I think ultimately, this is the same thing - just digitized. I don't really have an opinion whether that's good or bad, just that it's clearly aimed at kids to buy this stuff, just like the stickers were.
I think ultimately, this is the same thing - just digitized. I don't really have an opinion whether that's good or bad, just that it's clearly aimed at kids to buy this stuff, just like the stickers were.
Imagine a fairly boring interface that has Pokemon cards or football stickers in. Like your hands holding them and trading them and sticking them on things.
Now contrast that to the loot box stuff that has exciting music, flashing lights, A-B tested into oblivion, the money comes from some ethereal 'account' rather than involving an actual exchange, etc.
I think the analogy is more with the flashing exciting slot machines at the pub (which seem to have evolved a ton since I were a small as well...)
One team member had previous experience from working on casino games and he said that at least there they had clear rules for how they were allowed to handle it and who they were allowed to target.
Companies that sold trading cards, stickers, whatever did the same marketing and testing as video game companies.
Anecdata, I had one in the shape of a dinosaur, must have ben 5 or 6 and I still remember (some 50 years later) the day I decided that I needed a new toy the doubts about actually breaking it (with the assistance of my dad) and perfectly remmber the dinosaur, whilst I cannot remember at all which toy I was willing to get, probably a toy gun, but I am not sure.
Loot boxes strip all of that away and introduce FOMO, so the only option you have is to keep pumping money into the machine, and then to up the ante if everyone else starts getting skins or emotes or dance moves that you don't have, so you don't get left behind.
What's more is that they're linked to micro transactions, so there's nothing stopping you throwing away as much money as you have in your bank account, or having your kid do it without any awareness of where the money is actually coming from. Spending £1.50 of your pocket money on a pack of stickers is a totally different situation to blowing £10-£20 a pop on in-game currencies to buy loot boxes.
There are few things that I'd call evil but this stuff is beyond malevolent. At best it's a shameless scam and they go to an incredibly effort to make the vanilla game boring without buying into the gamble.
For example in Dota 2 people can trade skins for heroes they don't play. Isn't that the same thing as trading a pokemon you don't want?
The majority of free-to-play games from Asia don't provide a mechanism for that.
“New York mayor Fiorello La Guardia was responsible for the ban, believing that it robbed school children of their hard earned nickels and dimes.[41][42] La Guardia spearheaded major raids throughout the city, collecting thousands of machines. The mayor participated with police in destroying machines with sledgehammers before dumping the remnants into the city's rivers.[42]”
https://en.m.wikipedia.org/wiki/Pinball#Pinball_and_gambling
Then, sounds like the hubbub at the time was both mostly reasonable and effective.
0: citation: myself and gambiting and barneygale at a minimum
Video games have managed to make the items significantly more valuable. And it increasingly feels as though _most_ games are built around these gambling mechanics, as opposed to just the occasional game like Magic The Gathering which worked that way.
There's a lot of games that try to nudge closer to this with card "crafting" where you destroy card A to create in game currency that you can then use to purchase card B. This is ALMOST to the point where I find it acceptable, but until I can trade card A to another player for card B, it's still complicated gambling.
Real world collectable card games sit in the grayest area imo. You're buying a tangible object that represents some degree of gambling (if you buy packs) but there exists a secondary market that allows for you to bypass that and still enjoy the activity. It's mostly good, but then again my Magic collection sits somewhere around 15,000 total cards, so maybe I'm not the best person to talk about this...
And you can sell CS:Go and TF2 items for Steam credit. I'm not convinced this makes anything better. A slot machine isn't the only way to get money, but I still don't think we should market slot machines to children.
I think a lot of the people who dislike "lootboxes", but grew up with collectible card games like Magic, try to rationalize why one is okay and the other is not. And the hard truth is that it was never okay when Magic did it either, but the problem wasn't pervasive to the point where we had to address it. This isn't to say that Magic is evil or that everyone who bought random card packs as a child is now scarred for life, but it's not a great practice.
Collectible card games should not be a reason to allow loot boxes, and any laws we make ought to apply to both, instead of attempting to create strange carve outs.
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Disclaimer: I've never played Magic, and I avoid any video game that contains micro-transactions.
Edit: And just to be absolutely clear, this isn't to say that Magic should be banned any more than all video games should be banned, just that consumers should know what they're paying for, unless they're explicitly in a casino.
My understanding is that the vast majority of loot boxes are the sole way of acquiring the in game objects they posses. If there's a CS gun/skin/whatever in a loot box, you can't just go out and buy that thing for money. Transaction behavior is fine to me. That's one problem. Another is that you don't "own" that thing, you just have permission to use it. That's slightly different from owning a physical object.
It's an aggregate, and there are degrees of bad design patterns.
Whole game for single transaction > game with DLC > game with loot box for aesthetic features> game with loot box for core features.
I see your point that CCGs are basically the analogue version of loot boxes, and I can't entirely disagree. It's been called "cardboard crack" before, with good reason. As someone working for a tabletop gaming company who's primary product is randomized miniature figures used to play games, I also am WAY to close to this one to think objectively.
So, in Valve's games, this isn't true. Lootboxes are the only "first party" way to buy skins in CS: Go, but you can use the Steam marketplace to trade with other players.
I think the best example of a way to deal with acquired in game intems I can think of personally for something that didn't suck, was Diablo 3 when it first hit. If the game randomly dropped a high tier weapon, you could use it, trade it, or sell it for real money. The real money auction house was a great addition imo.
With lootboxes, the payoff is immediate. The barrier between the impulse of someone with an addiction and the payoff is virtually non-existent. I think that makes a difference in the potential for addictive behavior that shouldn't be overlooked.
The problem exists in all of them, we're just talking about the speed of delivery and how it makes somethings worse-bad instead of just bad.
In fact, conventional wisdom in MTGO is to never open packs and always draft them.
There's one big difference. Those stickers were immediately tradeable. Actually exchanging the missing pieces with others was most of the fun. If you can only rely on the packs, that's all social fun cut out.
A sticker pack whale will spend hundreds of Euros. If you only wanna spend 50 bucks better get another hobby tbh.
Just to be clear, sticker collection economy is also shady, it just doesn't have a societal impact remotely like that of loot boxes.
This is a good price. I've been paying CHF 1.20 for 5 stickers at the local corner store.