Diablo Immortal won't release in the Netherlands and Belgium due to loot box law
gamereactor.eu
gamereactor.eu
I mean D1 & D2 are not even comparable to Immortal. It might feel like the same franchise, but Immortal is basically like going to Las Vegas and playing a Diablo slot machine. D1 & D2 were self-consistent worlds, where the player is rewarded for killing enemies, and the rewards scale with difficulty. This is rendered completely meaningless the second you can buy items with money. Yes, this was still a problem back then, but the solution should have been removal of the store and trading, instead of making the store and market in-house.
Not just Blizzard, but also a large part of the game industry, have sneaked in a different product... from selling an experience, to selling tokens and items in their store.
I wouldn't care that much if they had created a new franchise, and named it something different (honestly this includes D3). However, it's the blatant disregard for games as an art form, transforming them into software services with stores. They will still make money, but it's not because they made a video game, but rather a fancy slot machine.
In this specific case it's a "meh" from me because I think Diablo 3 mostly destroyed the franchise for me both in terms of lore and gameplay mechanics. Blizzard has gone on record as saying they aren't competing with Path of Exile in the ARPG market and see the market split into two parts: simple/casual (D3) and complex (PoE) and I prefer the more complex and engaging market. All of the information they have released about Diablo 4 so far fits in line with that thinking and is mostly a re-hashing of the D3 mechanics.
It's a franchise. There is no aspect of this which is not a cash grab.
[...]
> the player is rewarded for killing enemies, and the rewards scale with difficulty.
Diablo 1 and 2 were good video games. They weren't intended as works of art, and they aren't. A game where you go around killing increasingly strong enemies isn't really anything new.
I disagree and consider both games to be works of art. Both games pushed the boundaries of cinematic story telling for the ARPG genre.
> A game where you go around killing increasingly strong enemies isn't really anything new.
A painting of a woman wasn't new in the early 1500s when the Mona Lisa was painted, but I think most would consider it a work of art.
In Immortal Cosmetics are locked to one character. PoE cross character, remind able, and serve as trophies between leagues.
That's not to mention the breaking of the mold to a near open world versus instanced. Which drives FOMO. As well how the transactions are gamified.
Why people dislike p2w games is that it directly effects gameplay via inflation of grind.
It is nit good game design. Good profit making sure, but at some point you have to admit that these studios pull talent from Vegas.
Be fair. This is an obligation of major studios to make as much profit as possible. However is this short term versus long term? Will the make the needed profit to make up for the lack of trust in the long run?
also, there's a cap on how much you can spend on inventory tabs. and even then you don't "win", you still have to grind and be smart about what you do
I think free to play is fine when they employ less predatory practices, like for example league of legends. Some spent a lot of money in that game, so it works as a business strategy, but it wasn't designed to trigger sick people into a spiral where they spend more and more money. You buy a thing, now you have the thing, you don't pay money to pass artificial barriers or hoping to get the thing you want in a lottery. Paying money to pass a barrier just to get to another barrier you need to pay money to pass is also predatory in my opinion, not just the random lootboxes.
It pushes away new players with difficult instead of convincing them to play.
Maybe the pshchologists hired by the company that makes the game made a psychological profile of whales - and this allows good conversion. However they also wfite thwt they dont use data for decisions (just vibes) so it is not clear.
They seem to be lucky with no real competition apart from maybe Diablo3.
I hope the rest of the EU will follow the fine example set by NL and BE.
F2P games which are clear about exactly what you're getting for your money in each transaction are fine, and there are plenty of F2P games which do this successfully and legally.
In general I hate f2p games and any kind of micro-transaction with a loathing passion but this is an example of an extremely fair system in my opinion. I will certainly not play Diablo Immortal. In my opinion they killed the IP and I don't believe Blizzard will ever get to its former success even when completely discounting WoW.
Have you played the game? I saw the OG YT video on this, and I was expecting to see lots of in-your-face tactics, but wanted to be fair before passing judgement. I really don't think it's predatory. At least, not yet. Maybe things change at higher levels - they sometimes do. (I'm looking for points where you can't progress in the mainline quest without spending money or ridiculous time. Haven't seen that yet but it may be there.)
I then uninstalled the game. My wife was glad and said I’d been a grumpy zombie all weekend, ignoring her and my kids.
All of this is subject to the definition of gambling, predatory, etc - of which i'm not trying to argue. Just saying that befriending children with the goal of handing them drugs after a "long" period doesn't change that i'm still handing them drugs. Same goes for this, i would think - if it falls within those definitions, of course.
