‘No way out’: how video games use tricks from gambling to attract big spenders
theguardian.com
theguardian.com
This seems like the understatement of all understatements. These games are almost exactly like casino games in all ways, visually, game mechanics, incentives, except there's actually no monetary payout so suddenly it's not gambling and therefore not regulated by gambling laws? Lawmakers around the world are asleep at the wheel.
but how is this even possible? my parents never gave me direct access to a credit card as a child. eventually I got a debit card to spend my own allowance chore money, but if I blew it all in something dumb that was my own problem. no pizza/movies with friends until I built it back up
The former is highly useful for parents and from what I can tell very common, not just for independence, but also safety reasons.
also, there's credit cards that require approval for each transaction: https://www.google.com/search?q=parental+control+credit+card...
On iOS devices, you can use Apple Pay for Uber (standard credit card charges). But I doubt many parents are putting a credit card on their child’s phone where they can just tap to pay at any store.
Even then, any and all payment options on my phone are bound to a password, I make sure I have to enter that password or fingerprint every single time.I do find it a bit strange that others, especially with young kids, wouldn't have similar securities. I'd probably be even more secure if I did.
Kids apps pull/pulled all sorts of tricks to prevent people from understanding the modal purchase confirmation dialog (eg https://www.mactrast.com/2019/04/apple-adds-an-extra-confirm... )
If I new kids would be using any device I would make sure it had no payment information accessible. Which may mean the inconvenience of adding and removing payment information before and after making purchases. I can't imagine letting a child have access to a device which can spend your money, it's essentially like letting them hold your wallet, and we probably wouldn't trust them to do that if they were in an arcade, or theatre, or shopping mall, etc.
Shame on me for not locking it sooner. Shame on every goddamn company that knows for a fact this is happening—probably a lot—and prefers to keep robbing people rather than do something about it (say, something ethical—like shut down their company). $100 doesn't mean much to me (like, I'm not well-off enough that I don't think a thing of spending $100, but unexpectedly losing that much every now and then has basically zero effect on my life) fortunately, but that could really screw over a lot of people, in a ruin-their-whole-month kind of way ("why do they even have a playstation to begin with if $100 can really mess them up?!" PS4s are pretty cheap, used, or may have been handed-down for free or very cheap from a better-off relative or friend, and have basically the same store and most of the same games—besides, a planned expense is very different from an unplanned one)
People want something to take their mind off of things. I am glad to hear your life is good and something you want to experience. Not everyone has that privilege.
If we're asking for utopic dreams I wouldn't mind ending world hunger while we're at it. Maybe get 99% of the world off of fossil fuels too.
Also, I'm still waiting for my jet pack.
I actually think the opposite. Spending $200 as a kid and having nothing to show for it is a lesson you won't forget in a hurry, but not life altering. We should let kids experience the risks and consequences of gambling while they still have a safety net, rather than setting them loose at 18 when it's for real.
https://en.wikipedia.org/wiki/Fate/Grand_Order
some fans have such strong connections to the characters that they'll spend that much. One fan spent $70,000
https://www.destructoid.com/a-look-into-a-dude-who-has-spent...
Contrast that to having a $10 a month Love Nikki habit.
That only makes it more tempting to start playing. You can't get hooked on these games if you never play them in the first place, so making it 'easier' to start playing is a big part of the problem.
What is any modern, non-boxed sales model videogame selling?
Artificial scarcity.
And who is in absolute control of that scarcity?
The developer.
Why addict yourself to something your counterparty has every incentive to abuse you over?
Or as I asked in terms of my EVE Online experience, "Am I actually enjoying every moment of playing, or am I doing work I don't enjoy just so that I can get something?"
sorry if this answer sounds dismissive, but well: "because it's fun". I don't think myself as that strong an addict, though. So if it starts feeling not fun I simply quit spending, and likely quit altogether.
>Or as I asked in terms of my EVE Online experience, "Am I actually enjoying every moment of playing, or am I doing work I don't enjoy just so that I can get something?"
that's honestly an interesting question in and of itself. Because real life can have that analog too. Especially for an MMO like Eve. There may not always be times where I want to go out with friends, but I want to keep good relations, so I can put up with it until/unless I really can't make that plan.
I imagine guilds in MMOs have similar incentive. At some point you make genuine friends and you're there for them more than the daily grind itself. It's a means to gather friends together.
The thing that really rubs me wrong is that you're playing a rigged game (literatively and figuratively) when you invest effort into grind games.
Essentially everything about the game world is under the developer's control, and they can use anything they want to get you to do what they want (spend more money).
Which to me feels like a card game where the dealer says "I'm going to cheat and redefine the rules whenever I want" and customers respond "Deal me in!"
Granted, there are good and bad developers and publishers. I play a ton of Paradox games, and I'm generally happy with the balance.
I don't personally care if they set more restrictions, but I'm not really a fan of outright banning something that an able adult chooses to partake in. Which seems to be how so much of the conversation goes on the topic.
In any case, I still don't believe that games are so addicting as to be compared to Cigarette's nicotine. I a dealer changes the rules too drastically and maliciously against my ability to have fun... I leave. And that's why many mobile games outside of the absolute top money makers tend to be short lived. They aren't just a casino holding players hostage, they compete with other games and even medium, and like any game it can be hard to hold attention. Some may not even go in with the intent to hold the player attention for more than a few months.
>Granted, there are good and bad developers and publishers. I play a ton of Paradox games, and I'm generally happy with the balance.
of course. It's the same even with old school PS1/N64 titles. But I suppose many people aren't knowledgable enough in those games to know which are good/bad, and assume all are bad.
It's gross when you hear a young kid talk about how much some youtuber or twitch streamer "whaled" on stream like it's a flex to be admired.
I've tossed a little money (probably about USD40 over three years) on Genshin, but I'd rather express my attachment to characters by buying an Arataki Itto oppai mousepad off of Aliexpress. TBH, I found my interest waning when I realized I had a sufficiently capable team of characters I liked, so there wasn't really any reason to go chasing characters I didn't want.
All the other freemium models are just tricking you into thinking you don't have to spend money.
And even that is still quite gambling-like, if you think about it.
Plus I paid $20 or whatever for OW1. That game no longer exists. I would have happily paid $20 for OW2, even $50-60. But since I don't subscribe to the pay for cosmetics model, now blizz gets $0 from me, and I just accept I won't get cool new dances.
They can "simply" create an entire culture around a game or even individual characters and use that parasocial relationship to grip players. Within the game with stories and bond mechanics and whatnot, and outside the game with animation, merch, Youtube personalities (as it's called today, Virtual Youtubers, or "VTubers"), and even concerts. And I didn't even get into the fanart side of this.
It makes for better game design at least. but what they are doing is much larger thinking than those old school arcade grift strategies.
For example, I have a friend who is into ウマ娘 (Uma Musume - Horse Girls) by Cygames. It's a "horse racing" game with anime girls with horse ears. There's a whole ecosystem around it with several anime series, concerts with music from the game with the voice actors singing and dancing on stage, variety shows with the voice actors, YouTube channels, lots of limited edition merch you can win at convenience stores.
My friend (who only has a part time job and lives with her parents at age 25) has spent over $700 upgrading just one of her characters. "But she's so cute!"
https://1kuji.com/products/umamusume7
https://umamusume.jp/event/gb5th/gaze/
https://www.youtube.com/channel/UCAWxPGGuIfWME2KTLUmSCHw
etc etc it never ends
If your friend can't afford that, why is the problem Uma Musume and not your friend? We could regulate gacha games into extinction, but that only means your friend will just find another avenue to spend $700 dollars of unaffordable money in.
