The casino in your pocket
blog.curtii.com
blog.curtii.com
Any reward presentation, assume there is a loot table behind it. You see 4 cards on the screen, but there may as well be 1 big slot lever; cuz no matter where you tap you're doing a single prng rand and getting what the loot table says.
The loot tables aren't at all what you expect, they skew heavily towards 'booby' prizes cuz that makes it easy to predict your progression. The screen might show you 4 cool things you can get alongside 1 lame prize, implying 20% odds; but the sum odds of those 4 cool things will be <5% and most of the time you're getting a predictable lame drip.
The one thing working in your favor is a 'pity' counter. Every time you get a booby prize the pity counter goes up and leads to another rand call. If you succeed at beating the pity counter, it'll give you a good prize and reset the pity counter. The net effect is that I can program the reward stream such that you're guaranteed a good item every 50 pulls or whatever. Some games are just straight with you about this, others aren't.
During the onboarding flow, which could be designed to last months depending on the game's age, your entire reward schedule will be painstakingly controlled down to the coin. Not a single rand call in sight.
My advice is to play these games if you understand all this and have friends to play it with. They've got good hobby value, on a per dollar basis. I mean, have you seen the cost of golf? If you don't get how the monetization works, and you're alone, there's healthier hobbies to spend your money on.
I don't think it should be demonised.
We might just have different standards, but that's past "social drinker" status to me. I don't know anyone in my social circle (online or offline) that have spent that much on a mobile game, and my social circle games a lot.
How many thousands does someone have to spend to move past "social drinker"?
Anyway though an essential mechanism of addictions is that they are dynamic. You can interview large groups of users of any drug (and also probably gambling) who will attest to its benefits in their lives. Even if they are currently correct, some of them will later become full blown addicts. It doesn't mean they were wrong at the time, just maybe overly confident about why it suits their lives.
A common AA dark joke is that "high-functioning isn't a type of alcoholism, it's a stage in it." A lot of normal users will end up addicts, a lot of mildly problem users will progress. AFAIK the same patterns show in gambling addiction which is imo one of the major problems with these super accessible entry points into it.
Assuming “thousands” means 5000, thats 416 per month. Taking an average cost of 10/drink (5 for beer, 15 for cocktail - this skews higher in major cities, lower out of major cities, lower still outside of cities), thats ~8 drinks a week.
If you spend thousands of dollars on a mobile game, that is dramatically outside the average (of my experiences).
I finally pulled the plug on videogaming, though, because I found it too compelling; when everything else pales in comparison, and all I think about is the game, and after playing I don't feel very good (as opposed to after reading, for example), it's time to recognize my limitations and stop. I'm still riding out the withdrawals, as autumn is a time where I feel especially drawn to that escape, but I'm confident it'll get easier and I'll continue to thank myself for making the leap.
I do need to actively remind myself that my experience is not universal, and that videogames can be part of a healthy and/or social life.
Mobile gaming created an entirely new sector and doubled the total revenue of the games industry. It did it by finding people who weren't playing games, and giving them games to play. I think a lot of the panic around microtransactions is a response to the demographics shifting away from a small group of self-identifying gamers, and investors paying proportionate attention to the demographic trends.
The two markets of course influence each other, but I view that as a net good which drives innovation in both spaces. Nobody is forced to spend money on video games, so if you don't like a game's business model you don't have to spend any money on it. If others agree, it will flop; and the next generation of games will take history into account.
Found a way to skirt regulation and get more people hooked on slot machine type games who previously couldn't be reached due to access or legal issues.
paypal (originally): we're not a bank (we only offer payment services)
uber: we're not a taxi service (we only offer ride booking; and our employees are independent contractors)
airbnb: we're not a hotel service (we only offer short-term rentals)
f2p: we're not gambling (we only hook whales on slot machine-like games)
This is simply not true if a game has addictive features built in. And you know that by now, I am certain.
Maybe part of the fear is that those consuming traditional games would end up spending lot more per game and that is not entirely unreasonable...
My advice to law makers is to regulate these games into the ground. Your statements enforce my world view. My kid will not play these games.
Regulation is always crafted to benefit incumbents and widen their existing moat.
Maybe there's a third option?
We have plenty of existing rules that are fine for enforcing access to markets.
There are tons of people who want to make great products and tons of people who want to buy them and tons of people who want to make them discoverable.
The issue is that large lawbreaking organizations are actively inhibiting that.
Consumers are good at avoiding consumer hostile vendors when they are actually given choices and opportunities to do so.
My moment of realization was when I found out the truth of those "claw machines" that pick up a fuzzy stuffed animal. Turns out the claw itself is rigged so that it rarely grasps tightly.
Any books u recommend on gamifications?
