Earlier quoted context omitted.
>classify loot boxes with a random drop element as gambling Most people who talk about this tend to have no idea what laws already cover gambling. I think that, in this case, loot boxes should be treated like slot machines as far as minimum payout goes; in Nevada (for example) this is minimum 75% by law- meaning that the house must ultimately return 75% of the value it takes in as winnings to its gamblers. As these s…
There is 0 value to things that can be generated with in games like the 'loot' from lootboxes. Value is based on a limit in supply, not only demand. The massive possible amount of supply puts the value at $0. It's worse than gambling.
But that's false, on its face in fact- there was development and artist time involved in every step of the process, and that time has a value (and an auditable one, at that).
So now that we know what the value is, taking into account that the house can only pay out in those assets, we can in effect determine a maximum profit per asset (as far as the house-player transaction is concerned)- casinos close their doors when the house is no longer able to pay out, and it's no different here.