If anything, I would at least take solace in the fact your friend isn't spending her money on things that would matter of factly cause tangible harm like drugs and alcohol instead.
I just meant it as a concrete example of how the parasocial marketing tactics GP mentioned in these games get people to spend way more than they had planned to (or that you even could spend in "classic" games)
We never seem to blame the source of the problem in any of these discussions, blaming one scapegoat after another in a frantic and futile attempt to blame anything but the actual problem. It prevents any meaningful answer from coming to bear.
No, the source of the problem are people who can't responsibly manage their finances. Whether that stems from something within their control or not is irrelevant.
If it's the latter, then yes we can keep avoiding addressing the actual problem.
It's not exactly new either. Toy lines were doing this as early as the 70's by leveraging colorful mascots in commercials and commisioning thinly veiled ads they called cartoons to keep the brand awareness. We simply have better tools to do this today.
Combined with more serious forms of gambling like horse racing (keiba) and pinball (pachinko), there simply isn't a stigma against gambling like there is in the west.
Then one day I was riding the bus and found that the obnoxious fellow rider (let's see, sometimes he drinks hard alcohol from a flask...) that I call "Francis" (not his real name, but he looks just like "Francis" from Pee Wee Herman's Big Adventure) knew all about FGO characters and was the first person I met in person who knew about Nero, Tamamo, etc.
I'm not trying to be snarky or anything. I mean it. It's not a newsworthy number when it comes to modern pay-2-win games.
What's newsworthy today? Let me show you: https://www.mmobomb.com/news/player-spent-3-5-million-lineag...
But millions? I really doubt it. It's probably a buy / trade / sell money-laundering type of operation, and that player was pissed they lost some of their assets.
Of course it can be all staged. But the culture is there, and it's not that hard to imagine some people who has more money than they can spend in a lifetime doing this just to show that they can outspend the streamers.
If you're doubting me, take a look at hobbies like ham radio or cars or golf or whatever really strikes your fancy. The vast majority of hobbies are expensive, they will make your eyes water if you aren't used to throwing wads of money around for fun. Even a gaming computer can run you a few thousand dollars, not to mention the games themselves, and I think gaming is a hobby most of us can relate to.
Another thing I've come to find, from keeping a journal of my own spendings, is that while the total sum might seem ridiculous it's actually nothing unusual when considering the length of time that money was spent over.
To use myself as an example, I've spent somewhere around $12,000 on FGO over a span of about 7 years now. Is $12,000 a huge sum of money? Yes, absolutely. But according to my Excel spreadsheet it's also about $1,700 a year or $140 a month or just under $5 a day averaged out. I spend more than that per month on just costs of living, even just eating out a couple times will cost as much per month. And remember, that's averaged out: I can go for weeks and months without spending anything if the game doesn't interest me.
I suppose what I'm trying to say is, a lot of the anti-video game and anti-gambling crowd have started to sound more like a certain segment of people demanding others shouldn't have fun. It almost sounds like a new spin on "Video games are making violent children!" because that topic has gotten stale.
Is gambling addiction a thing? Yes, and it is unfortunate; some people really do need help from themselves. Irresponsible parents and children who don't know better also inevitably exist, and they too need some safety wheels so they don't trip over too hard.
But responsible adults spending significant sums of money for fun is not and should not be a problem by itself.
There's some merit here, but a lot of the push back comes from gamers as well.
I think it's as simple as any inevitable result when costs rise. This crowd of gamers are used to seeing games as cheap as $5 on sale and they are already up in arms about AAA titles charging $70 at launch. So there will always be some tension and push back against that. Even threats of piracy over what for a middle class first world citizen may at worst be a dinner date (not even a fancy dinner date these days, sadly). Hearing of someone paying double that for a single game on a reocurring basis sounds borderline insane.
Some may be because the gamers are young, so they literally have no income to buy games with and are impatient to wait for sales. Others may be compelled by that rising tension against "capitalism" as a whole and see these services as yet another example of big coporations invading their hobby.
I've long stopped trying to really express my POV in those spaces, so c'est la vie.
This is to say, the gaming industry makes games that are a problem for some people but I'd like to see some hard numbers comparing it to gambling before I would say the product is as dangerous as gambling on a population level.
This same pattern is behind a lot (if not all) addictions. It's not just a physical addiction or a dopamine rush, and it's not generally the upside that addicts are addicted to.
I'll assert that dopamine is the actual reinforcement in both cases.
> 1.1.4 Overtly sexual or pornographic material, defined as “explicit descriptions or displays of sexual organs or activities intended to stimulate erotic rather than aesthetic or emotional feelings.”
On the one hand, a lot of the specific loopholes that games claim come directly out of the results of the Pinball Prohibition and contest laws (can't win cash back, must have winning odds posted but it can be in the fine print, things like that) so it is unlikely to repeat exactly like it happened before. But on the other hand, some of what is going on with current whales is so blatant that some have been famously referred to gambling addiction counseling and we do seem close to that political brink that "somebody must do something" and if it happens as the wrong sort of mob mentality panic, politicians are just as likely to use a sledgehammer to the entire industry than a scalpel to the worst offenders just like the Pinball Prohibition.
(I sometimes worry, too, about the role that Steam's Trading Cards and Inventory items play into their Auctions might impact any sort of "videogames are gambling panic". Those systems' interaction with Steam Wallet is even dangerously close to feeling like "cash back" sometimes, though you can't actually cash it out and it is more of a gift card. [Though gift card-based gambling/embezzling is another potential panic of its own.] It's hard not to imagine politicians preferring a sledgehammer when even the largest, most trusted videogame store on personal computers wasn't immune to adding gambling-like elements and making extra money from whales.)
[0] https://www.history.com/news/that-time-america-outlawed-pinb...
This is unlikely simply due to the size of the market. Video games are played by >60% of the population and generate more revenue than movies with hundreds of thousands of jobs at stake.
Admittedly yes, destroying an entire industry that large would be an absolute worst-case scenario you would hope politicians are smart enough to avoid, I don't think it "likely" but I do find it useful to consider how far it could go, because it happened once (to Pinball), and we shouldn't forget that.
(ETA: Keep in mind that gambling laws in the US are extremely local with sometimes even cities in the same state disagreeing, and if a panic happens you just need a few localities with dumbest politicians to pass the harshest bills, and others to copy cat it at "public demand". That's how it happened to Pinball. That's how it happens for all sorts of terrible laws in the last few years we could point to. Bad laws in a panic are viral in the worst ways.)
Honestly I don't think pinball is a similar example, light reading indicates the market for pinball was in the 10s of millions. Inflation adjusted it sounds like the pinball industry was 1% of what modern video games are and, IMO, that kind of difference in size is a difference in kind.
A better analogy might actually be liquor and prohibition, but we're not seeing anger anywhere near that level
Uh... it's actually very, very common to cash back from Steam. There is a subreddit for CSGO's real money trading[1]. It has 230k subscribers. And it's just a single game, not the whole steam.
The government hates competition. They want to be the only ones that can swindle money out of whales via state lotteries.
They were also designed to replace numbers -- a similar game run by mobsters that took money from the poor. The rates of return of lotteries are much better than the old numbers games.
