit of a misconception around

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<v Speaker 1>my talk, which is, um, I kind of do change subjects,

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<v Speaker 1>but it is joking. I mean, I'm an entertainer, right,

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<v Speaker 1>I know how to commend people people's attentions, UH with

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<v Speaker 1>gimmicks and fleshy stuff. That's where we do a lot

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<v Speaker 1>if the game design. But the name of my talk

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<v Speaker 1>originally was UH and it still is the future of

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<v Speaker 1>game design. And in the middle of that talk, I say, actually,

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<v Speaker 1>like I'll change the name. I'll change the title of

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<v Speaker 1>this talk now, and it's going to be hy n

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<v Speaker 1>f d s are an Imare, And then I start

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<v Speaker 1>talking about that. And then at some point after I

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<v Speaker 1>give enough context about why I think and IFT should

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<v Speaker 1>not be part of this future of game design, I

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<v Speaker 1>changed the title back to the future game design, and

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<v Speaker 1>that continue, and so it was kind of a playful thing,

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<v Speaker 1>but it was all into like a single concise argument,

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<v Speaker 1>and to ask your question about like the motivation, I

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<v Speaker 1>think it is impossible to discuss the future of game design,

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<v Speaker 1>the future entertainment, and in many ways the future of

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<v Speaker 1>humanity right without addressing current friends and technology, without talking

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<v Speaker 1>about the blotchain specifically, but also an FTS even more specifically.

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<v Speaker 1>But I felt like I had a unique point of

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<v Speaker 1>view being a game designer and also being someone who

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<v Speaker 1>not only I have working I have been working on

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<v Speaker 1>the entertainments reform my entire life. I also am very

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<v Speaker 1>much technology enthusiasts. I have been into the blockchain and

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<v Speaker 1>studying into figuring out how to use it and trying

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<v Speaker 1>to do stuff with it for many, many years. And

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<v Speaker 1>I felt like I had a unique point of view

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<v Speaker 1>to contribute to the overall conversation about gaming plus blockchain,

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<v Speaker 1>and that's why I felt need to do the talk.

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<v Speaker 1>As for what changed after the talk, I got a

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<v Speaker 1>lot more Twitter phones. So you're saying it's working. What

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<v Speaker 1>you're saying, well, it wasn't my goal right overall, I

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<v Speaker 1>felt like the goal that I had going into this event, Um,

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<v Speaker 1>we accomplished that. And when I say we, I say

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<v Speaker 1>not only me, but student everybody who helped me make

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<v Speaker 1>the talk, also the everybody who on the side of

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<v Speaker 1>being developers in Brazil specifically agree with my positions. Uh,

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<v Speaker 1>there was a big movement it still is to boycott

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<v Speaker 1>events like big Fest, which is our equivalence to the

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<v Speaker 1>Game Developers Conference. It's like the biggest my conference result

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<v Speaker 1>we have right now, to ploycotted because he had crypto

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<v Speaker 1>sponsors or because he had crypto game and I said, no, like,

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<v Speaker 1>this is not a crypto event, this is a game

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<v Speaker 1>development event. Like if we boycotted because we don't agree

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<v Speaker 1>with things that are there, like we're not doing ourselves

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<v Speaker 1>any favors. We used to be there and to say

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<v Speaker 1>our piece, not to put two final points on it.

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<v Speaker 1>You know you. Emily also interviewed you for a follow

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<v Speaker 1>up story that I'm going to ask her about very shortly,

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<v Speaker 1>and your quotes in that story, you know, just if

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<v Speaker 1>I may read a piece of it is essentially characterizing

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<v Speaker 1>the idea of n f T s and video games

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<v Speaker 1>as a gimmicky technology that provides nothing of value besides

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<v Speaker 1>and make money quick scheme. What I would love to

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<v Speaker 1>get your perspective on is why, as a person who

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<v Speaker 1>makes games, do you not think there's any value in

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<v Speaker 1>this particular technology, contrary to what other people who also

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<v Speaker 1>make games are trying to argue. If I had to

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<v Speaker 1>choose a few core things, I feel like it is

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<v Speaker 1>about what games are for in society because I try

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<v Speaker 1>to bring a lot about this, like what value do

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<v Speaker 1>we actually offer to society as artists, as entertainers, as

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<v Speaker 1>media creators, uh involved in making video games. I feel

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<v Speaker 1>like to these days, the the players, not only video

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<v Speaker 1>game players and young people, but especially young people, the

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<v Speaker 1>the gen z uh, they feel hopeless, They feel powerless. Right.

