Thanks for sharing.

Can you detail why you would use blockchain to solve this?

If I wanted to keep things simple, and I already had to rely on a central server for the assets, why not also do verification there too? It seems like it would be a lot easier. The participating games still rely on your servers being available.

Or is it that the assets themselves are stored in a peer to peer fashion? In this case, how do you deal with the large size of the assets for each client? Blockchains are huge for the amount of data that they might contain, and game assets tend to be pretty big.

If the network runs only on the participating developer servers - maybe then the size isn't too big of a deal? But then those developers would still have to be trusted to participate (enforced via contract) so then it's back to the central server being a lot simpler solution.

The HN community grew sceptical of blockchain after some initial interest because it didn't seem to help in a lot of places it was marketed for.

The technology seems to stay alive because it turned out that it's a great vehicle for some kind of new multi-level-marketing. You can promise a piece of the action to people in some partially verifiable way. The tech is complicated enough that a lot of people think they own something when they don't.

Just because it is a good vehicle for scams doesn't mean it is not also useful for legitimate technology, but I haven't seen too many examples of the latter.