Will they classify tcg, ccg, kinder surprise, panini football cards, lego minifigs as gambling?
Panini football cards are for collectors and you can send away for any card you are missing. With kinder, happy meals etc it's a free toy with food.
These are not the same thing as lootboxes. Here in the UK there are calls to severely limit casino machines in bookmakers but no one is trying to shut down seaside amusement arcades. You can gamble away your wages in both of them but only one of them is a massive problem.
It was! I hate this shit, it doesn't effect me but my god some people just can't see this as gambling or don't care that the support comes at a cost of others addiction.I think your comment is sarcastic, but in case it's not I'll let mr Jim reply to that :)
https://www.youtube.com/watch?v=Ce5CDrq4dGg
Spot-on.Good.
I fear the outcome of this will be them just outright selling all the items in games, I guess that's better than random chance and all that but is that more acceptable in peoples eyes, like a lesser evil?
I hate the whole lot of course.
Spot-on.
The world's top grossing games, as well as the games with the highest LTV and ARPDAU, are all non-lootbox games.
I've yet to see evidence that lootboxes are any more addictive than other monetization methods. People who have issues spending in games aren't going to stop because lootboxes are gone.
From a design standpoint it's very easy to bypass any legislation that regulates the mechanism.I'm curious how this will affect games. Even if it's allowed in one area what happens to another?
I know Nirolak was talking about the difference would probably be made with "boosters".
So in the case of overwatch you'd just buy stuff to get faster XP which in turn would mean more loot boxes.
People will of course still spend money. This whole issue is about the nefarious act of masquerading it behind the lottery mechanics that has been proven time and again to exploit the people with addictive personalities. Developers want to keep selling loot boxes as a lottery becuase most lottery "wins" are utter trash that noone wants. Having to be upfront about selling junk will probably sort that out.Spot-on.
The world's top grossing games, as well as the games with the highest LTV and ARPDAU, are all non-lootbox games.
I've yet to see evidence that lootboxes are any more addictive than other monetization methods. People who have issues spending in games aren't going to stop because lootboxes are gone.
As a developer, I like loot boxes. They're easy to implement, easy to tune, and proven to work. I'm obviously biased in that regard though.It always depends on the implementations of such systems. People will have a hard wake-up call if they think the issue is just with lootboxes.
From a design standpoint it's very easy to bypass any legislation that regulates the mechanism.
Depending on the specificity of the legislation (I've not read any yet; this is just speculation), developers could remove the monetary gates but gate something else instead:
Adding a few steps removal to loot boxes will certainly impact efficacy, but they're probably here to stay as long as they remain easy to implement and proven to work.
- Gate the opening mechanism (similar to CSGO, TF2, PUBG)
- Gate the drop rate (what you described)
- Gate a pathway (buy a key to run a short dungeon that awards a lootbox at the end)
- Gate rerolls (monetized upgrades/rerolls; already commonly attached to in-app ads)
I cannot word it better than that!
As an American, I'm imagining a weird future where I need to import games from the EU because they don't have lootbox mechanics.
I can guarantee you that no developer is thinking "how can we exploit people with addictive personalities" when they're deciding on how to monetize their games. They're thinking "how can we design a monetization system that maximizes LTV, ARPDAU, and conversion".People will of course still spend money. This whole issue is about the nefarious act of masquerading it behind the lottery mechanics that has been proven time and again to exploit the people with addictive personalities. Developers want to keep selling loot boxes as a lottery becuase most lottery "wins" are utter trash that noone wants. Having to be upfront about selling junk will probably sort that out.
http://fortune.com/2017/12/09/lawmaker-working-to-ban-sale-of-games-with-lootboxes-to-minors/
There is some momentum here in the States as well.
The problem I see is that the practice in how to maximize those has become exploitative and dishonest to the consumers. Somewhere the concept of "fair trade" has been lost.I can guarantee you that no developer is thinking "how can we exploit people with addictive personalities" when they're deciding on how to monetize their games. They're thinking "how can we design a monetization system that maximizes LTV, ARPDAU, and conversion".
I'm particularly interested in Nordic legislation because Finland is home to Rovio and Supercell, both market leaders in mobile monetization. As I've alluded to in my other posts, neither are dependent on loot boxes (Supercell's Clash Royale being the exception). So it'll be interesting to see if Finland follows suit, and how these developers will react. I do think that attacking the mechanism (loot boxes and random rolls) is the incorrect method of resolving the addiction issue. Putting a blanket monthly limit on microtransactions is simultaneously more effective and less restrictive on developers, but I don't think that'd fly in most countries.I don't know how it is in other countries, but here in Norway you should not only uphold laws technically but also the spirit of the law. So if the law is intended to curb addiction to micro transactions in games and you still do this even if technically upholding the law you are in violation.
