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Loot boxes being compared to gambling

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So by your own logic, as long as the casino gave you a piece of tissue paper to wipe your nose after you lose your money each time, that negates the fact that it is gambling? You didn't win the money, but at least you got something of "value"!

Focusing on whether it is specifically "gambling" is not really the point, it's preying on children and their inability to control emotions to begin with (and other non-children alike). At least that's how I see it.

Right and they know that there is an urge in most to keep going with it to get what you’re after. That’s their game. Remember the time that kid spent some crazy amount of money on Smurf village I think it was, and his mom disputed the charges? That was a free to play game but Its a very real thing that can happen in these games we are paying $60 for. It’s only a matter of time before a situation like that happens and it hits mainstream media.

I get it, companies want to milk a franchise and make the most profits they can. Doing it this way though is ruining the games to me.
 
So by your own logic, as long as the casino gave you a piece of tissue paper to wipe your nose after you lose your money each time, that negates the fact that it is gambling? You didn't win the money, but at least you got something of "value"!

Focusing on whether it is specifically "gambling" is not really the point, it's preying on children and their inability to control emotions to begin with (and other non-children alike). At least that's how I see it.
Yeah because that is a great comparison...

Do these "children" they are preying on have their own credit cards to pay for these loot boxes? Or does mommy and daddy do it, which would mean, a consenting adult is giving them money for it.

And do you really think it's the 8 and 9 year olds looking for these good weapons to play competitive COD?
 
Right and they know that there is an urge in most to keep going with it to get what you’re after. That’s their game. Remember the time that kid spent some crazy amount of money on Smurf village I think it was, and his mom disputed the charges? That was a free to play game but Its a very real thing that can happen in these games we are paying $60 for. It’s only a matter of time before a situation like that happens and it hits mainstream media.

I get it, companies want to milk a franchise and make the most profits they can. Doing it this way though is ruining the games to me.
Yes, that 1 kid out of 1 million kids that play the game. Let's pretend like the edge case is not the edge case and ignore the other 999,999 kid who didn't have the same issue. We have to cater to the special snowflake in our society.
 
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Hmm, in a similar fashion, the Mt. Dew "Gamer Fuel" 20oz bottles that I bought last night have codes on them, and a web site to go to, that seems to indicate that they are giving away an Xbox One X every 60 seconds.

Is that gambling too? Should promo codes, to allow entering a limited-time prize giveaway (sweepstakes?), be restricted by age too?

Isn't this just Soda companies taking advantage of kids / teenagers, and introducing them to "gambling" (loot-box-style "gambling")?
The US has No Purchase Necessary laws, so you don't have to buy anything to win. This is specifically to ensure that these contests aren't a form of gambling.

Ironically, I won a 6 pack of soda by entering a contest like that. (Crystal Pepsi FTW)
 
The US has No Purchase Necessary laws, so you don't have to buy anything to win. This is specifically to ensure that these contests aren't a form of gambling.

Ironically, I won a 6 pack of soda by entering a contest like that. (Crystal Pepsi FTW)
Which is how I won my X1X from Taco Bell :sunglasses:
 
Yeah because that is a great comparison...

Do these "children" they are preying on have their own credit cards to pay for these loot boxes? Or does mommy and daddy do it, which would mean, a consenting adult is giving them money for it.

And do you really think it's the 8 and 9 year olds looking for these good weapons to play competitive COD?

It's a valid comparison because the other loot in the boxes are equivalent of a worthless piece of tissue paper in the gambling at a casino scenario, which by your logic negates the gambling aspect since you get "something". That's the argument Aikouka is trying to make I think.

A guy like you that is not doing the loot-box opening is able to stand back and take a different look, where someone like Aikouka struggles sometimes and faces this problem. IOW, it just seems you struggle to value other people's opinions when they don't line up with your own.

FWIW, I also don't equate loot boxes to gambling in the strict sense as I see gambling as spending money with the purpose of winning money. But focusing on whether or not it is literally "gambling" is just ignoring the real problem. Gambling is just a close comparison to describe what the issue is.
 
