I much prefer how Epic Games have done this with Fortnite. And by all accounts their method is raking in a LOT of cash. All cosmetic items only, but you purchase the exact item you want directly. The items are a little more expensive than you might expect (I think on average $4-10 each) and it includes skins, different "axes" to break objects, different dances and different "gliders" that you fly into the game on. It…
Fwiw, PUBG loot boxes are not game play impacting; they are cosmetic only. If you don't want that "chance", you could just buy the specific item you'd like on the Steam store from other players. You may even sell unopened boxes (which require a key) there. Sauce: https://www.finder.com.au/playerunknowns-battlegrounds-will-...
Loot boxes are obviously gambling
141–150 of 171 posts
Re: Loot boxes are obviously gambling
#142Earlier quoted context omitted.
The psych people I've talked to explain it as a rule of thumb "If it's not a problem, it's not a problem". Say you feel you need to wear a hat made of marshmallow. Is that a problem? Well, is it? For example if you lost your job because of the hat, that's a problem. If you spend so much on marshmallow hats that you can't afford your rent, that's a problem. If you killed somebody's dog because it tried to eat your hat…
I think that's what people (used to?) call "ego-dystonic" situations (?). I like the zen of the particular wording you give.
For example starving yourself to death is definitely a problem, but body-image mental health illness that causes it usually leave the sufferer unable to recognise this consequence of their actions.
Re: Loot boxes are obviously gambling
#143> There will definitely be economic harm, and games companies will have to figure something out to fill the monetary gap. Regulation painted as 'economic harm' is hard to defend in an industry that's been around a long time without these kinds of practices being so widespread, and so user-hostile, that regulators are actually starting to care. Games companies long ago figured out how to fill the monetary gap -- sell…
Re: Loot boxes are obviously gambling
#144Seems to me like we are in a race to to the bottom in all parts of the software and entertainment industry. When behavioural economics and data mining became all encompassing we lost all that was positive and good in this field. This modeling of the human psyche has existed in PR and the commercial industry for a century, but the incredible multiplier that lies in the constant connection and the advancement of fast a…
Or as with most new things it gets a bit out of hand and it takes a generation or two to find a balance. But don't let me deny you the pleasure of your apocalyptic rantings :)
Re: Loot boxes are obviously gambling
#145Earlier quoted context omitted.
I can't help but feel like this will divide society. Like fast food and eating healthy. Everybody knows eating healthy is better for you, but a lot just can't be bothered. Consuming media on the most addictive feeds will be the same. Only this time we won't have an obesity epidemic, but an epidemic of retardation and uselessness.
Those that define "healthy" are usually ones you don't want to listen to. Greg Egan wrote quite a lot about the power dynamics of the word 'healthy'.
Re: Loot boxes are obviously gambling
#146Earlier quoted context omitted.
But card packs are random at least. The very rarest card will be equally rare for every buyer, any time. Loot boxes can be much worse than gambling on a random number generator: game servers know the inventory of a player and can tailor box contents to always keep the inventory close to one of the many thresholds that are usually designed into game rules. Maybe some operators are voluntarily staying away from these d…
Couldn't you prove operators were doing it by running a large number of accounts, checking the distribution of inventory and figuring out what the likelihood of distributions?
Ps: Also, a manipulative pretend-random drop function could easily be made to adhere to defined overall droprates without sacrificing any individual manipulation. Detecting "bad luck" that only strikes when the system detects willingness to keep rolling the dice until some local goal is achieved would not be easy even with a complete dataset.
Re: Loot boxes are obviously gambling
#147Earlier quoted context omitted.
Those that define "healthy" are usually ones you don't want to listen to. Greg Egan wrote quite a lot about the power dynamics of the word 'healthy'.
Where did Greg Egan write about that? I'd be interested to read it. I've only read one of his novels, plus some supplementary writing on his site. I plan to read more.
Re: Loot boxes are obviously gambling
#148Earlier quoted context omitted.
But card packs are random at least. The very rarest card will be equally rare for every buyer, any time. Loot boxes can be much worse than gambling on a random number generator: game servers know the inventory of a player and can tailor box contents to always keep the inventory close to one of the many thresholds that are usually designed into game rules. Maybe some operators are voluntarily staying away from these d…
I am not aware of any loot boxes that aren't random? Are you just saying this is possible, or do you know of an instance of this?
I have vague memories of reading about this kind of dark pattern when I first heard about loot boxes, but I failed to google any references now so maybe my memories are diluted with imagination.
But why wouldn't it happen? How would the public find out? Tipping the scales just a little bit, at the right times, for the right victims, could be very effective at "increasing engagement". The whole thing would even be a/b-testable, so any internal arguments against would be futile. (You'd want to keep the "a" implementation around anyways, in case you need to present source to someone who should not see how the sausage is made)
Re: Loot boxes are obviously gambling
#149Re: Loot boxes are obviously gambling
#150Earlier quoted context omitted.
I am not aware of any loot boxes that aren't random? Are you just saying this is possible, or do you know of an instance of this?
How would we know that they are truly random? I have vague memories of reading about this kind of dark pattern when I first heard about loot boxes, but I failed to google any references now so maybe my memories are diluted with imagination. But why wouldn't it happen? How would the public find out? Tipping the scales just a little bit, at the right times, for the right victims, could be very effective at "increasing…