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<v Speaker 1>It's a generation that looks at all the issues and

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<v Speaker 1>all the problems that they have ahead of them, and

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<v Speaker 1>they don't feel like they have what it takes to

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<v Speaker 1>take them on and I think the video games, among many, many,

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<v Speaker 1>many other things, is a place where you can be powerful,

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<v Speaker 1>where your actions can be meaningful, where you can be

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<v Speaker 1>the hero, right, where you can have a power fantasy

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<v Speaker 1>control fantasy, where you can feel like you're in control,

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<v Speaker 1>You're important, you matter, your actions matter, your decisions matter.

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<v Speaker 1>And this is all relates to your concept that which

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<v Speaker 1>is very important game design technically, which is meaning, right, Um,

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<v Speaker 1>and what I think that everything that has been done

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<v Speaker 1>in the space, and it was always the intention to

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<v Speaker 1>do that, right, Like, it's not a surprise. But then

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<v Speaker 1>if these are doing to bring economic factors into gaming

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<v Speaker 1>in a way that brings the one thing that really

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<v Speaker 1>don't want to bring from the real world into games

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<v Speaker 1>or any other kind of entertainment, which is oppression. So

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<v Speaker 1>when you bring economic uh, real world economics into game design,

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<v Speaker 1>what you do and again I'm simplifying this very much.

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<v Speaker 1>I go into into this more in depth in My Dog,

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<v Speaker 1>But what effectively what you're doing is you're bringing oppression

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<v Speaker 1>into these into these spaces, right, which are supposed to

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<v Speaker 1>be fantasy spaces, spaces of imagination, spaces of empowerments, spats,

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<v Speaker 1>spaces of meaning, right, like a suddenly you are oppressed

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<v Speaker 1>in the video game. You no longer can win. But

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<v Speaker 1>I think that's the thing about one of the things

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<v Speaker 1>about classic games, in classic game design is you always

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<v Speaker 1>can win. It's always possible to win. Right. The moments

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<v Speaker 1>where you feel like it's no longer possible to win

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<v Speaker 1>is the moment where the game is no longer relevant,

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<v Speaker 1>like I don't want to play anymore. It's not it's

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<v Speaker 1>not possible to win. And that's not true too many

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<v Speaker 1>real word interactions. Right, it is not always possible to win,

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<v Speaker 1>and and that that's what oppression is. And when you

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<v Speaker 1>bring this into games, you destroy the possibility of winning.

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<v Speaker 1>You say, you know, the phrase that you use there,

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<v Speaker 1>which I find is very interesting, is kind of like

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<v Speaker 1>in classic or classical game design, because the idea of

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<v Speaker 1>pay to win was certainly not invented by crypto people.

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<v Speaker 1>You know that that is the casualization of mobile gaming,

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<v Speaker 1>the idea of loot boxes, the idea of gotcha, the

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<v Speaker 1>whole notion of sure, you can get to level five,

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<v Speaker 1>but if you want to get to level fifty, it's

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<v Speaker 1>gonna cost you either tens of thousands of hours of

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<v Speaker 1>your life or hundreds of dollars um has been extremely

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<v Speaker 1>prevalent in in games for a long time, you know,

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<v Speaker 1>like from in app purchase to d l c s too.

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<v Speaker 1>Like you buy a hero, you know, forget just kind

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<v Speaker 1>of the economics of consumables, but the the actual mechanical

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<v Speaker 1>pricing of if you really want this short and the

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<v Speaker 1>sort is the thing that you're gonna need to you know,

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<v Speaker 1>be the hero, it's gonna cost you money. So those

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<v Speaker 1>those elements aren't crypto specific what you're describing, but they are,

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<v Speaker 1>in your argument, even more profound in a crypto context. Yes,

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<v Speaker 1>I think so, either equivalent or worse. We'll be right

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<v Speaker 1>back with more from Bloomberg Reports or Emily Nicole and

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<v Speaker 1>video game developer Mark Ventarelli. Emily, I'm going to go

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<v Speaker 1>to you to just you know, sort of zoom out

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<v Speaker 1>a little bit, because you started reporting on the intersection