For an introduction to game design in the general sense, there is Jesse Schell's The Art of Game Design. [1] I think it's better to approach gamification as something that emerges from a holistic appreciation of game design; rather than gamification as a goal in-and-of-itself. But that's the long way. I don't know any shorter.
Sometimes I wonder what is is about specifically mobile gaming that makes this sort of thing so much more prevalent. Like it is very far from absent from PC or consoles, but it's still a bit different.
This is simultaneously completely unsurprising and also discouraging. ;-(
I think the time has come when android and ios should make a special versions of their online shops for children and teenagers and simply ban those types of games from those shops. This will at least prevent children from having their brains rewired. Of course this will remove the vast majority of games from the online shops, but so be it.
I remember my experience with these types of games. I wasted a lot of time and got a lot of needless frustration but I never once paid those bastards a single cent. There was a game called Candy Crush Saga. It was very popular in its day. Their in game super power currency was something called "lollipop hammers." They made one candy disappear. It seemed a pretty simple game, assuming the game boards (i.e., the candys) were randomly generated, but of course they weren't. They were carefully created so that they present problems that are very difficult to solve under the game's usual rules but were easy and downright delightful to solve using a lollipop hammer.
I would look at the gameboard for a long time and imagine all the great combos I would achieve, if I could only get rid of a single pesky candy, but alas, one had to use a lollipop hammer for that. I actually ended up having a lot of respect for the designers, it was not easy to design a board that would be incredibly difficult unless one candy was removed but if that candy was removed, it would all solve itself in an explosion of combos and extra points.
I was very proud that I solved so many of these boards without using a single lollipop hammer. But my reward would always be a board that is even harder and where the temptation to use the hammer was even greater. Eventually I decided that this is simply torture. I did not mind hard puzzles, I liked solving hard puzzles, but the temptation of the lollipop hammer being always there and me having to constantly use willpower to avoid clicking on those hammers made the whole experience miserable.
So quit and deleted the game, but I can proudly say that I never paid for a single lollipop hammer and I left 8 of the 10 hammers you get for free unused. I hope some random King employee looked at my cancelled account with so many puzzles solved and yet so few lollipop hammers used and felt a little pang of defeat. But I doubt it.
Pity since are some mobile games that look like pretty good games. If only all the built-in gambling was removed and the game re-balanced (and drm-free) I would be happy to buy them, for my phone or desktop. But that is almost never an option.
IMHO this shouldn't [have to] be any of Apple or Google's business. It's a parent's responsibility to parent their child, not some conglomerate's.
Most won't. Call it lack of time or attention, ignorance of the problem, apathy... ultimately parents can't be aware of everything. We have shit like micro plastics in the water to contend with.
What's the effect on society?
Policing electronics and internet access is a huge pain in the ass that wasn’t a concern at all, not that long ago, and more-recently was a ton easier than it is now. I don’t even control all the devices in my house, some belong to the kids’ schools that for some reason won’t stop giving them goddamn computers. I can solve these problems but it’s a big pain, and most parents realistically cannot. It doesn’t help that all parental controls are pretty bad, usually for no good reason.
Which is interestingly subverted by "Can't raise my kids if we don't have enough money to eat" leading to both parents working, sometimes multiple jobs, and the kids left to their own devices/daycare
The older I get, the more I'm reminded pat/easy/black and white solutions just flat don't exist.
Responsible parents could choose a platform over another based on what they want for their children but that’s only possible if this option exist. It’s a mental health issue versus free market business, and we know what side wins when it’s not regulated.
Which almost makes me reconsider my entire political standpoint. So thanks! I can't answer your question, but I assure you, you have me thinking.
With that said, we as a society do have a responsibility to protect children - free access to heroin (for instance) would be incredibly harmful to children, who have not formed the ability to properly assess risk. Allowing for unfettered access to heroin for adults is much more complicated. Given how easy it is for most adults in America to access the drug, I would argue we are already contending with many of the complicated factors of unrestricted access already. How to deal with those problems is something I don't have many good answers for.
Of course, yeah, I meant it more in the "no rational actor would choose to use heroin" sense :)
If the apps offer gambling real money for in-game progress, they should say that upfront.
It might sounds like a 19th century preacher talking, but it's in everyone's interest that your fellow citizens aren't tempted into vices. It really makes for a shitty society when everyone is gambling and addicted to brain altering substances.
I do not agree with the opinion that the only responsibility with child-raising lies with the parent. Schools, businesses, government, random people on the street; my opinion is that it would be best if we all felt an obligation to help young people learn and grow into healthy adults. If not an obligation, then at least a shared value. There are so many people I will never meet, and it still feels right to support their well-being. I could see this perspective still being a selfish one, based on my experiences around the world and feeling enriched by a diversity of cultures and perspectives.
