it's not just the in-game currency. In an MMO a lot of the abuse comes from duping resources or items. If the in-game economy is secured by it's own ledger then duping resources to dump the market all of a sudden doesn't work cause the internal blockchain would reject any injected resources as they haven't been created in a mining process. 1 sat is just 1 sat so the currency is solid by design. It's everything else that gets exploited in game engines eventually resulting in a crashing eco-system. To go back to CSC MMO, the game had it's own scarcity engine which would ensure that ore, ships, module etc etc were actually created or mined in-game before ever making it to the market.

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Specifically, I mean that game items could be attained through POW. An example would be crafting. Other items could be committed to this crafting operation as ingredients (referenced as preimage tags). The POW (NIP-13) yields a new item that required other items and energy to produce. Since its a game, you can require events to be published to the game's dedicated relay. This allows the game clients to check for double spends on ingredients. I'm working on a game that uses a system like this. The event ID of the item must contain leading zeroes, and the digits after the zeroes must match a certain bit suffix to yield a particular item. The game functions as an interpretation mechanism for POW. Game items could also be purchased for sats. Crafting and buying are different things.
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