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?
A loot box is specifically an item that can be purchased in-game that offers a random reward, typically from a loot table and with set odds known only to the game maker. They come in many forms; one of the most obvious is found in Overwatch right now, typically awarded to the player after they level up in game. Overwatch's loot box animation is very pretty. https://www.youtube.com/watch?v=DdB17umeKB0 If this sounds k…
Loot boxes are obviously gambling
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Re: Loot boxes are obviously gambling
#92I 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?
Magic the Gathering and Pokemon sat around $500k in realy global market sales. Sport cards a few millions. Game with lootboxes is estimated around a half a billion. Regular gambling estimated around $400 billions.
This make in my view a rather simple answer why Magic the Gathering might not be a big concern for government but why regular gambling really is and why loot boxes currently sit in the middle. To simplify: 1x, 1000x, 1000000x.
Re: Loot boxes are obviously gambling
#93> "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".
Re: Loot boxes are obviously gambling
#94The lootbox mechanic can be easily disguised without making it seem like gambling: 1.Buy lots in-game currency with cash or grind X hours for it. 2.Buy "A ticket to dungeon Y" with in-game currency. 3.The dungeon has a boss that is essentially a easy to kill walking lootbox. Tada, all gambling regulations bypassed. If you want to play loot-centric games this is your choice. All MMOs that revolve around items and loot…
So.. single-use dungeon tickets are gambling too?
Oh no, We wouldn't dream of having gambling in our game! That's why we don't have single-use dungeon tickets (which is just gambling with one extra step between).
You can do our dungeons as many times as you want, they aren't single use. Of course doing a dungeon run costs five purple crystals, which costs five bucks. After an epic story focused (cut-scenes that you can skip) showdown with a boss (that you can take down in one attack) you get random loot from a loot table, just like in good old games like Diablo (functionally the same as a lootbox).
Of course, the fact that it works out to 5 bucks for a random item is not gambling, since we now have two steps instead of just one.
Re: Loot boxes are obviously gambling
#95Earlier quoted context omitted.
> 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 ...
Perhaps, but it's a very niche audience. What's the revenue of the company that makes MtG? Some mobile game companies do billions per year. That kind of sales attract regulatory attention.
https://investor.hasbro.com/news-releases/news-release-detai...
Re: Loot boxes are obviously gambling
#96Er. And Magic: the Gathering booster packs.
Does that mean I have a gambling problem then? Because I had hoped that despite my M:tG habit [1], I was not really-really a gambler.
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[1] And let's not discuss my DnD etc RPG habit. I flip cards and roll dice way too much for someone who sincerely thinks she's not into games of chance.
Re: Loot boxes are obviously gambling
#97Earlier quoted context omitted.
HotS and Overwatch really aren't exploitative sure, but Hearthstone is incredibly exploitative. Unless you are so good you can go "infinite" in arena (always make your gold entry fee back and then some, on average), you have to buy packs for every expansion that comes out. Or you have to play with lower-tier cards, which some people do successfully, but to get the most out of the game or be "competitive" they will ne…
That is very much the nature of a CGC though. Hearthstone seems less exploitative than Magic the Gathering, Pokemon TCG or Yu-Gi-Oh because you can trade in unwanted card and those have been around for a long time.
Re: Loot boxes are obviously gambling
#98The same arguments could apply to physical card packs (e.g. MtG cards) sold at tabletop gaming stores. Yet nobody seems to mind there?
And then you possibly don't realize how much you've spent, because unlike real cards, digital ones don't pile up.
It's definitely different.
Re: Loot boxes are obviously gambling
#99Earlier quoted context omitted.
HotS and Overwatch really aren't exploitative sure, but Hearthstone is incredibly exploitative. Unless you are so good you can go "infinite" in arena (always make your gold entry fee back and then some, on average), you have to buy packs for every expansion that comes out. Or you have to play with lower-tier cards, which some people do successfully, but to get the most out of the game or be "competitive" they will ne…
That is very much the nature of a CGC though. Hearthstone seems less exploitative than Magic the Gathering, Pokemon TCG or Yu-Gi-Oh because you can trade in unwanted card and those have been around for a long time.
Hearthstone should be compared with other computer games, not with MTG & co.
Re: Loot boxes are obviously gambling
#100I 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?
Last time this topic was discussed I saw a very similar question so I had a theory: What if physical card packs is such a small market that government have simply not noticed enough to care to regulate it. I then went and look up the numbers and checked. If I recall right: Magic the Gathering and Pokemon sat around $500k in realy global market sales. Sport cards a few millions. Game with lootboxes is estimated around…
Also, gambling is usually restricted, either by location or by age. Are games with lootboxes 18+?