Inherently games are all just dopamine drivers. Some are of course based on physical skills (coordination/timing/etc), others on knowledge as a skill (exploiting game mechanics/etc). Where it gets fuzzy fast for me is very basic MMOs, RPGs, etc - RNG based mechanics. The fact that i completed the dungeon with a skill (knowledge/etc to play the dungeon correctly and win) doesn't seem, to me, to change the RNG roll at the end.
I'm in no way arguing that any RNG equates to gambling.. in the classical sense.. but it kinda does, if you squint. So when does it become bad? Is it when we make gambling addicts? Because old fashioned games with RNG rewards (loot/etc) likely form addicts (if we stretch the word for discussion).. myself included. Or is it just when we involve money?
Money seems an easy line to draw.. but is it fair to children if we make them gambling addicts and only charge them once they hit 18? Spend their youth training for the casinos, only to take part when their old enough to lose it all?
I don't have any answers.. but it feels like we're playing fast and loose with weaponized dopamine here. As with most of our society, i suppose.
But I find balancing this very difficult. We want fun games and fun things are addictive. But we don't want addict-creating games. So how do you measure which amount of addiction is the correct amount?
The one thing that does scare me about addiction + money is that, like Diablo, the companies incentive seems aligned with getting players to spend vast quantities of hours and money. Regardless of what it is right now or what value it offers for free, that seems to be their incentive.
Simple buy models without MTX seem an easier model to keep company incentives aligned with player incentives.
If you are having to pay to enjoy end game now, that's pretty sad.
I think a lot of folks who are effectively immune to gambling’s allure dismiss the danger to others when they don’t see anything slowing or blocking progression because that’s what would motivate them to even entertain the thought of engaging the gambling mechanic. I think what you’re really evaluating is whether or not it’s pay to win which while terrible, isn’t insidiously predatory.
The difference? Gambling is often regulated so there's specific payout percentages. Because there's not a direct monetary payout but instead a decoupled game benefit, it's not regulated the same way, so they're free to do whatever they want with the payouts (including valuing all the items however they want if they are called on to), as well as market to children who may not recognize the system for what it is.
By the time I quit HS at the beginning of this year, the “cheap” aggro decks generally cost about as much as old miracle rogue and nearly all the non-aggro top meta lists were at least in the same ballpark as a deck formerly considered so expensive it was nicknamed wallet warrior.
The game has definitely gotten dramatically more expensive for anyone looking to branch outside the aggro archetype. What turned me off enough to finally quit were the yearly tweaks to monetization that kept being sold as a good thing but were obviously just further efforts at obfuscating the cost of playing.
- played since beta, sunk a couple grand into ranked standard, maintained legend or dad legend (rank 5) every month for years. Idk if I’m a whale, but the predatory practices finally reached a head
Diablo Immoral is a very thinly veiled Lost Ark clone gacha game reskinned as a simplified diablo 3. There is very little meaningful feeling to loot. The skills are all really simple and there's just a couple different builds to pick between that it even lays it out for you. It hand holds you all the way through to the point of being bottable with an auto-clicker.
You can't do any of that in Path of Exile and you find meaningful items all the way throughout the game at every step of the way and your build truly your own if you want it to be at every step of the way. Then the content itself has great variety and there is extensive challenge to it.
I haven't gotten to end-game in diablo immoral but I wouldn't be surprised if it's literally a direct clone of end-game lost ark but simpler and basically hard stops you if you don't pay for legendary gem upgrades on every piece of gear. And at that point there really is nothing to the game at all. It's pay us money to beat the monster. No technical skills no build depth no variety of equipment. It's your 5 star gacha rolls or no dice.
Even at level 40 now I'm experiencing serious content rot. There's just nothing to the game at all. It is such a thin veil it's easy to see through instantaneously. It's the same as Lost Ark. Do this auto-generated dungeon from this town portal in town or do that one. They're all the same thing with very little variation. But you don't even get anything out of them meaningful. You either get a very obviously rapidly declining EXP curve or a tiny bit of loot (unless you bring those precious legendary crests!)
Meanwhile, I see people who are deep into that game (season passes, expansions, etc) and they look like someone you know who's on the bad end of an unhealthy relationship. They keep on playing and paying for the new content, but they loathe it and just can't summon the strength to quit.
Loot boxes, on the other hand, are tapping in to addictive gambling behaviours. They're like casino slot machines, except unregulated!
