Hey uh, I don’t do a lot of mobile gaming, but what’s a loot box and why should I care if it’s gambling or not?
The article is talking about competitive multiplayer games, rather than mobile games. DOTA 2 and CS:GO are the examples used. Theres a few elements that, together, make it extremely problematic in my opinion. Using CS:GO as the example: 1. Items are dropped randomly, or you can buy randomised "crates". By design, plain looking drops are common, while visually impressive drops are rare. 2. When you buy crates and unlo…
Loot boxes are obviously gambling
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Re: Loot boxes are obviously gambling
#72The same arguments could apply to physical card packs (e.g. MtG cards) sold at tabletop gaming stores. Yet nobody seems to mind there?
Basically my point is this: it can be perfectly reasonable to allow one form of gambling-like transactions where it is easy to ensure that the house is playing fair while outlawing a superficially similar one were making sure that the house is not cheating would require enormous regulations and oversight efforts.
Re: Loot boxes are obviously gambling
#73The same arguments could apply to physical card packs (e.g. MtG cards) sold at tabletop gaming stores. Yet nobody seems to mind there?
I guess buying physical cards is not so addictive that anyone would pay attention. In mobile games, everything is set up for you to make repetitive purchases in the hope of winning bigger: your credit card is on file, the design of the boxes echoes casinos, etc.
Ummmm, they call Magic the Gathering "cardboard crack" for a reason ...
Re: Loot boxes are obviously gambling
#74I still haven't heard anyone take on physical vs digital card games as part of this. Typically cards are sold in random 'packs' (see Hearthstone, Gwent and Valves 'up and coming' card game) which should fall under this definition. But blind card packs (Magic the Gathering, Pokemon) physically are not banned by any government, nor, have I ever heard them talked about in the same umbrella as gambling?
Re: Loot boxes are obviously gambling
#75Just because A has some properties of B doesn't mean that A is B.
I think both gambling and loot-boxes could be categorized as subsets of the set of things that are "compulsive reward-seeking behavior".
Re: Loot boxes are obviously gambling
#76I think there's a pattern here: 'Highly talented company makes highly praised product but eventually realizes there is much more money in exploitative products instead'. Valve made the amazing Half-Life series, then later seems to have come to the conclusion that their return on investment is just much higher if they focus on multiplayer games with loot boxes (plus selling other people's games and taking a cut). Bliz…
I would easily argue Blizzard has the most generous/least exploitative loot box models. Cosmetic only with a fairly regular/healthy rate of freebies, not to mention the currency you get that lets you acquire the ones you actually want without relentlessly "rolling". Heroes of the Storm steps it up even further with a reroll mechanic you can use for disappointing boxes. Compared to the others in the industry, Blizzard…
Out of the 3 games, I probably played Overwatch the most, followed closely by Hearthstone, but the amount of money I invested in Hearthstone is easily 3-4x the initial price I paid for OW. I got fed up of the "pay or fall behind" nature of Hearthstone and stopped playing a long time ago though.
Re: Loot boxes are obviously gambling
#77> "Loot boxes work like gambling, and they're designed like gambling. They're designed to provoke compulsive reward-seeking behavior." Just because A has some properties of B doesn't mean that A is B. I think both gambling and loot-boxes could be categorized as subsets of the set of things that are "compulsive reward-seeking behavior".
Playing poker for matchsticks is just as much gambling as playing poker for a $50k pot. The only thing changing is the stakes of the gamble.
Re: Loot boxes are obviously gambling
#78I still haven't heard anyone take on physical vs digital card games as part of this. Typically cards are sold in random 'packs' (see Hearthstone, Gwent and Valves 'up and coming' card game) which should fall under this definition. But blind card packs (Magic the Gathering, Pokemon) physically are not banned by any government, nor, have I ever heard them talked about in the same umbrella as gambling?
Re: Loot boxes are obviously gambling
#79Earlier quoted context omitted.
I guess buying physical cards is not so addictive that anyone would pay attention. In mobile games, everything is set up for you to make repetitive purchases in the hope of winning bigger: your credit card is on file, the design of the boxes echoes casinos, etc.
> I guess buying physical cards is not so addictive that anyone would pay attention. Ummmm, they call Magic the Gathering "cardboard crack" for a reason ...
Some mobile game companies do billions per year. That kind of sales attract regulatory attention.
Re: Loot boxes are obviously gambling
#80Earlier quoted context omitted.
Couple things: 1) This is very prevalent in high budget desktop/console games as well, not just mobile games. 2) These games typically do little to nothing to abide by laws that prohibit gambling by minors. There are definitely concerns of whether this is ethical or legal.
You seem to have accepted that loot boxes are a form of gambling even though that is not really the agreed upon legal definition of gambling.