Because that wouldn't lead to people overspending. It's all by design.Heck I don't even necessarily want to get rid of the Overwatch lootboxes, but how much would it seriously hurt to just give the option to buy items with real money?
Because that wouldn't lead to people overspending. It's all by design.Heck I don't even necessarily want to get rid of the Overwatch lootboxes, but how much would it seriously hurt to just give the option to buy items with real money?
Even if Lootboxes are a problem (and until I see an actual study, I'm not convinced they are) should we really be designing games to the lowest common denominator?
I can appreciate that it's an addiction, but people are addicted to fast food, cigarettes, and booze too. Society decided that the harm caused by people addicted to these products is outweighed by the enjoyment people without addictions get from them, and I'd be surprised if lootboxes shake out any differently.
Because that wouldn't lead to people overspending. It's all by design.
Because that wouldn't lead to people overspending. It's all by design.
In the last month and a half I have spent more mone in Warframe than in any other just because I know what I get.Which is the thing that pisses me off the most about lootboxes. They could absolutely find alternatives that could still get them enough money to provide content. But whales make for easily exploitable cash.
And tons of people don't give a shit because "muh free stuff!"
I dont know guys, just because lootboxes are apparently reducing people to a suicide hotline doesnt mean we should do anything about, do you know how many sick skins i got last night?
That line of reasoning holds if their only negative aspect is their potentially addictive nature. But as they stand they seem like generally lazy ways to gate content behind money or time in a fashion sometimes wholly divorced from the users control or influence.
A lot of people don't like them for what they are rather than simply their potential to be predatory.
What? How? Loot boxes are detrimental to healthy and good game design and the satisfaction of rewards and awards through sheer skill, teamwork and incite. Loot boxes are gambling, predatory and raw, only those who have cash to shell out are rewarded and whoever doesn't/can't are missing out (despite having bought the game).What the anti-lootbox people fail to acknowledge is that Overwatch lootboxes have caused more good than harm.
Definitive personal, legal, and financial damages. A few grand is a drop in the bucket. People will spend money on games but whales aren't common. There's a ceiling that people get to and stop because the rewards aren't the same. Some people have addictive personalities and will go to the extremes no matter what it is whether 12+ hours a day grinding loot in ARPGs, playing WoW endlessly, etc. An outlet for this lust isn't the problem, it's there's no support structure for the super vulnerable who literally can't control themselves. In cash gambling, the field is different due to personal, legal, and financial troubles being literally one hand a way and the ability to recoup your losses.hm that's what women say after a night with me
but seriously, what is it going to take to change these practices? external regulation? self-regulation? (like from the ESRB, should they change their minds about lootboxes not being gambling?)
i don't see either happening anytime soon.
If you really love multiplayer shooters it's unavoidable.Luckily there are a million great games that don't have lootboxes. I can't even imagine why you'd play a game with them.
What? How? Loot boxes are detrimental to healthy and good game design and the satisfaction of rewards and awards through sheer skill, teamwork and incite. Loot boxes are gambling, predatory and raw, only those who have cash to shell out are rewarded and whoever doesn't/can't are missing out (despite having bought the game).
I don't think Toaster was trying to make a point about those old arcade games as much as dispelling the counterproductive "back in the good old days, things weren't like this" argument.I find responses like this pretty shameful and disingenuous.
It's the very definition of a false equivalency.
Arcade games are not console games, or home PC games. You know, the games you have been able to buy and own and play to your hearts content since the 70s. For at least 40 years, people have been able to buy complete games. The piecemeal sale of content has only really become prominent since the last (PS3/360) generation of consoles, and the smartphone and Facebook games which influenced them.
The second bit that really bothers me about comments like that is:
Why are you defending less value for gamers? Let alone the fact discussed in the article that the lootboxes, which are specifically designed to have the kind of psychological effects on players as slot machines are having a severe impact on the lives of certain players. Players who would not suffer the same ill effects if Overwatch had the same business model as Timesplitters.
I miss the old days when buying a game meant you got all of that gameand if a company decided to release more content they would release that content for purchase instead of dribbling it out bits at a time.
I mean, my experience with LB games is limited to Overwatch and PUBG, so maybe I should be more specific and point out that particular implementation as a success.
Which is the thing that pisses me off the most about lootboxes. They could absolutely find alternatives that could still get them enough money to provide content. But whales make for easily exploitable cash.
And tons of people don't give a shit because "muh free stuff!"
Care to elaborate on the bolded part?The unfortunate reality is that lots of things drive people to suicide hotlines.
Again, until an actual study gets done we're all just pulling numbers out of thin air, but I sincerely doubt that the people with legitimate gambling disorders spending thousands of dollars on Overwatch boxes make up even a percent of the player base.
What the anti-lootbox people fail to acknowledge is that Overwatch lootboxes have caused more good than harm. It is a real tragedy that people with gambling addictions feel compelled to spend thousands of dollars on boxes, but that's life.