Deregulation is not the answer. Its a bad hack to claim "personal responsibility" on societal systemic issues.
Gambling, and control and regulation of, is one of those societal systemic problems that can kill communities.
> I hope some random King employee looked at my cancelled account with so many puzzles solved and yet so few lollipop hammers used and felt a little pang of defeat.
Nope, the low paid employee in scam-center somewhere in Balkans, Eastern Europe, or South Asia doesn't care. This is not a tournament against some super mind, it's addictive money drain run by lowlifes.
Amazon did this with their Kids+ service, at least they did 5-10 years ago. They had a selection of popular apps with all the monetization removed. My daughter and I played a lot of OG Plants vs Zombies as a straight game, really fun. I later installed the public Google Play version to revisit it, and it felt completely different, with all the gates and upselling we avoided back then.
Whoa, no way we don't. I do expect that while the game has a house edge in a casino, if something seems random (roll of dice, draw of cards) then it's random in the way it seems, e.g. that there's a 1 in 6 chance of rolling a 6.
I'm pretty sure that's regulated in most places. That online casinos and casino-like games rampantly cheat is another matter, I do expect that but I also think the people making those things are the scum of the earth.
And like most regulations, these rules exist precisely because someone tried exactly this scheme at some point. And the regulators saw it and said "Oh hell no" and made a rule. As the saying goes, regulations are written in blood.
Source: Casino game developer and mathematician for 20+ years.
Incorporating all of these features into a single games with an acceptable "hold percentage" (theoretical percentage of wagers that result in casino profit) that is still fun to play that gives players a feel that they have a good chance of winning and generates repeat play, is a difficult task that every slot machine vendor is trying to achieve, and the mathematicians are tasked with balancing frequency of payouts with amount of payouts to keep players playing.
Right now Aristocrat Gaming is the most successful, they have the most titles (and the top spots) on industry-wide slot performance surveys.
That sounds like a kind of incredible job description to me, what does it mean exactly to be a casino game developer?
I'd rather be a mathematician making boardgames or cardgames, because they are allowed to have strategy. Casino games are by and large really dumb.
And the mathematician part is exactly like being a "fun accountant" for the game. We set your fun budget and make sure the player (randomly, on average) never exceeds it.
Each assignment to me I was provided the rules of the game and the payout table. It was my job to determine the optimal way to play the game and calculate the house edge if you played with the optimal strategy. When I turned in my assignment I only provided the exact house edge. The owner of the business worked independently to determine the house edge as well, and if our numbers matched then he was confident that it was correct. If we had different numbers then we had to dig in to see who made a mistake.
I found table games fun to work on because of the variety of games people came up with, and it was mostly fun to determine the optimal strategy.
The owner of the company was very ethical. He attempted to convince clients to not spend money on introducing new table games. He would tell them that there was about a 1 in 1,000 chance that they would be able to convince a casino to let them do a 3-month trial run, and another 1 in 1,000 chance that the game would outperform blackjack in terms of dollars earned per square foot per month (not necessarily because it isn't a good game, but just because people love blackjack and are more wary of a game they aren't familiar with (it is intimidating to walk up to a game you don't know how to play, especially if you can't practice online first, and you don't want to feel dumb in front of strangers)).
Slots do fine in terms of making the casino money and plenty of room for variety. They have a high house edge. Video poker has a lower house edge, but a new variant of video poker is just adding the game to the menu of a video poker machine already in the casino. There is also less risk for someone that hasn't played a slot or video poker game because it is just them and the machine and no one to feel embarrassed watching you figure out how to play. So he didn't need to warn people that came to him with those types of games.
For new table games the gaming commission requires a trial period to verify that the drop (the profit the casino made) was statistically consistent with the calculated house edge.
I wouldn't have wanted to do it full time, I did about one game a month on a contract basis. I was going to work on a game a month no matter what to satisfy my curiosity and need to do math (finding a new game in a casino). I found a new game with a mistake that gave the player and edge, shared it with the guy that ran the company and he hired me when he confirmed I was correct.
The exception to his warning about table games was adding side bets to existing table games. That doesn't take up any additional square feet, and the house edge is much higher on all of the side bets, and very easy for the player to understand how to participate in the side bet.
As far as I can recall the only new table game introduced in the last few decades that succeeded was Three Card Poker, and the other poker-variants that spawned from it.
If you want to get into this, you are probably better off working for a company like IGT or Arsitocrat that makes their own games and is constantly trying to come up with new ideas and testing them.
the odds of a given outcome have to match the published odds in the payout table, but the animated reels don't have to be an accurate physical simulation of reels -- they are allowed to make it look like there was a "near miss" of a jackpot for instance.