Of course some states have gotten greedy and have changed the rules to encourage more impulse spending.
The poorest households spend 9% of their income on the lottery
https://www.theatlantic.com/business/archive/2012/03/amazing...
...by rebranding to "Keno."
> Of course some states have gotten greedy and have changed the rules to encourage more impulse spending.
I can't complain; state lottery collections paid scholarships for 2 of my degrees.
Lawmakers are actively pandering to the gambling companies, as the likes of Epic successfully push to make it illegal to have controls on gaming devices under the rubric of "breaking walled gardens" and such.
Yes, and it is extremely important. The monetary payout is what ruins lives instead of "just" wasting time and disposable income.
The added monetary payout creates an incentive to play even more to cover for the losses. In video games, when you make an in-game purchase for instance, the money is gone, so if you do that instead of paying the bills, you know you won't be able to pay the bills, this is usually enough to limit the spending.
If, as in casino games, there is hope for you to get your money back, and more, there is temptation to play just to cover your losses, which will eventually result in a downwards spiral. That is, you already can't pay the bills, so you take a loan to play more. After all, it was a bad losing streak, you will win the next one, that's for sure...
A cynical part of me wonders if the hope with NFTs from game developers was actually that it could run around this problem and provide a more direct way to allow monetary payouts without running into issues with regulations on gambling.
But are there any games where you can plausibly put real money in and generate excess gains in virtual assets in a short time? You can double your money in a casino in seconds, but the only way I know to extract money from video games (even play-to-win video games that milk whales for a lot) is arduous and slow gold-farming.
I agree with your take on NFTs. They would have been used that way if the NFT games hadn't basically all been Ponzi schemes. Like the pachinko gambling loophole.
CS:GO
I don't know what to call it, but there were examples like Anshe Chung; those might re-emerge with the upcoming vr-scape/metaverse/whatever-itll-be-called.
It's not necessarily so they can get around gambling laws, but that could be one other side effect. Hell, for an NFT game like this you don't even need lootboxes to financnce the game. Just your 90's MMO style grinding and maybe some community functions.
As a gamedev actively relatively socially involved with other gamedevs, those with any hopes from NFTs were a pretty small minority, and most of the shillers were non-gamedev members of the greater NFT grifting community.
> Square Enix Sells Off Tomb Raider and Three Studios to Fund NFT Games
Not everyone jumped onto the train but enough did and more would have followed if it was more successful or didn't receive as much pushback.
Plenty of retirees flock to casinos as soon as their Social Security check clears, then spend it all and go home without selling their grandchildren into sex trafficking. There is a difference between poor people and gambling addicts. A subset of all gamblers (addicts) struggle with rationality and will reach for someone else's wallet when theirs is empty-- and eventually find themselves encased in concrete at the bottom of what's left of Lake Mead. They would do this to obtain more heroin or meth just the same.
You're describing a worst-case scenario. Most gamblers are just poor people, who are poor because they make poor choices with money (like spending it at casinos). The type who trade in functional cars and finance a new truck every time they get a raise, or buy new appliances that cost exactly as much as their tax refund check. Money burns a hole in their pocket, but they don't become the neighborhood firebug. Ironically winning the lottery usually ruins the lives of them and everyone connected to them, since their spending scales linearly with available resources. They're just cows that consume until nothing is left, then they switch from pleasure-seeking to subsistence. They're not intelligent, but they are rational.
Kids don't have vaults full of money, and they have no equity worth loan-sharking for. Their rationality is up for debate, but there's no money to be made in kneecapping or drowning child debtors. What they do have is a surplus of attention. So you keep them engaged through all means available and milk them for quarters as long as you can. Dopamine derived from playing the game is the payout children get. Casino "games" are fucking lame beyond all comprehension, so casinos have to give adults some incentive to play the push-this-button-and-leave-nothing-to-your-children game.
To me, I don't see the situation being any different than traditional arcade machines (some games had owner-adjustable difficulty settings, and I swear some games outright cheated), and yet the current state of things feels more exploitative. Maybe it's the RNG-dependence and not skill...at least you could earn extended time and rewards if you were good at the game. Everything is gacha-crap these days.
I've always been amused that the Spice channel and the like were 100% scrambled by default. Seems like they could have done way better showing the non-explicit parts of movies/shows as a "free sample," then only scrambling the signal with a quick-activation hotline overlay the second the sexy parts start.
This isn't really true for any games that I'm aware of. Some games allow you to sell the skins for money (CS:GO), and for the rest you can sell the account. It's likely against ToS, but unlikely to be enforced. People selling WoW accounts with high-level characters and top-end equipment has existed since I can remember.
> If, as in casino games, there is hope for you to get your money back, and more, there is temptation to play just to cover your losses, which will eventually result in a downwards spiral. That is, you already can't pay the bills, so you take a loan to play more.
That's just someone rationalizing an addiction. It's probably a better rationalization than the people making in-game purchases they can't afford have, but both groups would almost have to be addicted first to even tell themselves something like that.
I don't believe a rational person without an addiction would gamble with their rent money. I definitely don't believe that they could then be convinced the best way to get out of the hole is to keep doing the thing that got them into the hole in the first place.
Once someone has gotten to that point, the money doesn't matter. They'll gamble with money they don't have, and they won't stop if they somehow manage to win enough to break even. It doesn't matter whether they're up or down, the answer is always gambling.
Anyone who has passed a middle school math class knows that gambling is as much of a money pit as in-game purchases, there's just more steps involved. The house always wins, after all.
I think this point is missing the evolution of virtual clout. As a thirty year old I can agree with your point that these rewards are valueless - but I can also see the younger generation that measures social value through virtual presence where skins and appearance can be vital to self esteem. I don't think it's correct to downplay the value that some people see in the reward of these loot boxes and other chance games.
If you align your identity with your virtual presence then failing to keep up appearances can be extremely dire - that's incredibly unhealthy, but it's the way a fair number of folks operate.
Money is a specific representation of the 'want' that drives gambling. That the outcome is getting more money or more some other representation does not matter. All that matters to the human brain is that the 'want' is satisfied.
Gambling becomes a problem when a person is willing to spend a harmful amount of 'input': usually time and/or money. This is either due to a personality flaw or due to manipulation of people into believing that the odds are in their favor, making them increase their input.
There is only not a problem when either of the following conditions is met:
- The 'input' is not at risk of damaging anyone.
- The chance of obtaining the 'want' does not modify the 'input' to become harmful.
- The 'want' is not interesting to anyone.
Frankly, the addictive part is in the randomness of the payout. What the payout is isn’t particularly important. The fact that games don’t payout money could be seen as worse - you have zero chance of recovering your expenditure.
Compulsively spending your mortgage payment on model trains, heroin, or hookers is harmful addictive behavior. But it's not gambling.
For all intents and purposes it will be considered a direct purchase, and is also why microtransactions are an entirely different 'problem' from online gambling.
Anyone here get in trouble for digging through a box of cereal for the toy at the bottom?
So are governments, apparently. They don't care about the psychological impact of gambling. They still allow alcohol, subsidize corn syrup, and permit a number of otherwise harmful personal life choices. They care that it becomes insidious enough to cause crime rings. Or simply that it becomes a channel of funding that the govt. cannot easily tax.
none of that matters for a video game as of now, so I'm not surprised most countries are still arguing about it. They are talking past each other.
even under your definitions, you can argue that "the want isn't interesting" is still a valid defense for these lawmakers. Even the internet community has its share of people bashing others for playing video games or watching various TV shows. If these assumed millennials can't take games seriously, how will the boomer governments?