One way you could probably still sell micro transactions under such a system would be to limit the amount you can spend in a set amount of time like most state sanctioned lotteries and slot machines here. Those require ID to make sure you are within the limits though, a national gambling card.
https://www.norsk-tipping.no/spilleregler-og-betingelser
The limits here are very high though, 20.000 NOK a month (about $2500). The government both run the gambling and set the limits, probably not ideal.
I will be shocked if the US takes the lead on this, especially given who currently controls the government. It goes against corporate interests.
If this happens, it will happen in the EU first.
Are you familiar with Game of War or Clash of Clans?The problem I see is that the practice in how to maximize those has become exploitative and dishonest to the consumers. Somewhere the concept of "fair trade" has been lost.
I know people get addicted to games and gambling. That's kind of a moot point - just because one game is harmful it's ok for others to be?Are you familiar with Game of War or Clash of Clans?
Just Clash of Clans alone has probably ruined more lives than any other game in recent history; do yourself a favor and Google "Clash of Clans addiction".
Both games don't have loot boxes, yet feature insanely high LTV and ARPDAU; more than any loot box games you've probably heard of. To achieve this, they put immense social pressure on players to spend time and money.
What you're failing to understand is that developers are always going to be chasing these sorts of numbers; loot boxes just happen to be the simplest, most easily-understood implementation of it.
Yeah, it sucks when there's a bad implementation of it (see Destiny 2 or Mass Effect Andromeda), but can you imagine a bad implementation of the social pressure model?
This is where you're wrong. Loot boxes are implemented for a variety of reasons.I know people get addicted to games and gambling. That's kind of a moot point - just because one game is harmful it's ok for others to be?
Also, you don't address the point I'm making. Loot boxes aren't used because they're "simplest, most easily-understood implentation" of microtransactions - having an item and charging a set price for it is(like you know, a regular store). They're used because they make customers pay and not recieve what they want, hoping they pay again and still not recieve what they want. It's a dishonest transaction and ethically undefendable.
There's a world of difference between knowing what you're buying and paying to roll a die to maybe, possibly get what you want.Spot-on.
The world's top grossing games, as well as the games with the highest LTV and ARPDAU, are all non-lootbox games.
I've yet to see evidence that lootboxes are any more addictive than other monetization methods. People who have issues spending in games aren't going to stop because lootboxes are gone.
There's a world of difference between knowing what you're buying and paying to roll a die to maybe, possibly get what you want.
Selling accounts and virtual items on websites like ebay has been happening for over 20 years. Claiming that virtual items do not have any real world monetary value is disingenuous and in many cases completely false.I'd posit that all loot box transactions are consenting, that the customer understands that the products he's paying for are virtual and have no real-world monetary value.
You left out the final sentence of that post, where I say that environments like the Steam marketplace, where virtual items can be traded, should be heavily regulated.Selling accounts and virtual items on places like ebay has been happening for over 20 years. Claiming that virtual items do not have any real world monetary value is disingenuous and in many cases completely false.
Why when loot boxes aren't? This seems to be case of watering your garden to fix the shed. There's no apetitite for that because there's no point. The only reason you'd bother is because of items like loot boxes. If that's the reason why should steam marketplace be regulated then just regulate the loot boxes themselves.You left out the final sentence of that post, where I say that environments like the Steam marketplace, where virtual items can be traded, should be heavily regulated.
When I'm talking about virtual items with real monetary value, I'm referring solely to closed economies with no trading--which encompasses the majority of loot box games.
This is where you're wrong. Loot boxes are implemented for a variety of reasons.
To address your point about ethics, I'd posit that all loot box transactions are consenting, that the customer understands that the products he's paying for are virtual and have no real-world monetary value. I find it hard to understand how that can be considered unethical when the customer is fully aware of those facts prior to the transaction. Steam marketplace stuff is a different issue--that's legitimate gambling and needs to be regulated.
- They're simple to implement. There's a wide body of knowledge regarding best practices, prices, and standard KPIs to look out for when implementing them.
- They're easy to maintain. You can change drop rates on a whim, whether it's to balance your economy, or to fix errors.