So I guess some of you guys consider this gambling as well.

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Because you may not get the toy you wanted and you may get "tissue" instead of what you hoped for.

Man, those, along with baseball cards, along with other arcade games that gave out prizes. I never realized I had a gambling problem as a child!

I'll just agree to disagree.
 
Random crap from a vending device isnt gambling because you cant win. You will always get crap worth much less than your two quarters.

The problem with many loot boxes in games is you MIGHT get something good, (or rather something you really want) but will probably get something you don't like.
 
Random crap from a vending device isnt gambling because you cant win. You will always get crap worth much less than your two quarters.

The problem with many loot boxes in games is you MIGHT get something good, (or rather something you really want) but will probably get something you don't like.
It's not up to you to tell people what is crap and what isn't. What if I wanted fruity jelly beans but all I got was a bunch of licorice ones?

Any loot box would be crap to me, which is why I would never purchase one. So in my situation, I "cant win" from lootboxes either.
 
This issue isn't as binary as some people make it out to be. There are differing scales of regulation that can be applied to this. I feel at minimum there needs to be disclosure of the odds/methodology/whatever for reward determination.
 
Yes, that 1 kid out of 1 million kids that play the game. Let's pretend like the edge case is not the edge case and ignore the other 999,999 kid who didn't have the same issue. We have to cater to the special snowflake in our society.

That’s not the point. The point is that in a game you are buying for $60, you should never be compelled to buy stuff in order to compete or progress. That is the direction some games are going and it’s not good. It seems to be mostly shooters now because they are popular and competitive.
 
This issue isn't as binary as some people make it out to be. There are differing scales of regulation that can be applied to this. I feel at minimum there needs to be disclosure of the odds/methodology/whatever for reward determination.

That’s what is happening in China I believe. They are requiring developers to inform the purchaser the odds of getting the more rare and sought after items. I can only imagine that some of the more rare items are almost setup so that you can’t get it until you spend X amount of money or open X number of boxes. Hard to believe it is pure RNG at times.
 
Gambling you put your money in, and you either win the money, or you lose it and have nothing to show for it.

Lootboxes, you put your money in, and you either get something you want, or you get some junk you don't want but either way you have something of "value" to show for it.

I think we're getting lost in the details on what's inherently different between the two, and that's problematic, because that's not the point. The issue is that gambling and loot boxes can prey upon the same mentality and/or addictions.

Hmm, in a similar fashion, the Mt. Dew "Gamer Fuel" 20oz bottles that I bought last night have codes on them, and a web site to go to, that seems to indicate that they are giving away an Xbox One X every 60 seconds.

Is that gambling too?

No, because the product doesn't change in regard to the sweepstakes.
 
So I guess some of you guys consider this gambling as well.

324f17ad5ef3dc3c61eda43227026f86.jpg


Because you may not get the toy you wanted and you may get "tissue" instead of what you hoped for.

Man, those, along with baseball cards, along with other arcade games that gave out prizes. I never realized I had a gambling problem as a child!

I'll just agree to disagree.

There's several difference in both of your cases. Some tangible and some less tangible. For the record, yes I collected sports cards as a kid. I still have several thousand in my parents garage some where.

1) In both of your examples, you're still getting a physical object which you may be able to trade/sell for the item you want.
2) In the case of the arcade/vending machines, you can see how big the item pool is and make a rough guess on your odds of getting what you want.
3) In the case of the arcade/vending machines, you could technically put enough money in to empty out the machine thereby guaranteeing you got the item you want.
4) In the case of the arcade/vending machines, you're generally talking a few dollars.
5) In the case of sports cards, the odds are printed right on the package and the contents of any given set doesn't change so if your goal is to complete the set/series you have set goal posts.
6) In the case of sports cards, some are drastically more expensive than others. But the real dollar value of the possible pulls are too. Even if you don't get the specific card you're looking for there's plenty of other cards with actual monetary value.
7) These are purely "collectibles" and serve no other purpose. So you know what you're getting into before hand.

