![]() ![]() Under the current model, Rocket League players can trade their owned items between each other, potentially using external transactions (such as cash payments) alongside to profit from the sale of high-value or rare items. However, the fact that Epic Games and Psyonix can unilaterally decide to limit players’ ability to trade such items between themselves throws the whole idea of digital “ownership” in Rocket League into question.įortnite is already seen as a key example of how traditional games can rake in billions of dollars from in-game items sales while locking those assets to its own closed ecosystem.īlockchain advocates would argue that users don’t truly own anything in a digital ecosystem that is closed off from other platforms-the “walled garden” model favored by tech giants far and wide, ranging from Apple to Sony's PlayStation and, indeed, Epic Games. That would likely be tied to a user’s Epic Games account, which is used to also play Fortnite and access various other games via the Epic Games Store marketplace. The promise of “cross-game ownership” with this new model suggests interoperability, or the ability to own a video game item and ultimately use it across multiple games. While shy of games like Fortnite (223.5 million) and Roblox (200.8 million), that’s still a substantial player base that owns in-game items and has potentially spent money within the game. ![]() Rocket League has a sizable audience, with the free-to-play game reportedly drawing some 91.5 million players across all platforms over the past 30 days, per data from ActivePlayer. “Are y’all removing the ball next?” quipped pseudonymous video editor Chipy on Twitter. “Like genuinely, how disconnected from your community do you have to be to think this was a good idea?” “How far up the chain did this idea originate from?” questioned Cameron “Kronovi” Bills, who won the first Rocket League Championship Series (RLCS) World Championship in 2016. So my $5,000+ Alpha Boost will now be worth $0 Other players, including content creators, chimed in to say they’ve used in-game trading as a way to reward fans with items for participating in tournaments. Some players have spent potentially thousands of dollars’ worth of real money on in-game credits to acquire rare items like Alpha Boost, which was only available to very early players who helped test the game before release. Some players have called for a boycott, and a petition to keep item trading in the game has already amassed over 6,700 signatures in less than a day. ![]() Players have shared mostly negative responses to the news via social media, calling out Psyonix for abandoning an in-game economy that has flourished for several years. “This opens up future plans for some Rocket League vehicles to come to other Epic games over time, supporting cross-game ownership.”ĭecrypt ’s GG reached out to Psyonix for comment but did not immediately receive a response. “We’re making this change to align with Epic’s overall approach to game cosmetics and item shop policies, where items aren’t tradable, transferrable, or sellable,” Psyonix wrote in the announcement. Like genuinely how disconnected from your community do you have to be to think this was a good idea? How far up the chain did this idea originate from?
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