- It keeps all new content relevant. You don't have to worry about one piece of content overshadowing another.
With DICE being in Stockholm, it would be very weird if they kept loot boxes for next Battlefield or Battlefront
There are may ways to obtain items in games outside of paid loot boxes. For example, the Diablo series never had loot boxes but had a thriving gray market until D3's updates came around.Why when loot boxes aren't? This seems to be case of watering your garden to fix the shed. There's no apetitite for that because there's no point. The only reason you'd bother is because of items like loot boxes. If that's the reason why should steam marketplace be regulated then just regulate the loot boxes themselves.
Contrarily, I'd argue that it's personal interest that drives the argument against loot boxes. Hardcore players aren't open to the idea of paying for randomized loot, so they take up anti-addiction as a cause.Addiction is a thing and these companies are preying on people's inability to control themselves. That is where the unethical part comes in. But again, corporate interests trumps consumer interest for some people here.
The developers themselves ban them because it's against the EULA that not what steam marketplace is even slightly. If valve and participating games didn't want items to be trade on the marketplace the marketplace itself would not exist. Your talking about something else entirely.There are may ways to obtain items in games outside of paid loot boxes. For example, the Diablo series never had loot boxes but had a thriving gray market until D3's updates came around.
Honestly, I think I'm just having trouble parsing what you're saying. So I'm not sure how to respond to that.The developers themselves ban them because it's against the EULA that not what steam marketplace is even slightly. If valve and participating games didn't want items to be trade on the marketplace the marketplace itself would not exist. Your talking about something else entirely.
Your talking about illegal tradiing of Diablo items and comparing them to legal Steam marketplace trading.Honestly, I think I'm just having trouble parsing what you're saying. So I'm not sure how to respond to that.
Contrarily, I'd argue that it's personal interest that drives the argument against loot boxes. Hardcore players aren't open to the idea of paying for randomized loot, so they take up anti-addiction as a cause.
I've yet to see anyone respond with any evidence that it's the lootbox mechanism that drives addiction over generalized game addiction or even monetization addiction. As I've pointed out several times in this thread, non-lootbox games anecdotally not only have more addiction issues, but also draw better metrics than lootbox games.
Let's be clear about something here--there's nothing illegal about trading Diablo items.Your talking about illegal tradiing of Diablo items and comparing them to legal Steam marketplace trading.
I know the point is one is against the companies eula the other was encouraged. I stated it that way since you seemed to miss the first time.Let's be clear about something here--there's nothing illegal about trading Diablo items.
The corollary I'm drawing is that when virtual items are given real money value--especially considerable real money value--that changes the perspective of the loot box and monetization conversation.
From my perspective (not the legal perspective, which I'm not familiar with), gambling occurs when you input money with the chance of outputting some random amount of money. By this definition, games with closed, internal economies cannot be gambling, and should not be regulated like gambling, because any user who transacts does so with the explicit knowledge that this money is going into a hole, and will never be seen again. Rather, he's getting some intrinsic or social value within that closed economy.
Now, if a game's internal economy is tied to the real world economy, such as with the Steam marketplace, eBay, or any other gray marketplace, that's a different story. There's a whole different world of motivations that goes into buying into these economies, and that's why it should be regulated, because a user is inputting money with some expectation of real world monetary output.
This is an important distinction to make because almost all of the arguments against loot boxes (certainly the ones in this thread) decry the mechanism.
This means that core systems in games like Diablo, Destiny, or Borderlands, are also subject to the same arguments against mechanism addiction.
So if you're really against loot box addiction, are you also against random rolls? Or does it only matter when it's monetized? Does addiction by itself not matter, or only when addiction is tied to money? What are you really against?
The bolded is the most compelling argument against loot boxes, and I agree there. It's why I won't ever purchase them myself.So then it's corporate interest (i.e. personal interest of those financially invested in the companies) vs personal user interest + addiction issues?
I think that tips in favor of the latter.
How much evidence is necessary though? I think it's disingenuous to claim that they don't operate using the same physiological hooks as gambling. It think that's pretty clear.
I may not have personal addiction issues with them, but it is a thing on top of it being an overall a manipulative (and insulting, imo) way to sell content to consumers. I'm happy to pay for content I feel is worth the money, but I don't like being jerked around and made to waste my money in order to do so. For me that's enough to want to see them go. The possible gambling addiction issues that they add on top of whatever already existing ones with game is just the icing on the cake.