Loot boxes differ in these regards.

1) In many games, the "junk" loot you get isn't trade able at all, or has little or no in game value to anybody.
2) The odds are not published or even hinted at. This is the biggest complaint most people have.
3) Because they are not physical objects you cannot reach a point where you're guaranteed to get the item. The best you can do is get to the point of it being mathematically unlikely. But you still don't know what that point would be because they don't tell you the odds and it's not a finite pool.
4) In many games, the items from the loot box is not an item you can get in normal play and it's usually superior to what you can get in normal play. This is where the term Pay2Win comes from.
5) Video games are competitive, so the act of adding more and more loot boxes with stronger and stronger loot creates effectively never ending goal posts.
6) Games where you have multiple characters are exponentially worse because the loot is inevitably a per character unlock not a per account unlock. So you may end up having to play this "game" multiple times.
7) In some cases these are games you've already paid full price for and now they are putting valuable content behind an expensive RNG wall.

It also helps if you understand the dollar amounts we are talking about. Again the big distinction is the lack of odds and the fact that win or lose you aren't gaining something of actual money value. The only game I've played in recent history with the loot box model is Star Trek Online. Opening 1 box costs roughly 1 USD. The "grand" prize is a top of the line ship. The best data the player base has been able to assemble (based off player provided results) put the odds around 1:350 to get a ship out of the box. It's probably higher than that even. Again, this has no actual monetary value, you can't sell it on ebay. It's a per character unlock, meaning if you want to fly it on more than one character, you have to buy it on more than one. The smaller prizes in each loot box are also an RNG gamble. You can get a box that contains a weapon with randomly generated modifiers. The odds of getting a good selection of modifiers on even one weapon are probably worse than getting a ship. They've done 25 of these loot boxes so far. If you're the type that wants a "complete" collection of ships, that's roughly $9,000. Per character. Again for something which has zero monetary value.
 
It also helps if you understand the dollar amounts we are talking about. Again the big distinction is the lack of odds and the fact that win or lose you aren't gaining something of actual money value. The only game I've played in recent history with the loot box model is Star Trek Online. Opening 1 box costs roughly 1 USD. The "grand" prize is a top of the line ship. The best data the player base has been able to assemble (based off player provided results) put the odds around 1:350 to get a ship out of the box. It's probably higher than that even. Again, this has no actual monetary value, you can't sell it on ebay. It's a per character unlock, meaning if you want to fly it on more than one character, you have to buy it on more than one. The smaller prizes in each loot box are also an RNG gamble. You can get a box that contains a weapon with randomly generated modifiers. The odds of getting a good selection of modifiers on even one weapon are probably worse than getting a ship. They've done 25 of these loot boxes so far. If you're the type that wants a "complete" collection of ships, that's roughly $9,000. Per character. Again for something which has zero monetary value.

Oh snap! Let's hope that Wall Street doesn't get behind this, and starts to demand an ARPU of that much, per online game, per user, etc. like they do with cable ISPs.
 
3) Because they are not physical objects you cannot reach a point where you're guaranteed to get the item. The best you can do is get to the point of it being mathematically unlikely. But you still don't know what that point would be because they don't tell you the odds and it's not a finite.

I just wanted to touch on this item real quick. As far as being RNG etc some games may not be purely RNG. In destiny for example you get engrams from enemies and events that you turn in and get items from. Sometimes you can turn in multiple engrams and get the same exact item multiple times in a row. For example the exotic items are the most rare and I once got 3 of the same helmet from 3 consecutive engrams. The engrams can be either weapons or armor and there are something like 20 or so possibilities that the item could be that you get. The fact that 3 times in a row gives the same reward probably means there is some other systems at work besides just RNG. Other items can be even worse. Legendary items have probably a hundred different versions available between weapons and armor for the class you play. I once got the same items back to back. With so many potential rewards the likeliness of me receiving the same items like that should be mathematically very small with a pure RNG system. I’ve opened probably 200 exotic engrams and I still have not seen a specific gun from any of them but I’ve gotten 10 or more of the same item repeatedly.