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<v Speaker 1>of crypto and gaming when various executives at other studios,

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<v Speaker 1>particularly the larger ones, thought it was a good idea,

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<v Speaker 1>and you know, you had various folks who you will name,

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<v Speaker 1>be like, yeah, what we actually need to do is

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<v Speaker 1>design an n f T exchange thing where players can monetize,

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<v Speaker 1>and they made you know, it's they took all of

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<v Speaker 1>the arguments that Mark is making that are negative and

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<v Speaker 1>turn them into things and like, here the reasons why

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<v Speaker 1>these are good for our players who were some of

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<v Speaker 1>those folks, And what's the status of those projects right now?

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<v Speaker 1>I think one of the easiest and the largest publishers

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<v Speaker 1>to point to on that front is the French published

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<v Speaker 1>at Ubisoft, which makes the very very very popular game

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<v Speaker 1>franchise Assassins Creed. Because they started their kind of I

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<v Speaker 1>guess you call them web three n f T experiments

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<v Speaker 1>last year and they came out with a marketplace that

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<v Speaker 1>was specifically for one of their games, UM and it

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<v Speaker 1>was released to the public pretty early, did have all

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<v Speaker 1>the usual markers of like this is a beta test, etcetera.

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<v Speaker 1>But you know, anybody can access to Anybody could buy

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<v Speaker 1>the n f T s if they were things like

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<v Speaker 1>swords and guns and um and various outfits and things

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<v Speaker 1>that you could play in this game. But after a

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<v Speaker 1>few months of being active, pretty much nobody was buying them.

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<v Speaker 1>The prices were pretty low, and within you know, by

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<v Speaker 1>April this year, the whole thing was shut down and

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<v Speaker 1>it was no longer active. And if you hear Ubisoft

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<v Speaker 1>talk about that project. Now, the conversation very much goes like, well,

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<v Speaker 1>this was early research. We were thinking about Web three,

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<v Speaker 1>were thinking about how we could do this, and we're

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<v Speaker 1>exploring things, and just because we shut it down doesn't

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<v Speaker 1>mean we're not thinking about We're through anymore, we're not

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<v Speaker 1>doing things on blockchain. But definitely, the overwhelming reaction to

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<v Speaker 1>that marketplace was not positive from both fans and staff,

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<v Speaker 1>who complained very loudly externally and internally about the fact

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<v Speaker 1>that Ubisoft was doing something with npties. Mark, I have

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<v Speaker 1>a question for you about it's it's based on, you know,

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<v Speaker 1>the Cleon phrase like great artists steal. Is there anything

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<v Speaker 1>about the arguments that proponents of entities, etcetera. Are making

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<v Speaker 1>about blockchain about you know this, this theoretical future in

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<v Speaker 1>which more of your fun in game things are interoperable.

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<v Speaker 1>Are any of those as concepts separate from the you

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<v Speaker 1>know what folks likes are called the tokenomics or the

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<v Speaker 1>economics of these tokens interesting to game developers. Honestly, Um,

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<v Speaker 1>there isn't, in my opinion, anything in that space that

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<v Speaker 1>works separately from toconomics. That's actually the one question that

0:14:10.520 --> 0:14:13.920
<v Speaker 1>if you ask people are proposing these kinds of systems

0:14:14.920 --> 0:14:18.840
<v Speaker 1>usually breaks them like like if it's okay, but besides

0:14:18.880 --> 0:14:22.480
<v Speaker 1>the toconomics, besides the economic factor, besides all these things,

0:14:22.560 --> 0:14:26.680
<v Speaker 1>what are you proposing here? And it's usually like said

0:14:26.680 --> 0:14:29.200
<v Speaker 1>everything you will just new again, like the things about

0:14:29.640 --> 0:14:35.880
<v Speaker 1>for example, interpreterability, like this is not in itself a

0:14:35.960 --> 0:14:40.920
<v Speaker 1>new idea at large scale is a terrible idea. I

0:14:40.960 --> 0:14:44.600
<v Speaker 1>see people talking about the metaverse, for example, as if well,

0:14:44.680 --> 0:14:48.080
<v Speaker 1>like you can get an item from game acts and

0:14:48.120 --> 0:14:50.560
<v Speaker 1>then you can use it on game Why that that