How is it a success though? Because you personally like the game?
Care to elaborate on the bolded part?
Think of it like this -> When you want something, would you rather know what you buy or play the lottery? There is only one reason for having a lottery, and that's when the rewards don't match the prize.
Financially successful doesn't mean necessarily constitute as successful implementation, otherwise cons and scams are also successful ways to get consumer money. There's so much wrong ethically, and perhaps legally, with loot boxes in games especially when people under 18 play them.I mean, my experience with LB games is limited to Overwatch and PUBG, so maybe I should be more specific and point out that particular implementation as a success.
Financially successful doesn't mean necessarily constitute as successful implementation, otherwise cons and scams are also successful ways to get consumer money. There's so much wrong ethically, and perhaps legally, with loot boxes in games especially when people under 18 play them.
I still can't believe there are people still defending loot boxes. Just because some people don't see it as a problem doesn't mean the problem isn't there.
My experience is much better now than it was in the past so why would I want it to go back to how it used to be? Loot boxes provide a reason and the funding to give continued support. It's why a $15 game like CSGO has dedicated servers, big prize pools, and even the occasional update 5.5 years later. They don't even ruin the balance of the game since they're only cosmetic. Also nice that you can sell the drops/crates on the market to pay for it and other games.
I just don't see why this particular addiction is so important that it's a constant topic of discussion when there's a time fueled gaming addiction that impacts far more people and even has more severe consequences like obesity and potentially even death.
Then why defend lootboxes if it doesn't matter since it's a predatory practice that does actual, real harm to people. Perhaps not many, but at least enough for it to be an issue. If you don't care you would be just as fine with knowing what you get?If it's something completely superfluous (like a giant stuffed animal at a fair, or an Overwatch skin), I don't really care, honestly.
I wasn't talking specifically about OW but loot boxes in general, but to answer your question, it preys on the gambler's mindset of "needing it" when they don't really need it. There was and is nothing wrong with direct smaller purchases because you know what you're getting and it's fair on a trade basis. Loot boxes are designed to maximise profit and minimise rewards, all business and no pro-consumer in mind. Cosmetic-only or not it's all the same psychological effect. Imagine buying groceries at a store for healthy food, you're not allowed to buy the food off the shelves as you see fit but you must open food crates and you get whatever's inside or keep paying the retailer more until you finally get what you want. Same shit.
Financially successful doesn't mean necessarily constitute as successful implementation, otherwise cons and scams are also successful ways to get consumer money. There's so much wrong ethically, and perhaps legally, with loot boxes in games especially when people under 18 play them.
I'm sure plenty of people responsibly drink bear too. Why don't articles about alcoholism talk about them?!
Then why defend lootboxes if it doesn't matter since it's a predatory practice that does actual, real harm to people. Perhaps not many, but at least enough for it to be an issue. If you don't care you would be just as fine with knowing what you get?
Both. Underraged purchase of digital goods for software that requires you to be of a certain age & loot boxes can be considered as gambling.What is legally wrong with loot boxes? Is it the money transaction or act of gambling?
I wasn't talking specifically about OW but loot boxes in general, but to answer your question, it preys on the gambler's mindset of "needing it" when they don't really need it. There was and is nothing wrong with direct smaller purchases because you know what you're getting and it's fair on a trade basis. Loot boxes are designed to maximise profit and minimise rewards, all business and no pro-consumer in mind. Cosmetic-only or not it's all the same psychological effect. Imagine buying groceries at a store for healthy food, you're not allowed to buy the food off the shelves as you see fit but you must open food crates and you get whatever's inside or keep paying the retailer more until you finally get what you want. Same shit.
There are ways to provide funding that are fair and not nefarious. The reason for it being random loot boxes is because it makes people spend more than they want, thus it's a predatory practice. People paying more than they can afford and being harmed isn't really the strongest reason I'd gladly see lootboxes being outright illegal. It's because it is detrimental to the gaming industry in the long run. I want developers to make games that make them money because they're good, not because they can manipulate people to spend money they can't afford.My experience is much better now than it was in the past so why would I want it to go back to how it used to be? Loot boxes provide a reason and the funding to give continued support. It's why a $15 game like CSGO has dedicated servers, big prize pools, and even the occasional update 5.5 years later. They don't even ruin the balance of the game since they're only cosmetic. Also nice that you can sell the drops/crates on the market to pay for it and other games.
I just don't see why this particular addiction is so important that it's a constant topic of discussion when there's a time fueled gaming addiction that impacts far more people and even has more severe consequences like obesity and potentially even death.
Erm. In my post you quoted I asked if you wouldn't rather know what you get. Lootboxes isn't the only way to fund a game you know.You seem to be forgetting (or more likely, omitting) that it funds the game and supports the developers.
Erm. In my post you quoted I asked if you wouldn't rather know what you get. Lootboxes isn't the only way to fund a game you know.
I won't buy games with lootboxes period, however it is not a crisis as almost none of them interest me from the get go.