The rules for slot machines are quite intricate in many jurisdictions. Ontario for example requires minimum payouts of 85%, no change in payout schedule based on eg patron or day of the week, monitoring of machines, rules around serving intoxicated patrons etc.
https://www.auditor.on.ca/en/content/annualreports/arreports...
But then when an app is involved, it's complete lawlessness and we go back to 19th century street scams. The app stores should be regulated so much harder, they are literally running illegal gambling games.
But at least something like aesthetic loot crates are a sideshow to the actual game. Some games are good at keeping the separate and you can understand that it's just how they choose to fund the game. When the whole game is just a loot crate/gambling mechanism it's just a sad outcome.
With mobile gaming you have a free for all that is intentionally exploiting the same neuroanatomy of addiction, but it’s wrapped up in pretty pixels and you can do it anywhere, privately. The industry is too big for gaming commission type controls to work.
I think that mobile game monetization is populated by morally deficient actors and we should consider banning the whole thing.
If the croupier used sleight of hand or secret e-ink cards to turn your card into the "you lose" card after you'd picked it, that would be fraud.
The dark patterns and dopamine manipulation are bad enough, but isn't it fraud in this case? They're using a visual metaphor that is a straight-up lie.
I find this to be a very naive perspective. It’s not how addiction works, and even people who want to stop sometimes cannot. And even if you buy into the belief that we shouldn’t help them, what about their kids? What about the communities around them that are worse for having addicts who are pouring money from their jobs into a black hole?
> I personally don't care.
I’m sorry to hear that, and I hope you can change your mind one day. We’re all going to die one day, and life is better if we care about each other
No, they are very much a part of the experience. The anticipation of the reward and the tension build while the opening animation plays is an addiction mechanism. This is why we wrap presents and why “blind bags” are so successful (and also why toddlers will watch “surprise egg” videos for hours).
Is this why BG3 has this extremely annoying and unskippable dice-rolling animation (technically, the rolling of the dice is the only thing you can actually skip)? Because other people somehow enjoy this?
It’s so bad, that the dice thing popping up induces a feeling of dread and annoyance in me.
The underlying system comes from D&D so is full of quite crunchy randomness where results are usually rolled in front of everyone so you get a much more social experience and failure isn’t quite so bad (usually).
But you are missing what I said. The information is great, the unskippable animations are not.
One clear demonstration of this I have seen is the lootbox screen in a pay-once game Vampire Survivors[1], which developer has background in casino software. This one is rather absurd that I almost believe it's intended for cultural preservation.
Discrepancy between perceived and mathematical expectation is a big factor in keeping us hooked. So techniques to exaggerate the former are used.
No, this is illegal use of casino algorithms and payoff psychology / slot machine psychology, outside of regulation, restriction from exposure to children, without disclaimers for gambling problems and hotlines.
The middle-tier issues I have: the same issues that used to exist with gambling and introducing it officially: moral concerns over degeneracy, the family impacts of gambling addictions, the regressive cost nature on poor/middle class.
What I'm really concerned about: outright cheating. There is implied probabilities involved here, and the apps are not doing the implied distribution. Sure, go ahead and point to the fine print. There is a reason gambling is so heavily restricted and regulated. These games are acting like they aren't subject to these laws.
What I'm really really really concerned about: the use of gambling payoff/reward psychology/neurotransmitter biology in games that CHILDREN are being subjected to, or even worse, they are ACTIVELY targeted by the "free to play" games, by the "click/watch ad to keep playing" ads in the FTP games.
This is OUTRAGEOUS. This has to end. This has to be strictly regulated. Many of these free to play games, which even cursory experience educates you to a world where "whales" that are paying thousands of dollars a month or more. These games are among the most popular/heavily downloaded games in the app stores, with hundreds of millions of revenue, which Apple and Google are feasting at the trough on.
Absolutely outrageous. Apple and Google should be ashamed of themselves, and fined billions of dollars over this. Why Europe has not woken up to this, which is the only real hope in the short run for substantial fines, is beyond me.
Thing is, regulations do exist but as long as Apple and Google are not forced to comply at least partially in these regulations, nothing will ever change.
Take the GDPR as an example:
- Europe says: "Your app must comply with the GDPR if you want to be in the European market."
- Apple says to app developers: "It's up to you to comply with local laws."
Obviously, Europe can only go after companies, which have a presence in the EU, such as the big tech ones.
Now how would anyone ever enforce regulation such as the GDPR for app devs from China, Indonesia, Brazil, South Africa, ...? There's simply no way. There is no one responsible for that. There is no customs office checking goods (apps) imported to the EU. And the same is true for casino apps.
So, the solution might be to force Apple/Google to comply with all local laws for all apps in the stores. Sounds like a lot of work, but that's the only way. After all, if you buy in-app-items, Apple/Google are the sellers, not the app developers. If you think about it, it's odd that Apple and Google get away with this, because they effectively "sell" these apps to end customers.
