This seems like a strange comparison to reject. Baseball cards were originally 'prizes' packaged with other products, and they were randomized to create excitement and keep people brand-loyal while they hoped to find the prize they wanted. They're the precursor to CCG booster packs, and from there to MMO loot systems, so of course we should compare loot boxes to baseball cards!
And it's even darker than that. The major originators of baseball cards were tobacco companies, so you'd go out and buy ATC cigarettes in hopes of getting Honus Wagner. The causal chain from baseball cards to smoking to cancer was far tighter than the chain from loot boxes to problem gambling to suicide, and yet we're told that loot boxes are a real problem, not like baseball cards. Exploiting people, and targeting kids, with randomized prizes is way older than B.F. Skinner's work.
It's a minor side note of course, not the core of the discussion, but it's a bit concerning to see a researcher specializing in loot boxes botch his history so badly.
Addicts generally know at some level that they are addicted. The core problem is more that addicts can't break the compulsive behavior without a significant intervention.
There were natural bottlenecks in place, where as today, people can literally blast through 24 packs with a tap of a screen.
its the scalability of these loot boxes that are a problem now.
From CCGs and even baseball cards, we obviously get artificial rarity and the basic Skinner box experience. From MMOs, we get scheduled rewards to draw players back, player-bound prizes that can't go to an aftermarket like cards, and unconstrained on-screen purchasing. From gambling, we get secondary currencies for fluid spending, the lights-and-sounds opening experience designed to make bad outcomes feel rewarding, almost-got-it visuals like a one-off reel, and banned-in-casinos tactics like scheduling wins based on money spent.
The results are genuinely alarming. I used to think these fears were overblown and 'whales' were mostly people with spare cash, but then I started to see kids interacting with freemium games. It's a distillation of decades of cash-extraction tactics, aimed at children or at distracted adults, and delivered by a vector that's constantly accessible. Honestly, it's one of the best arguments I've seen that people can be systematically harmed by access to products even without physical addiction or health damage.
I'm not sure why the former aren't regulated more closely though.
Crane/claw machines and Stacker arcade machines are "skill" games that are very close to gambling given the irritating (though technically not random) variation in claw tension (making the game almost impossible to win at low tension) and the randomness of the last level of Stacker.
Baseball cards today don’t have a connection to tobacco.
I will admit that some people really do want cosmetics and will go out of their way to get them. I have a friend who really likes collecting "everything". The end result is us playing mystery heroes with remarks from her like "I hate mystery heroes so much" because it means 3 extra loot boxes a week. (I like mystery heroes, though. That's why I play it.) But maybe that's the beginning of a problem.
On the other side are companies like Activision and EA that will sell you a $60 game and expect you to spend another $60 in micro-transactions, screaming "more profit" the whole time.
My advice is choose who you support with your money carefully.
Successful indies survive as they do because they stay within their severely constrained production budgets. Modern AAA's have large studios and insane budgets (Red Dead Redemption 2 is estimated to have cost around $1B to produce) because modern computer graphics are really, really time consuming and expensive to produce.
If we assume that RDR2 did cost $1B, and Rockstar nets an average of $40 per sale, they'd have to sell 25 Million copies just to break even on box sales alone. Reports are that they've hit that number of units shipped as of this month, but again, that's just to break even (and assumes the game has never been sold at a discount, and that physical copies have the same margin as digital).
How would players cope with this lack of equine testicular realism?
I'm not defending the microtransaction money grabs EA has been making recently but there is something to be said for the fact that games have STAYED $60 for years while getting more detailed and more expensive to make.
Not a problem for me because I just don't buy them, but just not buying them isn't really a solution for people with a gambling problem.
Games like Factorio do show indeed that it's possible to just sell an excellent game for $20-30 and be profitable.
Now, I don't have a source for this, but I heard valve for example stopped making single player-pay upfront games because the a one time profit of $200 million simply isn't worth it compared to, let's just call them 'modern monetization' techniques.
And that's what I mean. Those features are a few dollars, you almost always know exactly what you're getting, and they're generally only useful after you've put a few hours into the game. For a free to play game, that's a totally valid use in my book.