I don't think I can enjoy a game so much that I'd spend more than $100 for 40 hours of play. Beyond that dollar amount, it's really $/hr for me. If I'm sitting there spending $50 in a play session, then I will not be able to continue doing so without guilt and self-loathing.
That's not a game anymore, it's a skinner box.
Video games are generally extremely cost efficient entertainment. A $20 Minecraft purchase can lead to hundreds of hours of entertainment. $20 to see Top Gun: Maverick in IMAX is 2 hours of entertainment.
Everyone has their spending habits, but for me I don't think twice about going to see a movie with my family of 6. But I'm pretty selective about buying games.
We consider that it's a really bad idea to have gambling games that are deliberately engineered to be as addictive as possible to encourage players to spend money, particularly when they are available to children.
Interestingly, casinos _are_ allowed here, unlike in much of the US.
> supported by the super fans who stick around to dwell in the experience without bound.
Your "super fan" is what most of us call "a gambling addict".
But casino's and other forms of gambling are licensed, and they are held to strict rules. For example: casino's will refuse entry to people when their gambling habit becomes problematic. They also don't allow in minors.
I bet Blizzard doesn't do any of those things. If they wanted, they could simply apply for a license and play by the rules.
I’ve even noticed it with Cocomelon, the YouTube toddler show, funny enough. Then I looked it up and realized it had been bought by a kids show corporation. I could just tell! The episodes are just different and weird somehow. Like the lessons they’re teaching seem off. Before it was just an enterprising mom and dad running a YouTube channel teaching wholesome values.
It also explains all the new toys and marketing around it.
There's an interesting amount of misinformation regarding MTX in Diablo Immortal. But the TL;DR is that the significant gameplay advantages from MTX only really apply at higher Paragon levels, especially not before lv. 60. The primary way of increasing power before that is the same as it was in any Diablo; get better gear, which can't be accelerated by MTX at all.
That said, post-60 there are still a few systemic issues surprisingly not explicitly tied to the existence of MTX. (required grouping for dungeons is not fun)
I think it’s disturbing how they frame this as something the country has to change. As if it’s their fault for banning it, as opposed to Blizzards’ for making a gambling game in the first place.
> Support smaller studios
In the ARPG space this probably means supporting Eleventh Hour Games and their Last Epoch series. Path of Exile by Grinding Gear Games is a fantastic game, but they are 90% owned by Tencent now, so they probably don't qualify as a "smaller studio".
https://www.videogameschronicle.com/news/diablo-immortal-fac...
[0] https://knowyourmeme.com/memes/do-you-guys-not-have-phones
https://dutchgamesassociation.nl/2018/04/26/loot-boxes-nethe...
Anyone know what the law is?
https://thelawreviews.co.uk/title/the-gambling-law-review/be...).
I mean chess, checkers, crazy-8's, uno, etc
(of course funny until it makes money and you follow l ron hubbard's course)
Even competitive games are taking a turn for the worst with forced changes to the meta. It makes more money but it is an abusive addiction cycle of making someone's favorite thing broken but making someone else's favorite thing useless.
Even worse is that if you visit any nice museum there’s a huge chance you’d find some folks there try to recruit people to join the national lottery. It’s a disgrace. Especially as they do it all under the guise of non-profit and all that while only giving 45% to charities of which none are supporting addiction prevention.
I think it’s good that this game is not allowed here as loot boxes are a sham, but it does seem weird that gambling is such an overt and condoned activity by almost everyone, including the parliament.
Presumably the Dutch government had an agreement with the industry to voluntarily stop the public advertising. Presumably also a number of parties held to that agreement, while some others are still advertising. An excuse I've seen is that they had advertisement scheduled before the agreed-on date, but billboard space and such didn't come available until later. It sounds like the government will introduce regulations if the self-regulation doesn't work. It may still wind down and be fine?
The very odd thing is that a lot of shows still include them. The intent of the Dutch government is to be the largest shareholder in most gambling activities, to not allow the illegal field to take over. Yet you can find it being normalised in so many shows. TOTO has been winning the advertisement prize awards years on end already. And not be targeted to the younger audience yet you find most advertisements especially targeted to them.
The latest change in legalisation of online gambling made it explode to ever more absurd levels. There is very little reason to expect the market to manage itself.
It’s great that these loot boxes are banned and I hope it stays that way, and the severe advertisement industry around these gambling practices is winded down.
Path of Exile is such a better successor to diablo 2.
PoE is the diametric opposite of the quality you see in a typical Blizzard game.