My point is that some games may purposely keep you chasing the carrot.
 
Hmm, in a similar fashion, the Mt. Dew "Gamer Fuel" 20oz bottles that I bought last night have codes on them, and a web site to go to, that seems to indicate that they are giving away an Xbox One X every 60 seconds.

Is that gambling too? Should promo codes, to allow entering a limited-time prize giveaway (sweepstakes?), be restricted by age too?

Isn't this just Soda companies taking advantage of kids / teenagers, and introducing them to "gambling" (loot-box-style "gambling")?

Same deal with McDonald's Monopoly game...seems silly to consider that gambling. Although I'd be curious to read up more on the science about the gambling addiction buttons getting pushed in the brain based on stuff like loot boxes. I know people who are addicted to gambling and I also know people who are addicted to video games (literally). Back in the day, one guy I used to work with lost his previous job due to EverQuest, and said he almost lost his wife too. This was around the time of the dot-com bubble (2001-ish) & it really blew my mind that someone could play video games so much they'd lose their job over it, but we've seen what's happened with WoW & other games over time...scary stuff!
 
purbeast0, you're really taking the definition of gambling to a very extreme level.

Googling the definition of gambling: "take risky action in the hope of a desired result."

Let's say overwatch sold a rare skin for $50. You can spend $50 and get the desired result. That's not gambling because there's no risk. You paid $50 and got exactly what you wanted.

Now let's say you can buy a loot box for $10, but the contents are randomized. There's a small chance you will get that specific skin you could have paid $50 for. The result? You could end up with the skin for less than $50, or you might end up paying more for that skin. You are taking a risky action in the hope of a desired result. You took a chance at something hoping to get something for less than what it's worth, but you risk ending up paying more than what it's worth as well. That's gambling.
 
I don't mind paying for DLC, you know exactly what you are getting. Be it a weapon, hat, shoes, whatever, you pay for what you get. I hate loot boxes because you literally don't know what you're going to get. Even if it's purely cosmetic, and doesn't change the game in any way. It plain sucks.
 
Hmm, in a similar fashion, the Mt. Dew "Gamer Fuel" 20oz bottles that I bought last night have codes on them, and a web site to go to, that seems to indicate that they are giving away an Xbox One X every 60 seconds.

Is that gambling too? Should promo codes, to allow entering a limited-time prize giveaway (sweepstakes?), be restricted by age too?

Isn't this just Soda companies taking advantage of kids / teenagers, and introducing them to "gambling" (loot-box-style "gambling")?

They get around that with "no purchase necessary" caveats..which usually require jumping through hoops to get a free code that no sane person would do.
 
I hear that a member of Parliament in the UK is already investigating whether loot boxes should be classified as gambling. The EU will probably follow suit. Now, no doubt industry lobbyists in the USA will probably keep such an investigation from happening, because they know it would hurt their business. I still hope a brave Congressman/Senator makes it happen though.

The thing is, even looking at the discussion in this thread, there is enough doubt as to whether it is gambling or not to warrant further action. And even if it isn't, the reality is that it is similar enough that vulnerable people might end up paying hundreds of dollars more for content. Parents might discover bills of hundreds of dollars on their credit cards, and adults with gambling problems might end up spending hundreds of dollars.

At the very minimum, I'd say that any game that includes loot boxes should have to display warnings every time you start the game up, such as:
This game includes optional random content available for purchase that may increase the cost of the game beyond the original purchase price. Parents are advised to supervise their children when any purchases are made, and adults with gambling addiction are advised to seek advice before playing.

Of course they should also warn you that the entire game is structured around making you want to pay more money, but that would obviously never fly.
 
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