Comment by mintplant
4 years ago
> People have made money by selling virtual goods acquired in-game at least as far back as Second Life in 2005.
So I basically grew up on Second Life, back when "the Metaverse" was just a geek thing no one cared about. The comparison doesn't really work here, because the virtual items people sold on SL were (generally) their original creations: 3D modeled, animated, programmed, etc. Not simply doled out by pre-programmed in-game systems.
Axie Infinity's economy is more like "real-world trading" on MMOs, but officially endorsed by the developers instead of being considered a game-breaking, bannable offense. In fact, the mention of Axie Infinity providing an income stream to people in developing countries who spend their time grinding also parallels the MMO space: you can find plenty of stories about illicit "gold farming" economies surrounding the major online games, going back decades.
> Axie Infinity is novel in two ways, which are worth exploring separately.
> - It elevated the ability to earn an income stream through the game to a core feature, coining play-to-earn as a new game genre.
> - It uses NFTs to represent in-game items, so the economy is (ostensibly) decentralized.
Going back to SL, the virtual economy was always a "core feature". We had a whole digital currency and ecosystem of first- and third-party exchanges and money markets where you could buy and sell Linden dollars for real money, with moving exchange rates and everything. People very much made serious income off of in-world business. The true novelty here is that Axie & friends are built on decentralized technologies, instead of having a company like Linden Lab managing everyone's account balances and virtual item ownership rights.
come to think of it, i wonder why SL has not converted SLL to a cryptocurrency