It's fun in its own way, and it is free, but calling the the "best RPG available" is a stretch.
I had a list of all of the issues I found, but I lost the text file to a PC upgrade, so I won't type them all out here, but the most glaring one for me was that when you moved from one area to the next, the door orientation was inconsistent/random, so you'd often end up going click-click-click to move and then move back to the previous area by accident. With the slow loading times this was particularly frustrating.
I've had debates with PoE fans, and they gaslight me by telling me that "there are no issue", "the game is perfect", etc...
That's actually an interesting psychological phenomenon all by itself! People can get acclimatized to anything and learn through trial and error what to do to avoid issues. For example, I learned to avoid the door orientation thing by pausing the move clicks when entering new areas, so I stopped noticing the bug. But the bug is still there! It didn't go away. I changed, the game didn't.
This is why players with 1K+ hours in PoE swear that it is awesome, polished, and bug-free. They don't even realise all the tiny habits they've picked up to avoid the bugs. It's like knowing to double-click desktop icons, but single-click web URLs. This isn't consistent. It isn't good. But people learn and get used to it, and stop thinking about it as a problem... until they watch Grandma use a PC. That's when you realise... oh... it's actually a terrible, unintuitive user interface.
This is why Microsoft famously used to use random people off the street for UX testing. Internal testers learn to avoid the rough edges after years and years of clicking around the same GUI.
PS: I just remembered another glaring bug. Setting the game resolution to 4K would set the monitor resolution to 4K, but the game would render in 1080p and upscale. This wasn't a feature, the game simply couldn't write the value 3840 to the config file because there was a "sanity check" in the config GUI (why!?). If you manually edited the config file, you could play it at actual 4K. Again, people would swear up and down that no-no-no, I was wrong, it's a flawless game and runs buttery smooth at 4K, etc... meanwhile they're playing a blurry game that they just assume is "the PoE look" and some sort of stylistic choice.
I didn't have in me to explore more of the game so I stopped. I recently picked it back up on Steam Deck; it runs great and I am getting 6 hours of battery life.
Why would anyone do that? I can't imagine this being fun for any game that offers a hardcore mode. Actually I'd pay to watch someone do that with like, Elden Ring.
In Tencent's game, if you pay some money, then you can enjoy the game. The more you pay the better experience you will get.
NetEase: "Yes, you paid some money, but I'm still your father"
Chinese developers aren't incompetent, they just have a hard time marketing their games to a western audience. Slapping a western brand name on one of their games is a perfectly reasonable way for them to do that.
0 - https://play.google.com/store/apps/details?id=com.blizzard.d...
I'm fine with random loot tables, but the moment I need to pay to roll the dice it stops being a "random item drop" and starts looking awfully like a "slot machine".
"Lootboxes" means different things to digfer people, depending on their experience with the genre, even if those that have been following along think of it as "pay for random item roll", as I believe is the case here.
I don't know the game, but even before reading this comment: https://news.ycombinator.com/item?id=31662776 I couldn't help supposing that some people at the company think, fuck them for this stupid law, let's punish these countries.
Then I started wondering how to prevent malicious compliance.
In my opinion it makes sense to steer dangerous products causing addictive behavior like drugs as in opioids, cannabis, nicotine. Note! Only steer, not forbid. For me it looks like that Europe is trying to do the right thing but they didn't yet find out how.
Malicious compliance somehow needs to be steered, too, because it causes real damage.
Edit: I am not sure whether one uses the word "steer" as I did, but the synonym "regulate" sounds too bureaucratic to me.
I don't think not having access to Diablo Immortal is meaningful 'punishment' for a couple of small but, you know, sovereign states. I doubt anyone at Activision thinks that.
Being presented with a rule and declining to do the thing that would require you to follow the rule is the opposite of malicious compliance.
Malicious compliance is when you do the thing,and follow the rule but for the purpose of inflicting unanticipated damage on the entity that is compelling you to follow the rule.
Imagine a situation where a parent tells their child that they must spend 60 minutes cleaning their room or they won't get ice cream. A child who says 'Yeah, no, I don't want ice cream that bad" isn't being maliciously compliant, while a child who says 'Yeah sure thing mom, 60 minutes of cleaning" while they spend that time doing cleaning their room as slowly as possible is malicious compliance.
- Hard age restriction for all games with money gambling elements
- Mandatory product labelling
- Restrictions on marketing material, disallow glorification of gambling (not sure I think this is needed, but it's done for cigarettes and alcohol)