0:14:50.760 --> 0:14:54.840
<v Speaker 1>sounds fun and it could be fun if it is

0:14:54.880 --> 0:14:59.280
<v Speaker 1>designed with intent. But the idea of the metaverse and

0:14:59.360 --> 0:15:02.560
<v Speaker 1>the does I the idea of interpretability that people would

0:15:02.600 --> 0:15:05.680
<v Speaker 1>have on the do like free space, it's to make

0:15:05.760 --> 0:15:10.120
<v Speaker 1>it ubiquitous. Right when you do that, this is actually

0:15:10.160 --> 0:15:13.920
<v Speaker 1>a nightmare. You're just from moving. Designers the ability to

0:15:13.960 --> 0:15:16.720
<v Speaker 1>create meaning like a talk about this in my talk

0:15:16.760 --> 0:15:19.040
<v Speaker 1>as well. Like af there's a thing game design called

0:15:19.040 --> 0:15:22.120
<v Speaker 1>the magic circle, which is a way that game designers

0:15:22.160 --> 0:15:25.600
<v Speaker 1>we can imbue things with meaning. Right, So here in

0:15:25.640 --> 0:15:28.080
<v Speaker 1>Brazil we play a lot of soccer on the streets, right,

0:15:28.400 --> 0:15:31.040
<v Speaker 1>and then we use flip flops to mark where the

0:15:31.080 --> 0:15:34.640
<v Speaker 1>goal is. Right, So we're just taking flip flops and saying, hey,

0:15:34.880 --> 0:15:37.080
<v Speaker 1>this is the goal. They are no longer flip flops

0:15:37.400 --> 0:15:39.640
<v Speaker 1>instead of this magic circle that we are defining here.

0:15:42.880 --> 0:15:45.760
<v Speaker 1>So that is one of the core verbs of game

0:15:45.760 --> 0:15:50.080
<v Speaker 1>designers to imbue with meaning, right. Uh. And when you

0:15:50.360 --> 0:15:54.720
<v Speaker 1>try to create these ubiquitous interpretability rising games, but what

0:15:54.800 --> 0:15:59.520
<v Speaker 1>you're actually doing is you're creating these like a ooze

0:16:00.480 --> 0:16:03.680
<v Speaker 1>of everything is the same thing as the like token

0:16:03.840 --> 0:16:07.480
<v Speaker 1>token ization in terms of cultural terms, right, it's d

0:16:07.680 --> 0:16:10.960
<v Speaker 1>end goal these these people, right, they actually want to

0:16:10.960 --> 0:16:14.000
<v Speaker 1>destroy art. Like, uh, it's the same thing. Like if

0:16:14.000 --> 0:16:17.240
<v Speaker 1>you see like Fortnite, for example, Like you really like

0:16:17.320 --> 0:16:20.400
<v Speaker 1>Spider Man, well you can be Spiderman Fortnite, and then

0:16:20.440 --> 0:16:22.880
<v Speaker 1>you can like shoot an a K for a seven

0:16:22.920 --> 0:16:25.760
<v Speaker 1>at Naruto or something like that. Right when you're doing that,

0:16:26.360 --> 0:16:29.320
<v Speaker 1>it's no longer the Spider Man. Right. If you like

0:16:29.440 --> 0:16:32.800
<v Speaker 1>Peter Parker, if you like Miles Morause, Like, I feel

0:16:32.840 --> 0:16:35.360
<v Speaker 1>like these kinds of characters, and that's why you like

0:16:35.560 --> 0:16:38.480
<v Speaker 1>your Parker, and that's why I like Spider Man. Sorry, Uh,

0:16:38.520 --> 0:16:42.160
<v Speaker 1>that person there, that character there is just the brand.

0:16:42.280 --> 0:16:44.880
<v Speaker 1>It's just a token. It's not Miles morause, it's just

0:16:45.440 --> 0:16:49.400
<v Speaker 1>Spider Man the token, right, It's it's it's not there's

0:16:49.400 --> 0:16:51.920
<v Speaker 1>no death to it, there's no real meaning to it.

0:16:51.920 --> 0:16:56.480
<v Speaker 1>It's empty, it's soulless. And what you actually achieve if

0:16:56.520 --> 0:17:00.320
<v Speaker 1>you try to do a large scale interoperability between games

0:17:00.920 --> 0:17:03.240
<v Speaker 1>is that you destroy this meaning. You just try that.