Here are some quotes from _Addiction by Design_, by Natasha Dow Shüll -- a book I highly recommend if you're interested in this subject:
> Julie explains: "If it's a moderate day - win, lose, win, lose - you keep the same pace. But if you win big, it can prevent you from staying in the zone." [...] "You're not playing for money," says Julie, "you're playing for credit -- credit so you can sit there longer, which is the goal. It's not about winning, it's about continuing to play."
> [Pete says:] After sitting at the machine for fourteen hours, so tired I can barely keep my eyes open, no money in my pocket, no gas in my car, and no groceries at home, I still can't leave because I have four hundred credits in the machine. So I sit there for another hour until it's all gone, praying for me to lose: "Please God take this money so I can get up and go home." You might ask, "Why didn't you hit the cash out button?" That never occurred to me -- that was not an option.
I don't think the importance of the monetary payout is particularly clear-cut. The payin is what does the financial damage, by moving money out of the player's control. The incentives and reinforcement are what get the player hooked -- but perhaps those don't have to be financial? I won't discount the importance of the payout entirely; maybe it's critical to get hooked in the first place? But I also wouldn't be surprised if gambling addiction can arise in games which don't provide to ability to cash out.
So many people claim to be unhappy or at least dissatisfied with social media, yet continue to spend hours per day on it, chasing those highly exploitative little dopamine rushes that drive addiction to it. And of course it regularly gets much darker than just wasting vast amounts of time. Even in a casino the overwhelming majority of people will at least tell you they're having fun. And in video games the overwhelming majority of people will not only be having fun with what they're playing, but also spending next to nothing on it.
What addictive software system isn’t banned in china? maybe software development..
I guess pursuit of simplicity, and supposed educational benefits (which are real, but these personal projects are different enough from commercial software, and often don't really push the boundaries of anyone's skill or involve any new technologies likely to be used outside of a hobby) make it seems worth the 10+ hours a day people can spend?
My emotions are muted and it's horrible. Because of this I felt the most excitement in my life when I was gambling. When I lost it was disappointing, when I won I was happy, but when I was waiting to find out I had a visceral reaction similar to being a child waking up on Christmas morning. They were the most intense feelings I've ever experienced and when you go through life feeling very little it's wonderful.
I wonder now if that kind of excitement other people experience elsewhere in life, like when meeting a friend or riding a rollar coaster. If that's true I'm just fucked.
The moments between going all-in and before the showdown (where the pot is decided) were pretty exciting, but not nearly as exciting as outdoor rock climbing
I've tried intense hikes and other activities but it really doesn't do much. I have ADHD and on and off depression. Maybe borderline personality disorder as well. I did try anti depressants once but it only removed whatever little emotions I experienced, not worth it.
But it's actually a clever brain hack; if you're following best practices regarding safety, and choosing routes which are also safe, there's very little danger
The actual bug is that some humans get a tremendously powerful positive reinforcement for success in their brain, no matter what form the "success" takes and they're addicted to that feeling. You're thinking it's about money, but money is just one possible form of success. Winning at a video game is also success.
These people were very useful two thousand years ago, because you can set "Find out what's on the other side of that dangerous mountain pass" as the success criteria. They were somewhat useful a hundred years ago, though there were fewer opportunities, in 1923 nobody had gone to space, but they had gone to the South Pole (although only fairly recently, and one group all died on the way back because their strategy was bad and they got unlucky). Such people are not needed in anywhere near the volume they're available today. So they're going to get addicted to things with success - e.g. video games, and we should try to ensure that the game publishers don't exploit them too much, just as we prevent gambling firms from exploiting this same defect.
But the argument here is that game devs are clearly exploiting behaviors of addiction for their monetary gain, at the expense of the addicts bank account. I think the takeaway is that it doesn't even require potential monetary gain to trap people with addictive behaviors.
I do see what you're saying, I just think you are misunderstanding addiction, it isn't logical in the first place. Gamblers do know the house wins, they still gamble. People know they shouldn't spend all their money online shopping but they do etc.
I think China banned popular video game websites during certain hours some months ago? Not sure how that worked out.
That's from a recent article - not sure if it changed since.
https://apnews.com/article/gaming-business-children-00db669d...
Slot machine victims and politics are poorly aligned. Something like 1/11 of the top grossing apps on the App Store are virtual slot machines. Nonetheless the number of active users total across all virtual slot machines globally may number as low as the hundreds of thousands. This is from my experience as a game developer and publisher.
What to do in this scenario: extremely high revenue but few users? As other commenters have said, Apple's deep seeded indifference to gaming has created this beast. Apple Arcade, while generally publishing good games, is a financial and ecosystem failure: there are no breakout hits, and everyone who publishes into Apple Arcade had finished their game before showing it to Apple or had previously successful games, so they didn't help anything come to be that would have come to be already.
There are dozens of commenters here complaining about their kids buying IAP. Personally, I find the assignment of blame for something that pisses you off kind of a moot point. You wouldn't give a fuck if there weren't real money involved, indeed there are maybe even a billion people on this planet playing some kind of free game and having fun. The worst that they are doing is wasting time. But Apple could give you a refund - it is, after all, imaginary, there's no scarcity - but they don't. It's their store. Steam gives refunds. So how about write some angry e-mails to Tim Cook, or run for office.
As a game developer, I would love for virtual slot machines to go away. The law can do that, if not Apple. But nobody can force Apple to take real risks with Apple Arcade, or force users to pay for my game. There is the problem.
I got taken by legend Richard Garriott on a slippery slide of feeling like I was supporting a historic studio, making digital investments, holding onto key digital real estate, and being part of an exclusive gaming club, all while being coerced into 5 payments per month and incessantly repeating the same in game activities for hours per day. It took 8k for me to never trust game developers ever again. I can't even buy battle passes without feeling like a sucker now.
Reading the article about the addicted woman, she's perfectly aware of what she's doing and she's perfectly aware she's blowing money away on nothing. There's nothing to be regulated. Conscious adults can make their own decisions.
How ridiculous is it for her to ask Zynga to close her account and then still try to log into it later? This isn't a regulatory issue, it's a willpower issue. Might as well regulate how much/what food you can buy so people don't get fat.
It's a ridiculous proposition in my opinion. First, it's intractable - Zynga closes the woman's account, she'll find other ways to blow her money away. But the biggest problem is not even that - the proposed solution of regulation, which nowadays is a universal hammer for absolutely every problem, takes freedom away from me and you in order to protect her. Even though as I've said it doesn't really protect her.
Regulation is a terrible solution to any problem, almost all of the time.
You clearly have no reference for the experience of a severe addiction and how reduced access and affordances can reduce the chances or severity of relapse.
I hope you enjoy eating your heavily regulated dinner tonight before you sleep in your building-regulated abode atop your fire-safety-regulated mattress.
For example, your nanny state comment could easily be modified to describe chemical waste dumping.
"What's insane is that some want to replace the irresponsible CEO's and C-suite execs of those workers with a nanny state."
Well fucking hell yes I do, I want the government to have to power to ruin companies if they negligently damaged or destroyed the environment we all share, for profit, stupidity or laziness.
Government regulations are the only reason we the workers have it as good as we do today. 5 day work week, EPA restrictions, etc.
