![]() If you wanted to, you could transfer that skin-or, more accurately, the NFT that says you own it-to someone else, and Siege would then be able to check the blockchain to see that they now own it, and you don't. Hypothetically, rather than your Ubisoft account data telling Rainbow Six Siege that you own a certain Hibana skin, the game would find out what you own by checking with an external blockchain. The way a skin or a health potion is represented in one game may be totally different in another, depending on how they were programmed. The game developer has complete control over how that DLC works: how it authenticates your ownership, the server you download it from, and how the item is implemented in the game. ![]() ![]() When you buy a skin in a game today, the record of your ownership is tied to an account: It could be specific to that game, or a bigger one like an account you use for all Ubisoft games. The key distinction between an NFT and the kind of downloadable content we've been buying in games for years is the blockchain. (Image credit: Ubisoft) For games, how is an NFT different from any other microtransaction? ![]()
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