See online casinos. They exist since the 90s, before apps. In the USA apparently you can only run a casino in Las Vegas or some places with a soecific license. Yet the online casinos still exist, but operate from jurisdictions that are off limits from the FBI or whatever (something like Cayman Islands or whatever). However the owners are identified and will be detained when entering US soil.
The internet is not some loophole to break the law. If you are taking a relevant amount of money, even in small payments, they can get back to you or at least block you.
It might be worth noting that Brazil has a law similar to GDPR: Lei Geral de Proteção de Dados (LGPD). It's not as strong as GDPR, though.
Perhaps EU hopes that sideloading would address issues like this.
Toy adverts push the same buttons. I don't know how you regulate this effectively except (as toy adverts are) retroactively.
> Many of these free to play games, which even cursory experience educates you to a world where "whales" that are paying thousands of dollars a month or more
I think whales are usually adults, though. They're wasting their money, just as they waste it paying for a superchat so an influencer will say 5 words to them, but as far as I know this isn't a kid thing, unlike the other points you make.
A step worse too: they are being trained that being bombarded with adverts is acceptable. Genuinely heard (couldn't avoid hearing, the voices were fairly loud) on a train the other week a dad explaining to his charge how he should “watch the adverts all the way through because he'd get an extra coin to spend in the game” and that if he went to a particular screen he could find more adverts to watch. No idea what game it was he was playing.
Pay-to-win is winning, and people are encouraging kids to pay by opening themselves to a little light brainwashing.
[Not a parent myself, intending to never be, before anyone weights in with “you don't know how hard it can be to keep a child entertained”: I know full well, and it is one of the many reasons I'm planning to stay childless, my position on this is an informed one!]
We have all been trained that way. The cities in the developed world where you can step outside and walk around for a bit without seeing billboards can be counted on one hand.
Current screen policy: only "his" laptop, only videos I've picked out for him (currently, he's into Alphablocks and Numberblocks), laptop gets closed and put up for the rest of the day the instant he whines about having to stop watching for whatever reason.
They can more easily watch with headphones, they can even watch in private if they're introverted, and I'd feel a lot better knowing they won't switch channels without my knowledge or watch adverts for stupid plastic trash.
At what point this becomes necessary is a matter of much argument. They certainly don't need it in the first few years, but I'd suggest they need to be at least aware by the time they are going to school.
It is difficult to separate this from entertainment, because being entertained/interested/curious is largely how our brains do some of their best learning at early ages.
> Kids lived that way for a very long time.
Be careful with appeals to tradition.
The world doesn't exactly work the way it did a long time ago, so we are not preparing kids for the same life they were expected to experience back then.
She quickly capitulated when she learned that iPads are magical nannies that will totally occupy your child and give you precious time to get other stuff done.
So "screen but only with approved content in moderation" became the norm.
If I had a child and I wanted to make sure that they could only watch the videos I chose for them then I would have a laptop for them to use, and I could absolutely see myself calling it "their laptop" in casual conversation.
For now, it’s a small TV that receives one channel run by a station manager who has a thing for counting and the alphabet.
The thing with content is that it costs money to produce, and so you (generally) have to pay money to get it.
I know some parents who have super strict "screen time" rules but let their kids watch (during the allotted time) any random dumb youtube show, or play those shitty iPad games. Those parents are not tech savvy, and they assume that all digital experiences are shit.
In contrast I pay lots of money for Nintendo first-party games because I know (I play them too!) that they are engaging digital experiences with good screenwriting. I pay recurring subscription to streaming services and apps because real storytelling for children DOES exist on devices with screens!
Another comment, more on-topic: it may surprise some to learn that the ‘crane’ or ‘claw’ games in arcades and rest stops are also games of chance, not games of skill. They are programmed with the value of their prizes, the cost to play, and the operating margin the operator would like to have. The machine handles the decision of who wins, when.
It wouldn't surprise me a little bit if it was true, since it's almost impossible to get any prize using those cranes, but if it is in fact true, it should definitely be illegal. When I see a game in the style of these crane games, I and pretty much everyone believes it is a "game of skill", and if you just get the crane in the right position, it would be able to get your prize. Down here in Brazil those machines are everywhere.
Let me tell you, mobile games are much more addictive than casino games. There's more mechanisms to make you addicted, to squeeze the money out of you and everything is sugar coated.
I felt terrible when starting a job in igaming, as I always considered it to be a "dirty" sector. I was surprised to see how many things are regulated. Examples: ID age verification, sometime you need to ping the government API to let them now, there are casino level limits, country/global level limits (can't be exceeded), daily/weekly loss limits, num of tabs opened in the browser limited to 1, max spin time etc.
It's surreal that kids play on an unregulated casino without any winning ods.