Teenagers shouldn't be gambling, their parents should be responsible for that, but some don't want to rear their children.
Do you also think governments forcing schools to teach abstinence is diminishing kids from having sex?
https://www.kunc.org/news/2019-08-14/seven-years-after-legal...
https://www.cdc.gov/tobacco/data_statistics/fact_sheets/fast...
https://pubs.niaaa.nih.gov/publications/surveillance116/figu...
https://news.ohsu.edu/2022/12/07/teen-cannabis-abuse-has-inc....
Win?
Far less damaging to the lungs/liver, especially as the article says much of the increase is via "edible products". Far less addictive than alcohol/tobacco. Far less impairing than alcohol for driving. etc.
You can't claim you're not harming people while giving money to people who will use it to cause harm.
A casino advertising, highlighting wins, etc. doesn't change the rational's prior on the odds of winning. I am fully against regulating people's freedom to engage in commerce when that commerce isn't harming anyone else, and I don't consider advertising a third party externality.
If that "solution" sounds sketchy to you, note that that's how you sound to everyone else here.
When people start moving away from the nanny state in sufficient numbers, the nanny state will also hinder people from escaping. Look at the Soviet Union, China, etc.
Australia did that during the covid pandemic, they literally banned citizens from leaving the country.
Because if you tought like that in a company and putting in practice your careless behaviour and lack of maturity, the boss would fire you in the spot.
Or, well, on regulations, look what happened to these "smart guys" trying to outsmart deep water physics by saving money on proper security policies as if they were that money-grabbing grampa duck from Donald Duck series.
Everything said about this stuff applies to doing drugs way more. And society did something about it - drugs were made illegal and it's getting enforced. But are we actually better off now as a result of the war on drugs or prohibition?
Chemical waste dumping is a much different matter, because that's polluting a common resource. What resource are games like this polluting?
Like many people, I think the war on drugs was a terrible idea. But preventing huge pharmaceuticals companies from selling drugs isn't.
Even stringent requirements to access these types of games are going to impact the player the most.
Just something as schooling in general, which I consider to be a very negative thing for the majority of children, but then for many children it is a safe haven from an abusive home situation. Nobody is unaware of these issues, so I really fail to see what your comment was trying to achieve.
This is an important question, because the kid doesn't own a credit card to pay for their gacha game purchases. It's the parent's card that authorizes the purchases.
What kind of controls would you like on these applications? Should everyone have to provide photoid and a running camera feed to prove that they're 18+ and it's actually them playing and not their kid? Pretty much every scenario to stop kids from playing, that isn't extremely invasive, is going to be weaker than a credit card requirement. And apparently a credit card requirement isn't a barrier.
If you make tobacco products in child-friendly forms, you get in trouble. Gacha games are gambling targeted directly at children; in any other context they’d be clearly and obviously forbidden.
We regulate these things a lot, and fairly effectively.
And how do you prove this? Just think logically about this - who's going to have more money to whale: an adult or somebody that has to beg money from an adult?
>If you make tobacco products in child-friendly forms, you get in trouble
Yes, but you also get in trouble when you make any tobacco products as evidenced by the numerous bans of tobacco. You can't even have flavored smokes anymore despite them having been available for decades. Governments can basically propose any policy regarding tobacco and people would happily agree with it due to decades of public marketing campaigns (on kids btw).
>We regulate these things a lot, and fairly effectively.
No we don't. That CPS comment shows exactly the point - it's the parent that gets in trouble. That's not what people against gacha games are trying to do, they're trying to get the company in trouble and not the person actually doing the poor parenting.
Anything that requires a credit card to purchase needs authorization from a parent.
TBH, I can't help but partially blame consumers here. Piracy in the early 10's were rampant, especially on Android. So no surprise that for these always online cell phones that they adapt and keep the valuable data server side. And make sure there's no barrier to entry, because mobile users have also shown they don't like paying an upfront cost for their apps.
When viewed in that light, perhaps even existing gambling regulations don’t go far enough because there are plenty of people who suffer from gambling addiction and even ruin their lives in the process.
As for the people who oppose all of this regulation on the basis of individual freedom (and perhaps don’t care about gambling addicts), here is the issue: externalities. People with severe gambling addiction can do tremendous damage to society as well as enable and enrich organized crime groups. It’s well documented that people with gambling addiction can and do commit thefts and even murders to fuel their addiction.
Now you might also argue that regulation does not prevent gambling addiction but that is only evidence against the current set of regulations, not proof that all regulation is ineffective. Trying to determine the right regulations to minimize the harms of gambling addiction while balancing personal freedoms is the hard part of policy debates.
No, lawmakers are choosing to keep their eyes shut.
Here's your odds for opening a pack of baseball cards: https://www.topps.com/media/pdf/odds/2023ToppsSeries2Odds.pd...
Looks like the rarest insert is 2022 SILVER SLUGGER AWARD WINNERS CARDS PLATINUM at 1 in 1,036,176 packs.
Try to remember this in the future if you ever think, "Why is this thing illegal? That's silly. People should be free to make their own choices!"
Because this kind of reasoning is exactly how that other thing and all its derivatives got banned. Eg drugs and the war on drugs.
Also, those analogies are not half-baked. They're spot on.
The push for legalization isn't about people making their own choices, it's because it's not possible for the government to have this power and not abuse it and harm reduction via regulated production (taking away choices, clearly) and medical supervision.
This argument doesn't apply to video game gambling. Nobody is getting their hit of digital lootboxes from their dealer and the government isn't arresting players for Fortnite possession. You can have all the thrill of random drops without it being tied to your credit card, there are still recovering WoW addicts.
If people en masse suddenly started spending ruinous amounts of money on Yu-Gi-Oh that's a pretty strong case against them. Regulation follows the harm not the principles.
I hope you know that US drug policy has basically been pushed onto the entirety of the rest of the world. Eg the Single Convention on Narcotic Drugs in 1961. This means that when you talk about drug policy it's not about US racial politics, it's about the entire world. So when you say "as long as you're white" it's meaningless.
>This argument doesn't apply to video game gambling. Nobody is getting their hit of digital lootboxes from their dealer and the government isn't arresting players for Fortnite possession. You can have all the thrill of random drops without it being tied to your credit card, there are still recovering WoW addicts.
And you can have all of this without the government intervening either. That's the whole point - government intervention is what screwed all of it up. It's not intentional, but it's just a side effect that seems to always pop up whenever the government throws around bans that are intended to impact regular people.
The worst part I see is "water rush" or whatever that is called on farmville. The water is basically the premium currency you only slowly gain if you are playing free. But on that rush time you gain a lot more and it is 6 hours or so. My mom pretty much plays that game for 6 straight hours when that rush is available
I tried hooking her to other hobbies but it doesn't really work. Farmville's claws are hooked too deep on her
Slowly remove the dopamine hits or mistime them to be less effective. Push the player to play and check in less to gain more ("Kittens" has this mechanic - you gain resources faster by being offline).
That is just so actively evil, it should be criminal.
"Hi, we noticed your bank account hasn't been completely drained yet. How can we help you resolve this? And have you considered intermittent fasting?"
It’s already beyond fucked up but imagine how infuriating it is for anyone with a clue that does this. If u show the slightest indication that u possess >= 1 functioning brain cell ur done. Eg my max bet at Pointsbet was limited to a couple bucks fairly quickly (my account was literally negative too lol! Altho there were some pretty obvious tells: brand new American account immediately starts exclusively betting obscure stuff like Bulgarian basketball) and similarly at draftkings (tho they were more lenient).