Are anyone besides EA, Activition and Microsoft doing this anyway?
I feel that the quality of gaming is in the AA space these days with notable exceptions like Horizon: ZD and the like, most published by Nintendo or Sony.
I said it preys on the mindset, you don't have to be an actual gambler to be effected by the same problems as gambling brings. Lots of people who've "never gambled" and claim not to be a gambler spend hundreds, thousands of dollars on rather crappy skins for characters and guns. You're saying loot boxes encourage responsible behaviour? lmao1. Not everybody is a gambler. Most people who play Overwatch enjoy them responsibly.
2. That's a particularly moronic analogy because you need food to live, and you don't need cosmetics to play the game. So it's quite literally not at all the "same shit."
What the anti-lootbox people fail to acknowledge is that Overwatch lootboxes have caused more good than harm. It is a real tragedy that people with gambling addictions feel compelled to spend thousands of dollars on boxes, but that's life.
Then again. Why defend it since you can still have a good time if you get to know what you buy and it doesn't exploit the people who DO get harmed by it. That way you can still fund it and people don't get harmed as much. Win-win.No, but it's a way to fund a game that is particularly nice for me and millions of other people who are lucky enough to not have gambling addictions.
[Citation Needed]
I can't think of any games that have had the amount of support OW has had (a billion skins, new maps, new heroes, new game modes, lots of QoL changes) that didn't monetize it in some way.
The cool thing about Lootboxes is that for me, and literally millions of other people, we received all this content and only had to spend exactly the amount of money we were willing to spend.
Why is under-aged purchase of goods wrong in the digital market? The access to a credit card? Plenty of banking institutions offer VISA Debit for online purchases.Both. Underraged purchase of digital goods for software that requires you to be of a certain age & loot boxes can be considered as gambling.
That's a silly argument. Everyday things like stress at work (a legal practice), alcohol (a legal substance), cigarettes (a legal substance), and various other factors can drive someone to that point. Hell, even just non-loot boxing having videogames have driven people to that point. People have died from video game addiction. So to point at lootboxes as the fault of human addiction is silly and nonsensical.I dont know guys, just because lootboxes are apparently reducing people to a suicide hotline doesnt mean we should do anything about it, do you know how many sick skins i got last night?
I said it preys on the mindset, you don't have to be an actual gambler to be effected by the same problems as gambling brings. Lots of people who've "never gambled" and claim not to be a gambler spend hundreds, thousands of dollars on rather crappy skins for characters and guns. You're saying loot boxes encourage responsible behaviour? lmao
Also that analogy can be applied to any kind of purchase that you don't "need". DVDs, Blu Rays, kitchen utensils, books, clothes. You want a particular item but the retailer says you have to open [x] crate and "hope" you get what you want, otherwise keep giving them money since you say it's good because it financially supports them. If you had used your brain you would have known the point I was trying to insinuate.
Nah, the old days were expansion packs. I was able to buy Jedi Knight: Dark Forces 2 in 1997 and then Mysteries of the Sith the following year which added a whole new campaign and multiplayer maps, characters, and more.
That's a silly argument. Everyday things like stress at work (a legal practice), alcohol (a legal substance), cigarettes (a legal substance), and various other factors can drive someone to that point. Hell, even just non-loot boxing having videogames have driven people to that point. People have died from video game addiction. So to point at lootboxes as the fault of human addiction is silly and nonsensical.
According to Blizzard, Overwatch has over 35 Million Players in October.
http://www.pcgamer.com/overwatch-breaks-35-million-player-mark/
35 Million x $40, is $1.4 Billion. Companies hide their total sales numbers. Some payed $60, some payed $40. That's numbers before it's $20 sale over the holiday last year.
Off the top of my head I can think of a few games who have had pretty amazing post launch support without extra monetization:
Shovel Knight
Towerfall
Splatoon
Splatoon 2
Team Fortress Classic
Quake 1
Quake 2
Quake 3
Diablo 2
Starcraft
Starcraft 2
ARMS
DOTA (1)
It's not apples to oranges though, Overwatch released in a pretty content light state. I'm pretty sure it will take Overwatch 10 years to have as many characters and modes as games like TimeSplitters or Mortal Kombat: Annihilation did when they launched.
Bout as much as you deserve those free updates. Tell me why is having the option to purchase items directly in addition to loot boxes so terrible?
Then again. Why defend it since you can still have a good time if you get to know what you buy and it doesn't exploit the people who DO get harmed by it. That way you can still fund it and people don't get harmed as much. Win-win.
It's not a terrible option, just the audience doesn't really care. You can't expect people to do things out of the goodness of your heart. Well, you can, but you're most likely going to be disappointed.Bout as much as you deserve those free updates. Tell me why is having the option to purchase items directly in addition to loot boxes so terrible?
No, but it's a way to fund a game that is particularly nice for me and millions of other people who are lucky enough to not have gambling addictions.