They look like something you can be good at - place the claw more accurately, choose a toy placed at a cleaner angle - but what they actually do internally is randomly give you a (say) 10% chance, if you hit it you will grab the toy (unless you're REALLY far from one), if not you won't.
The illusion is there, but the profit is stable and guaranteed.
[1] https://www.youtube.com/watch?v=vXBfwgwT1nQ
[2] https://www.history.com/news/that-time-america-outlawed-pinb...
I was encouraged recently to find that Mountain Mike's chain pizza restaurants seem to have mini-arcades with emulated retro cabinets from Arcade1Up.
Then they decided they want to try to sell the company to a fund and wanted to increase the revenue this golden goose was bringing, so they implemented a wheel of fortune. You could spin the wheel for free once per day and get some sort of in-game resource, but you had unlimited spins if you paid coins, which, you guessed it, costed real moneyz.
There was a huge uproar from the community stating that the game was now pay-to-win and virtually unplayable otherwise and they had to reverse the change. The company didn’t get sold in the end, but they’re doing fine still
I am curious what were the expenses. Few things are as simple as they appear, but from the mobile games I have seen, they look like they could be put together by tiny development teams: simplistic (+recyclable) art and rules. Once the foundational app is created, feels like the further development could happen on a shoe string budget: artist to make new cosmetics and/or someone to develop additional puzzles. Presumably minimal server load from the whales to handle converting dollars into tokens.
I suppose the trick is in getting lucky with the one app that happens to hit it big due to some unknowable pattern of the universe. How many $0 flops preceded the blockbuster hit?
Their system allows to create n-dimensional currency systems (coins, diamonds, etc), currency conversion rules, collectible management, in-game stores with their schedules, crafting/merging logic, probability distributions (including "dark distributions" like OP's link) and even prices (for profitability hints/warnings). Basically everything a fleecing game needs. They even offer templates inspired in famous games to get you started and tune as you go.
They charge quite a bit, but the "foundational app" upfront cost is much lower: it's limited to UI and a relatively thin business logic that targets their API endpoint (mostly mapping API ids to in-game assets and use or server-side logic).
Ouch. Of course they do.
I don't even know why reading this surprised me at first. With the explosion of mobile games following pretty much the same addiction mechanics but with different skins, it was only a matter of time for someone to package mechanics and offer them in form of a backend service.
The blockbuster hit was actually the first game, with success never to be replicated
>euro
InnoGames/Gameforge?
Would such a machine be legal in the regulated real-world? Or only in the wild-west of online casinos?
1. Anything that appears to be a representation of a physical object or device must behave exactly as the thing it represents. So, like in this case of the article if you have 4 cards, one of which has a rock behind them, each must have exactly a 1/4 chance of containing the rock. Wether this is pre-determined or after the choice is made is irrelevant if the odds are fair.
2. Any manufacturer selling games to Nevada must abide by the Nevada rules for any machine they sell anywhere in the world, so no switching a machine out for something that looks the same but operates differently.
It should also be noted that there is a seperate class of machines called "pull tabs" that are legal in some jurisdictions (often found in places like gas stations and bars) that often present as a slot machine or video poker, but actually work more like a lottery scratch off - the result is 100% pre-determined, and any agency the player appears to be given is an illusion. So, like, if you hit the jackpot on a video poker (like) machine, and get given a royal flush on the initial deal, even if you discard all 5 cards you'll get another royal flush on the draw.
There's no casino in town that will "look the other way" for a few 20 year olds who want to gamble, because doing it once could lose that operation it's gaming license.
There's no casino that's going to on purpose risk going above the 25% max hold, because again, you could lose the ENTIRE OPERATION.
The rules are rock solid (sorta....simplifying) and heavily enforced, and while at the end of the day all the machines give worse odds than the ATM, there's caps on what you can and can't do.
Somewhat ironically, I'm not sure if it's changed, but if a slot machine shows you a "pick 1 of 3" choice, it's never a real choice. The decision was made before you picked. Every "pull" of the lever determines your payout basically instantly, ALL the shenanigans after that (including free auto play games i believe) are just placebo/different ways of doing a jackpot.
For the most part, it's because they were cheating the government and skimming funds for illegal businesses and laundering money and not paying taxes on it, not cheating the players (sorta kinda....again summarizing a lot.)
Cheating means greater profit, and (unless caught) more-reliable profit.
If players think they win more at Casino B than Casino A, Casino A makes less, not more.
If Vegas were to allow casino cheating (i.e. by refusing to regulate), if Casino A is revealed to have been cheating, then a player who plays and loses at (actually) honest casino B might have doubt (unreasonable as it may be) that their losses are legitimate. They may decide to make a fuss, complain, broadcast to their social networks that their losses were due to casino cheating. Even if casino B was actually honest, casino B now needs to constantly defends its reputation for fair play. At best, this represents an ongoing cost; at worst, casino B will lose all its traffic due to rumors that spin out of control. An honest reputation is indefensible in such an environment.