It’s pretty trivial to churn out a 7-12% ROI as side income until it isn’t! I get it but that obviously doesn’t make it any better. It’s so predatory and coupled with how conservative they r about anyone that might win it’s just disgusting
The slots players were never satified. They were excited to spend $100 and win $10. Or win many small wins and play it all away since it wasn't real money to them. It was staggering at times to see people in one evening spend $100K casually and could no problems. Others not so much but the majority just dabbled.
I gave up computer gaming before the loot box trend. But I could see its popularity. I went back to school and many 18 - 25 year old guys talked about it constantly. It was very obvious in its popularity.
With slots just like US military training is stimulus response reward. I've been caught up in simple games from their hold a past time a dopamine rush. It's that 3% of people who can't turn it off that get hit the worst.
it is also gambling, but it's certainly very achievable to be a profitable poker player with a bit of study & practice
I have a blog dedicated to the topic
www.livepokertheory.com
I would stop short of saying it’s more math or more complex than chess though . The math to code a solver is hard but using one to improve at the game is easy. Most top poker pros are not mathematicians nor do they need to be. Poker is also many mixed strategies so often it doesn’t even matter what you do as long as you don’t always do the same thing
But yes it’s both a skill game and a gambling game and currently my primary source of income
In Pocker there is a clear correlation between your actions and your results. The other people are clearly better than you are and most get the hint after a while. It's also slow enough so you get some time to think
Engineered randomness (like slot machines or loot boxes) use the means of technology and presentation to dangle that bit price juuust outside your reach. They also use flashy lights and fast paced games to get you in the "zone" of gambling more and longer.
Years ago I was okay-ish with Poker (positive net outcome after about 20k hands on pokerstars) and I'm not so sure about this.
I mean it's statistically true, and calling Poker a pure-luck game is like calling golf a pure-luck game because of wind. But to me the addictiveness of Poker is pretty "Skinner Box like" -- you can literally do nothing wrong, do the theoratically best moves, and still lose hard.
Of course if you did the same move every time in the same situation, it would eventually pay off. But if people are so reasonable addiction wouldn't be a problem in the first place?
The problem with e.g. slot machines is that anyone can win, with the same odds, so it's easy to get addicted to it. You can't get addicted to winning at golf unless you're already putting the work to get good at it. With slot machines you can win, without doing any work. That's the catch.
Uh, this is the exact my point. With Poker you can win, without doing any work, for one hand or even one night. You can't win forever, but gamblers are not famous for their long-term thinking ability.
And I didn't put the pure-luck-or-not aspect on par with the addictiveness. Actually I opened this conversation with this:
> Is gambling's issue its addictiveness, or its luck-based nature?
The players see it as a skill I don't. It's gambling and I saw the result daily of people who spent too much or were in bad state from addiction. We had counsellors walking the floor there monitoring people, and the casino (Security) would ban people, or they can self-exclude themselves.
I'm not surprised by the comments here I know the type I was around them every day. Even the dealers are like that, it's like a cult. Yes I know a person can make money if they are good at playing but as others commented it's because others are so bad. So to me that means not so much skill as it is being the one who sucks least.
I think most of the comments here are acknowledging it as a skill, but that 99.99% of gamblers for those poker type card games aren't skilled. It's not mutually exclusive.
I'm sure it's like how Blackjack can be a skilled game (or used to be) but I doubt most clients are going in 21-style with a plan to count cards and find the hot tables.
Those card shuffle shoes at the table? Cost $20K each and have be rented I forget the daily rate. The small plastic prism the dealer pushes his cards against to they can see their suit? Leased as well at something like $10/day. If you want to make piles of money invent something a casino needs and lease it to them never sell it!
Just consider the money involved. The table has at least two dealers per shift one on break one dealing. Another reason staff hate card tables high tips to dealers (ignoring all other staff help) and more breaks than any other hourly job. At least one supervisor there at all times. A pit boss who manages overall. The manager of tables or slots (could be both). Security office plus supervisor to deliver chips and take cash boxes away when full and to keep people from getting too crazy which is 99% of the time with table games. Surveillance usually two trained on table games the watch up there overhead via cameras ($20K to $50K each) for one area plus their supervisor and manager. Facilities to clean the area of any food or mess. Servers who server food and drinks.
So it is probably costs $200 - $300/hour to run that blackjack table just on wages alone. Blackjack would make far more per hour in profit.
Hold’em (assuming the bets are money, obviously friendly games are possible) is 100% gambling.
> It is definitely a skill/game.
While some regulatory regimes either treat gambling different or not-gambling where a particular criterion for skill involvement is met, that’s not really material outside of consideration of the application of those regulatory regimes.
> It has an element of randomness just like most board games for example, but it's not gambling
Betting money on board games (whether or not you are also playing and betting on yourself), even those with no random element in the game itself (or nothing beyond side/turn-order selection), is gambling, too.
Where there is randomness, even if the game is largely skill-based on its face, playing for real stakes and the selection process it creates will result in games tending to be more dominated by chance than the game structure itself would suggest unless participation is mandatory and matching is random. (Even when there is not randomness in the game on ita face, as random and out-of-game events that effect player performance can’t be eliminated.)
I recall we had a few good looking people regulars who were in movies or TV or models not sure. One woman had on jeans that cost more than I made in a year. Actual diamonds for the decoration on them. They spent piles of money and on drinks.
It was amazing to see especially in small town Canada with a population of no more than 70,000.
And yes our comps sucked mainly due to laws on free booze or encouraging gambling. The odds/payback are industry standard it's all highly regulated here as other casinos. PAR sheets only allow so much adjustment.
Which is okay in poker because you win your money from other players.
You don’t have to be “good”. You just have to be better than the next person at the table (and sufficiently better to outrun the house take).
If you're really good at poker, it can be a source of income. You have to be really, really good though.
On the one hand this lead me down a quite enjoyable route of (re)discovering single player indie games and retro tutles but on the other hand it also made me avoid most modern, AAA-level games.
My current recommandation would be, if anyone is also looking for tutles like this, Cloudpunk, an athmospheric, indie, simple driving game in a cyberpunk-ish dystopia. The game runs great on Linux w/ Steam.
Looking at it in light of this discussion, it would have been way too easy to include microtransacations. Make it a little harder, make the elements you invest into building your character a little more scarce, sell the weapon aspects... It's an absolute blessing really that it didn't happen that way.
I liked the game and was looking for exactly that as something to replace post-endgame Death Stranding (I just want to get high, drive around and deliver packages), but did not find Cloudpunk simple-- while it was fun, it was confusing, depressing and unrewarding.
This sounds negative but I can't articulate the "feel" of it any other way-- it's a beautiful-yet-sterile corporate dystopia so soulless (Harry Canyon's cyberpunk future, with none of the edginess and grit), in-game suicide would have been a reward worth grinding for...not because "this game sucks," but because "this character's life sucks." Like living inside Reddit rendered in VRML. As much as I wanted to keep going, I couldn't bring myself to care to progress her in that world anymore. Not even Dark Souls made me feel this much despair.
Atmospheric indeed. The descriptions of it being a desktop wallpaper engine are on point.
Spiderman, Ghost of Tsushima, God of War, Horizon are all recent-ish ones that I really liked.