0:17:03.440 --> 0:17:05.960
<v Speaker 1>You destroy art to start expression, you strike character, you

0:17:06.080 --> 0:17:10.879
<v Speaker 1>destroy subjectivity, like, uh, you're just everything becomes literal. And

0:17:10.960 --> 0:17:14.240
<v Speaker 1>that's one of the things that most concerned me in

0:17:14.320 --> 0:17:18.440
<v Speaker 1>current society. I think we are. It's the death of imagination, right,

0:17:18.640 --> 0:17:21.320
<v Speaker 1>I think we're very much a literal society. Like the

0:17:21.520 --> 0:17:24.680
<v Speaker 1>current rise of like alt rights and stuff like that

0:17:25.160 --> 0:17:28.280
<v Speaker 1>is very much connected to people being very literal as

0:17:28.320 --> 0:17:31.360
<v Speaker 1>a response to an overload of our of our senses,

0:17:31.400 --> 0:17:35.960
<v Speaker 1>of our ability to interpret this overload or information coming

0:17:36.000 --> 0:17:39.040
<v Speaker 1>at us, right, the swarm of information coming at us,

0:17:39.160 --> 0:17:42.720
<v Speaker 1>and to make everything just literal. That is extremely dangerous

0:17:43.160 --> 0:17:47.159
<v Speaker 1>not only to video game and artistic expression in general

0:17:47.200 --> 0:17:51.720
<v Speaker 1>and entertainment, but for us as a society. I love

0:17:51.720 --> 0:17:54.440
<v Speaker 1>a podcast that is both existential and spicy at the

0:17:54.480 --> 0:17:57.680
<v Speaker 1>same time. So I think we are. I think we're

0:17:57.680 --> 0:18:00.200
<v Speaker 1>gonna end it there. Thank you both, Emily, Thank keep

0:18:00.280 --> 0:18:03.040
<v Speaker 1>very much, Mark Regada. It was a pleasure having you

0:18:03.080 --> 0:18:06.359
<v Speaker 1>both on the show. You can find more of Emily

0:18:06.480 --> 0:18:09.240
<v Speaker 1>Nicole's reporting on the Bloomberg Terminal on Bloomberg dot com

0:18:09.359 --> 0:18:15.760
<v Speaker 1>or follower on Twitter. She's at Emily J. Nicole. On

0:18:15.800 --> 0:18:19.120
<v Speaker 1>the next episode of Bloomberg Crypto, there's nothing straightforward about

0:18:19.119 --> 0:18:22.720
<v Speaker 1>a crypto bankruptcy, and in finance, where there's complexity, there's

0:18:22.720 --> 0:18:25.040
<v Speaker 1>going to be someone ready to make money from the chaos.

0:18:25.680 --> 0:18:27.639
<v Speaker 1>On this next episode, you'll hear from one of the

0:18:27.640 --> 0:18:34.159
<v Speaker 1>people who's finding opportunities in the crypto distress. This is

0:18:34.200 --> 0:18:37.840
<v Speaker 1>Bloomberg Crypto, a daily podcast from Bloomberg and I Heart Radio.

0:18:38.520 --> 0:18:40.679
<v Speaker 1>For more shows from I Heart Radio, visit the I

0:18:40.760 --> 0:18:44.560
<v Speaker 1>Heart Radio app, Apple Podcasts, or wherever you get your podcast.

0:18:45.520 --> 0:18:48.080
<v Speaker 1>Send us your comments, questions or suggestions for the show

0:18:48.240 --> 0:18:51.520
<v Speaker 1>to Crypto at Bloomberg dot net or find us on Twitter.

0:18:51.760 --> 0:18:56.760
<v Speaker 1>We're at Crypto. The supervising producer of Bloomberg Crypto is

0:18:56.840 --> 0:19:00.439
<v Speaker 1>Vicky very Galina. Our senior producer is Janet Babin. Our

0:19:00.480 --> 0:19:05.159
<v Speaker 1>producer is Mohammed Farouk. Associate producer is Moses on Desta

0:19:05.200 --> 0:19:08.840
<v Speaker 1>wonder At is our engineer. Original music by Leo Sidran.

0:19:09.800 --> 0:19:12.200
<v Speaker 1>I'm Stacy Maria Shmael. We'll be back tomorrow.