The most profitable arrangement for all casinos involved is to prioritize long-term profits and cooperate with strong policing, such that Vegas as a whole (and thereby their casino individually as well) is publically perceived as offering fair odds.
Let's say I rig the slot machines so that they can win on command, and then I hire a couple of actors to come in once every two or three days to 'win' a jackpot. The odds of anyone else actually hitting a win is actually 0 - nada, nothing, zilch. But I can't leave it at zero, if people don't think they have at least a chance, they're not going to throw money at it.
With cheating, I have all the benefits of convincing people into thinking they can win, without actually loosing any money in reality.
Probably a multitude of other sneaky things you can do with an unregulated casino if someone were to put their mind to it.
[1] https://en.wikipedia.org/wiki/Trump_Entertainment_Resorts
I spent a couple of years in the mid-2000s working in the edges here, so I have a bit of knowledge. Note: I've been out of this industry for at least 15 years, so some of my knowledge might have aged, but I'm fairly certain that it's still true in the general sense.
First, under federal regulations, there are three classes of gambling. First, class I, which is basically, "I make a wager with you over the outcome of a sporting event". So if I'm playing golf with you and I bet you $10 a hole on outcome, that's class I. It's not regulated at federal level, and not generally regulated at state level.
The next class is Class II. This covers things like raffles, and mid-week church bingo. There are some limits, but it's not regulated by the states generally, and not by the feds at all.
Class III is what we think of as traditional gambling. Table games, traditional slot machines, etc. This is absolutely regulated by the states, and only allowed if the states allow it. This is what your Vegas and Atlantic City casinos operate under.
But there are Indian casinos outside of this in these markets operating. How do they operate, you ask? The simple answer is, if the games are operating as Class I or (more likely) class II games, the states have no say in them. And it's very easy to make a lotto drawing, or a bingo card, appear as a slot machine play. All random wins are basically equivalent to each other. If you go to an Indian casino, and you want to play a slot machine, but it's requiring you to wait on another player, you're dealing with a class II machine.
What about class III? Well, states are allowed to negotiate compacts with the various Native American tribes where they allow them to conduct class III games. A number of states have done this. This allows them to run, say, blackjack and poker, as well as slot machines that don't fall under class II. Interestingly, in a lot of jurisdictions, you're still basically following the ideas of class II, but just not requiring competition. So if you go to a casino in Oklahoma, you'll see that you are (most often) playing a game of instant bingo on each spin, or possibly a game of instant lotto on each spin. Because that's what the compact between the state of Oklahoma and the tribes there allows.
But there are still loopholes that allow you, in some jurisdictions, to run slot machines outside of these provisions. Let's say, you're allowed to run raffles that allow up to a $1000 prize on a $1 entry. These are just numbers to use to illustrate the concept, and they vary state to state. So I set up a slot machine that you pay $1 a spin, which is an entry in a lotto that pays maximum $1000, and after the total number of tickets allocated is depleted, will pay the house 10%. Perfectly legal, though local law enforcement in the bible belt in the south may disagree. I've coded a number of systems that implemented exactly this.
Other jurisdictions may allow you to have prizes up to, say, 25x the entry on machines, to allow the legality of the claw machines. This can also be (ab)used to make slot machines.
This is all really interesting, but I don't think I follow on this point (and I'd like to understand!)—are you saying that two players are playing on different machines, but the second machine can't operate until the first is done? Are they relying on each other's outcomes to calculate odds or something like that?
You can actually set up a situation where one player is guaranteed a win, which is why the systems will require at least two players.
Back when I started programming, I did simulate a jackpot machine in software (no money involved). The final probabilities were fair, but I added a twist while rolling the images: before stopping, the probability of having 2 or 3 of the same image was quite significant... My younger brother was instantly hooked to it. The trick made him overestimate the probability of having 3 images the same, as he was seeing this pattern quite often just before stopping. This made me realize of fucked-up casino can be, while still abiding by the rules
I live in Spain. I dislike slot machines and, a long time ago, while a friend was wasting his money, I made a quick calculation. Given the number of options and the prizes, if you assumed randomness, one in three coins he inserted would have produced a prize, even the smallest, that was reimbursement.
But that wasn't what happened. It was more of a prize for one in seven coins or maybe one in ten. My friend knew more than enough maths to understand what I told him, but he said he knew, right? (he didn't) and that the question was to wait for the moment the machine was loaded. I realized it was just an addiction.
And yes, at least then and there it was legal.