Anything From Software puts out is great too - Elden Ring being the most recent example.
Just avoid anything published by Activision, Ubisoft and EA. (Although you'd be missing out on some titles that are still pretty good amongst the microtransactiony stuff)
We all know how ghastly it is when an adult loses their mind with gambling, but when I realized my nephew (12) is already being strung out by these same mechanics through 'games' on his phone, I felt a sort of despair and psychological darkness descend over me and it's like the world is a little bit less bright, permanently.
Instead of thinking about his bright future now it just seems like a matter of time till he can get dragged down further. And I wonder what percent of kids are getting sucked into it too. Is half a percent too pessimistic? A gambling addiction is inculcated in one out of 200 kids before they're even old enough to work?
And as I'm sure you all can imagine, the desperate pleas and arguments of a kid who needs more 'coins' or whatever have a negative impact on the whole family dynamic. All a parent can do is block the kid from installing new apps on their phone and try to weather the storm of withdrawal, knowing that once they can't protect their child anymore, the kid will also be old enough to do real & permanent damage to their own life.
1. College admissions: There are not enough seats for everyone who wants to go to school at a top college, so colleges filter via things like merit and race, but also random chance lotteries.
2. Applying for jobs is a form of lottery. You typically apply for many jobs and hope one or two get back to you.
3. Savings: The only place normal people have access to get decent returns is the Stock Market Roulette wheel
4. Business Success: Often boils down to right place, right time, and massively overindexes on luck.
5. Housing: Leverage up and buy a house for perpetual asset growth. But watch out for the once-a-decade collapse that will put you underwater and in foreclosure!
It's like we've permanently decided that rewarding risk is the only way for a society to function.
As for housing, a collapse in residential real estate values doesn't equate to foreclosure. Lenders can't call in mortgage loans and borrowers have the option to continue paying even if they are underwater.
6. Shopping: Sales, promotions, and coupons are all designed to induce more frequent and varied consumption. Pricing for the same item can be wildly different depending on the store or the day of the week. Attempting to secure the best price is a gamble even after carefully researching your options and making price comparisons.
1. Which family you were born in
2. Literally the fucking weather
So I don't think modern society is that luck-based, relatively speaking.
Most Western, democratic countries select jurors for a trial by one’s peers by lottery and I consider this to be an important aspect of having a more “just” justice system – particularly compared to what preceded this system: trial by one’s betters (a magistrate).
In Ireland, we’ve also also recently started using Citizens’ Assemblies who are randomly selected to make recommendations on matters of public policy to the houses of parliament: https://en.wikipedia.org/wiki/Citizens%27_Assembly_(Ireland)
It only takes one whale to offset thousands of regular players. Games are ruined by these predatory tactics. They are literally abusing mentally ill people, it's pretty sick!
The pay once titles are video games.
I think a similar analysis applies here: these are not games, they really are casinos, just with the veneer of games over the top.
Articles like this are encouraging, too, for the awareness they can raise. Not everyone has a general or specific gambling problem (I'm so turned off by casinos, but I did give Blizzard a significant portion of my income in exchange for chances at dopamine hits before I swore off all their games), but for some it can be a life-consuming challenge, and I want there to be help easily available for anyone who gets mired in that illusion.
people worry about a lot of stuff. Some inconsequential to the grand scheme of things.
>You're free to burn your life savings after all
You are indeed free to. I don't recommend it, but I'm not your moral guardian nor therapist.
> Either Apple is complicit or game companies are totally justified and deserve praise for figuring out how to squeeze billions of dollars from regular people. Both cannot be true.
I don't see why not. Apple can allow for it and game companies can reap the rewards.
I'm not even sure what the argument is at this point. I just wanted to point out that the ability to buy and spend thousands on a single video game isn't related to privacy concerns/settings. Unless your password was hacked and someone else did it, what connection is there?
Caring for the customer is not limited to privacy. One could argue that protecting them from blatant financial loot is also something to strive for. Since Apple delights in this massive scam, one is led to believe that they don't really care about the customer. The marketing push around "privacy" is simply marketing.
Sure. But Apple (To my knowledge) never said "we care about you". That's very different from "we value your privacy".
>The marketing push around "privacy" is simply marketing.
I don't disagree, but it feels like low hanging capitalism bashing to attack a company over something they never stated. We are well past the 90's age where companies tried to make their customers feel like family. Companies these days very blantatly make it clear that they care about money first, so shaming Apple for caring about money just feels like drowning a fish in water.
I may not really want the government to be involved in such matters, but it's a better attack vector than appealing to a coporation's humanity.
Which were originally included in packs of cigarettes!
* There's no "free". You must spend money at the outset in order to play. This sets precedent and expectations.
* There's a physical good involved. You always get something, and you've got total freedom with how you use it. You can play it, sell it, trade it, turn it into an origami crane, use it as a proxy for a different card, etc.
* Because people can sell cards, this means you can simply buy the exact cards you want without resorting to randomized packs.
* Buying a randomized pack is a much more involved—both physically and psychologically—process compared to an IAP. At your local game shop, you have to go up to the counter, ask for one or more packs, and hand over your money/card. If you want more, you have to do it all over again. With an IAP, you just tap the "OK" button.
* Once the bottom falls out, bag-holders get burned, but the collective nightmare is over.
that's actually one reason TCG markets don't get cateforized. They don't have a "market price" for any one card. They let the fans set that. There are plenty of 3rd party market places where you can buy a specific card but you'll never find the company endorsing them. They only sell booster packs for a set value. They can give lists of what's in a booster pack and even categorize them by rarity, but they never actually give the card a price.
As a sidenote: How does self-exclusion work for online gambling? Do you have to provide a gov't ID to signup?
Yes[0].
[0] https://www.gamblingcommission.gov.uk/public-and-players/gui...
If the original Counter-Strike or Halo 2 released today the player base would dry up within a month.
It's definitely is true that they will lose out on revenue that competitors make, but I just have doubts that so many people would leave. On the other hand losing to the competition could kill a game.
That's a bit different from players leaving in droves because they can't live without these features.
It means I get to play tons of games now for free, subsidized by others.
The article does mention some tactics that would prevent this, such as a bottleneck in the game where a level is so difficult a user can't reasonably win without having to pay. With such a tactic, you would not get to completely play tons of games, and the game becomes more of a free demo where the later parts of the game are unlocked with money, but that fact is hidden behind a manipulative psychological mechanic.
Sure, but none of the ones I play work like that. There are plenty that don't. Easy to simply avoid the ones that do.
Also, if you agree that these types of games are not worth playing, perhaps you also agree that not much would be lost if they were outright banned?
Free games with cosmetic mtx are usually better, but I really don't like the direction the industry is taking.
While really great fixed-price games with no mtx are still being made, it certainly feels like a dying model in the AAA world.
DotA 2, Call of Duty Warzone 2.0, PUBG, etc.
I am looking forward to Embark Studio's 2 free-to-play games (Arc Raiders, and THE FINALS)
There are very, very few games as generous as Dota2 out there.
I can see how it would be bad in mobile games.
They also don't affect my health as I just play a normal and reasonable amount of time and it doesn't seem to interfere with my life or sleep or heath in any other way that I or anyone around me has seen or said.
Maybe it helps that don't care about loot boxes and battle passes and such? The battle pass (if free) levels up, but I rarely even look at what it does for me.
I just play and enjoy these games for what they are like I did 20 years ago (quake, counter strike, call of duty 1/2, bf1942, unreal tournament, etc). No unlocks, no progression, etc.
If they are sharing their experience, why shouldn’t I share mine?
The article on the other hand explicitly talks about mobile games, which are monetized vastly differently and significantly more predatory.
Or, perhaps I should feel some moral qualms about riding on the suffering of others. And make no mistake: most F2P games are subsidized not by some million people each spending $2 dollars to get a Candy Crush hammer or some nicer-looking toy, they are subsidized by some hundred people each spending $2000 to fuel their addiction to seeing the numbers go up.
The people who feel compelled to spend every last dollar they own on a game are not doing it for entertainment - they are victims, and something in their psyche has been successfully manipulated by the game designers.
If a game includes micro transactions its most important goal is to get you to spend money once, that is the most important psychological barrier to overcome. And that is why many "free to play" games are unpleasant to play without paying money.
There are a few exceptions (Dota2, csgo, path of exile and sone more) but on mobile these are exceedingly rare and drowned out by games designed to get you to spend money.
Path of Exile actually is unpleasant to play toward the endgame without specialized stash tabs, which cost money. PoE has possibly the most irritating item/inventory management of any game I've ever seen, and those purchased stash tabs make it tolerable. But the total cost of the mandatory tabs is still somewhat reasonable compared to what you can get out of the game.
I played Genshin Impact earlier this year I was enjoying the game until it sank in just how predatory the whole thing felt - they had timegates baked into the game to encourage you to spend money - there was a limit to how much of the in-game currency you could earn each day (it was also a very low maximum cap). You needed to spend this currency to level up items and characters etc so it placed a deliberate block on how quickly you could progress and of course you could spend money to bypass this block. Not only that but because of how little of the currency you could carry it created a massive FOMO loop where you needed to be logging in everyday to spend your allotted quota ro you would miss out on making progress on your account.
If they're heavy on cosmetics, there's incentive to make the gameplay-obtained stuff worse. If they have QoL upgrades, the base experience is worse. If the cash shop exists, it's plastered all over the menus and with little annoying notifications, breaking immersion. Not to mention silly joke outfits, which generally proliferate even in serious games.
They designed Diablo 4 at a very high zoom level - my guess is this is so you focus on your character more, making you want to deck them out in cosmetics. This limited FoV makes gameplay worse.
You log in to town in PoE, instead of your hideout, where you want to spend most of your time. The players suspect this is so you see other players in their supporter pack outfits, tempting you to do the same. This is a small annoyance, but it's there, and won't be fixed.
It's intriguing how Psychology 101 trivia can be deployed to such devastating effect.
And water is wet .. same with so-called social media with their endless likes and friends. Addiction machines by any other name.
Could I have another down-vote please /s
But people fail to realize that the bigger issue resides in society. These people are escaping reality to virtual spaces where they feel they have power or have value.
Just look around you and you'll see what these people are escaping from. Churches at every corner spewing out lies and hatred. Propaganda spewed out by governments on the television. etc.
These people are searching for a safe space away from the cancer that is society. Prove me wrong.
When’s the last time you’ve been to a sermon? For every church I’ve been to, there’s an abundance of talk about love, acceptance, and forgiveness.
As for ‘spewing lies’, I suppose you can argue that, but I can assure you the pastor doesn’t believe he is lying. Religion is grounded in faith for a reason
Denying that there's a problem is one of the reasons that people are being turned off from the church entirely. Yes, plenty of churches have resisted the tide of hatred and embraced inclusivity, and I commend them. But when I accompanied my father to church while visiting him, I was dismayed to find that the new pastor had laced the sermon with anti-gay fearmongering. That's not coming from nowhere, and it is abetted by people who want to believe that there is nothing amiss.
e.g. I'm a big fan of JRPGs and platformers. People bemoan these days where all AAA games have microtransactions, but menawhile my current year's playlist of FF16, Tears of the Kingdom, and Hi-Fi Rush, Fire Emblem Engage, and God of War Ragnarok were all one payment, enjoyable experiences. I don't expect much different with Starfield nor Spiderman 2 later on either.
But go into the world of mobile RPGs and you'd be lucky to find a premium game. At best you get ports of older games on mobile but the rest are gacha.
editors, please
Anyway, here's my understanding of the problem and the proposed fix. The F2P + Whales model is popular because games typically need players (for people to play against), and it's hard to get people to spend $60 on your game outright. People have been burned far too many times; F2P is nice because if you don't like the game, you're only out the hours that you played. That's good for the industry because instead of a fixed $60 that was sunk on a game that the player doesn't play, they can go play your game instead. The problem comes from the monetization; it depends on whales, and the whales are probably spending money on the game because of a mental illness. As a society, we want to protect people from themselves where possible. If they spend all their money on Genshin Impact, then our taxes have to pay for their food and housing. A solution would allow video game companies to continue to develop games and be compensated for them, but remove the negative effects on society that comes from unbounded purchases.
My proposed fix is for games to set an upper bound on the expected value per player. This would have be set by regulations (don't forget to adjust for inflation!), but can be above the cost of a standard video game. I'd say something like $1000/game/year. Then, it's up to the video game to track what each player spends per year. When they reach the regulatory maximum, all future unlocks are free for the rest of the year. How many users hit the limits will have to be reported to regulators on a yearly basis, as well as the average spend per user. (That way, the limits can be intelligently adjusted as the industry landscape changes.) This lets the small time players continue to ponder whether or not they want to buy something in-game, but people with a major problem will have their losses limited. Spending $1000 on a computer game is not the greatest, but an upper bound is better than no upper bound.
I also think the numbers are pretty reasonable. Take Overwatch as an example. You used to have to buy loot boxes to get cosmetics (or play a lot; I never needed to buy anything with real money). They switched to a shop + battle pass model. A battle pass is $10 for ~2.5 months, which is like $50/year. And they have weekly cosmetics you can buy for $20. That would be $1040 per year to buy all the cosmetics, if I'm right about getting new stuff every week. So, the maximum amount of money they can get from a single player (on a single account, which they theoretically enforce with SMS) is around $1100/year. (Since coins can be bought in bulk for less than $1/coin, I'm guessing that the $100 that my regulation forces you to lose out on isn't a problem at all.) This doesn't seem to be causing people too much trouble, and is obviously a viable business model because they did it on their own without being required to by regulators. (Incidentally, one of the most common player complaints on Reddit is the removal of loot boxes. But I think people are mad about having to buy everything outright instead of getting a % chance just from playing the game. I doubt anyone liked buying 100 loot boxes for $100 when a new skin came out, and they still might not get it.)
TL;DR: I think this would be fair to both players and video game companies. Video game companies would have the opportunity to make 17x more per player than a traditional pay-before-you-play model, but no one person could be financially ruined by their desire to have every possible item in the game.
But this issue is, the first exposure these kids are having is gambling on steroids. Which in itself is bad, but their brains aren't fully developed.
Where if you were born in the 80's or 90's you had at least somewhat of a chance to learn while these companies tried things out. Think of it like this, we were given the opportunity to start in the baby pool - get our faces wet/etc, then the shallow end, then in the last decade we started to get to play in the diving well/deep end of the pool. Where kids now are thrust into the deep end without floaties, sink or swim, get a crushing addiction ruining your life and your family dynamic or learn how to cope with the constant pressure to spend money