"Stacker" arcade machines work like that. It's always possible to win the minor prize (a little plastic toy generally), but if you refuse the small prize and keep playing for a major prize (game consoles, gift cards, etc.), it's impossible to win until the machine has banked enough money for the operator to make a profit.
This platform is absolutely rife with gambling and scammy currency-spending mechanics, and all of this is directed towards children. You're constantly bombarded with pay-to-win, pay-to-cheat, pay-to-play, one-arm bandit, "donation" requests, "invite your friends to unlock", literally every dark pattern you can imagine... all on top of near-constant copyright and trademark violations.
I'm entirely convinced that this platform only exists because it's too annoying for adults to even scrutinize too closely but they pull in huge amounts of money from this stuff.
One would need alternative App browsers for that, the default ones don't allow filtering out apps with in-app purchases since they are too lucrative. Here's one:
https://appapp.io/us/genre=Games;has_iap=false;supported_dev...
https://www.commonsensemedia.org/
Hopefully they will open a store once Apple allows 3rd party stores
I remember going on some crazy feats in the chase of neopet points.
Perhaps it wasn’t as damaging because it was limited to a computer and not literally in our pockets.
I tried to give a bunch of modern games a shot and they're essentially slot machines that gate game progress with pulls. I'm glad console and PC gaming hasn't been completely taken over by this, but it is very close.
The mobile market figured out[0] a way to monetize a customer base where the median will not pay, but the mean will. Unfortunately, the method they figured out is really harmful and really profitable. Profitable enough that other platforms are copying it.
[0] Technically many Asian MMOs were already doing this for a while before mobile apps existed. But it was the mobile market that has researched and data-scienced it into the mainstream monster it is now.
Not that it should be blamed fully on mobile, it was already getting worse on itself, with cosmetic paid "DLC" that could be (and sometimes is) present on the base game files at release but exists purely for monetization purposes (Oblivion's horse armor) or exclusives limited to a certain retailer.
There are several concerns with dark patterns that we have to pay attention nowadays, specially when children are exposed to these games, which did not exist in the past.
If you go further back in time, you have arcades, which exposed children of yesteryear to the same tricks mobile is doing today.
Have you seen what happened to the Pokemon games?
Pokémon Sword/Shield released Nov. 2019, a two part expansion released June/Oct 2020. Current costs of £50 for base game, £27 for expansion.
Pokémon Brilliant Diamond/Shining Pearl (remakes) released Nov 2021. No DLC. £50 for base game.
Pokémon Legends Arceus released Jan 2022. Free content addition in Feb. 2022. No paid DLC. £50 for base game.
Pokémon Scarlet/Violet released released Nov. 2022, a two part expansion released/releasing Sept/Q4 2023. £50 for base game, £31.50 for expansion.
So, a smaller gap between the base-game and expansion, but a comparable price differential.
Now, if you were talking about the quality of the latest games you might have a point - Sword/Shield were OK with a weak story. DB/SP were remakes, but added little to the originals (and arguably took away some things). Arceus was great! A really interesting game. Scarlet/Violet - some good ideas, but very poor execution.
> From a 'Mansuba' - A Shatranj problem had this story:
> There once was a chess-addicted prince, Murwardi, who had wagered and lost his entire fortune in an intense chess session. In his desperation he offered his beautiful wife Dilaram as stake, and was losing the game they were playing for her. In the above position his wife called out to him: "Oh Prince, sacrifice your rooks and not your wife." This her husband duly did and saved her with a combination.
(Unsolicited advice is allowed if the player would have found the moves himself. No one would have dared to suggest a woman could do something a man couldn't)
We've come a long way, or maybe not since now we [pretty much] force people to carry around gambling devices if not an entire casino.
It seems we always end up doing things against our better judgement?
Shogi doesn't have any other sites as modern and polished as Lichess or Chess.com (except for a Lichess port (lishogi.org) which has failed to gain traction), so I think there was a vacuum that allowed something like this to become popular. If people were still playing chess only on old clunky websites then maybe Zynga would break into the market with a hot new chess app that requires Facebook login.
I'll leave it up to the finance people to come up with interesting instruments to take advantage of these kids. Maybe their bank accounts will just become money market accounts that are tied to leveraged ETFs.
I think abstracting away their real life money into a crypto that is worth 1/10th of the dollar is a good way to go. Make that crypto the exclusive currency for their habits (games, social media) so they have no choice but to convert to it. Easy way to part them from their real earnings that way.
There's easy money here if you are ruthless. If you print your own crypto for their habits, you can effectively act like the US Fed. Just inflate away the value of their coins every time. It's a no brainer.
Getting kids addicted to gambling with virtual currencies might shape the structure of the scams, but the idea that Gen Z is going to be uniquely vulnerable to finance scams doesn't track for me.
I legitimately can't tell if this comment is meant to be ironic or not.