> but just not buying them isn't really a solution for people with a gambling problem
Someone having a pre-existing gambling problem isn't the fault of the developers, nor is that what the researcher in the original article is claiming. The researcher claims that allowing kids to engage in buying loot boxes fosters a gambling addiction later in life.
"It turns out if the seller publishes some list of probabilities and lies about them, the seller can make significantly more money," Elmachtoub said. "There is a benefit for lying. Since there's a benefit for lying, there must be regulation around this."
Elmachtoub said games need to be monitored to ensure publishers are actually following the probabilities they post, and it needs to be tracked not just in aggregate but on the individual consumer level because it's otherwise possible to gain more money by extorting specific individuals.
....
"Another unique thing about loot boxes versus baseball cards is that companies can see your inventory. That's a fundamental difference. Being able to take advantage of that would obviously be beneficial to the seller and allow them to exploit more.
The real solution here is that parents need to educate themselves on how to lock down permissions on game purchases and manage their children's playtime/addiction levels. Government regulation is not a good substitute for parenting.
Remember, as a consumer, you can still support games that don't employ these tactics! Personally, I have way more fun playing Rimworld, Factorio, etc.
That sounds wholly crazy to me. Loot box mechanics should automatically result in a mature rating for the game.
I don't get this attitude. You seem to agree that loot boxes are a rather stupid idea born out of oversized companies using psychological tricks to make money.
Given that, there is simply no cost to the government banning this practice. Requiring, instead, every single parent to learn about the myriad ways companies may come up with to exploit their children seems wasteful at best. But of course not every single parent would be able to avoid every single trap, so this stance really is just about accepting some number of people to be the pray of corporations.
This sort of argument is surprisingly common: toxic food additives, usury credit card or insurance rates ... literally any scam ever invented: you'll find people arguing it's the victims' fault for not being experts in toxicology or investment.
Imagine if that were our default computer security stance. "Let the websites do whatever they want; it's up to the users to educate themselves and limit what websites can do."
If your state doesn't allow slot machines and online gambling then no loot boxes for you. If it does, you must also be 18 / 21 to purchase a loot box; depending on state law.
What's the loophole currently being exploited that prevents loot boxes from being classified as online slot machines?
Videogames should have been a lot more careful to avoid this situation in the first place. It's not like the pinball prohibition was that long ago (New York was the last state to stop prohibiting pinball machines in 1976), nor that it was that far from home because it impacted laws on early arcades where videogames got their start (literally right next to pinball machines, and sometimes by the same manufacturers).
It probably is a stretch for states to simply ban all videogames in 2019, but that sort of reaction is certainly possible in the right climate, and it has happened before.
Prosecutors' reluctance to make a case and uphold existing laws.
People who make bad decisions shouldn't be protected from the consequences of their actions. I do agree that loot boxes and gambling mechanics are pretty bad methods of monetizing a game, that's why I don't buy them, but I don't presume to tell other people what they should think of them or the business owners whether or not they can add them in.
This was a little while before the media even knew there was a story. Given the early success of Xbox Live, I suspect they probably saw the issue coming long before the recent witch hunt, and did the right thing.
I think as a burgeoning social problem, it can definitely be likened to what the fast food chains are now penalised for. And as it's a burgeoning problem, there are probably no (edit - meaningful long-term) research projects to explore the link between free to play marketing and gambling problems later in life, but I'd be surprised if there's no link there.
I think it would be remiss of any organisation to call for a total ban, just as it would be for any group to call for a ban on cake... But I do think laws prohibiting the offering of in-game products to certain age groups, for cash should be considered.
Beyond that though, I think loot boxes and in-game economic structures are fair... ummm... game...
I have another concern to toss on the pile while I'm at it though. This what-if was presented by Bellular a few days back: (TL;DR: The profit ratio for microtransactions is orders of magnitude larger than expansions)
Assuming a new WoW mount:
- Takes about 1 man-year of effort to create, costing the company $200,000
- 10% of the player population will purchase the mount at $25
- WoW has approximately 4M active players
That mount just made Blizzard/Activision $10M, at a cost of 200,000. That's a profit/cost ratio of 50:1.
It gets even worse when you factor in loot boxes. New mount has a 1% chance (which is very high) and loot boxes are $1 each? That's going to net (a very approximate) $40M in profit for that one new mount, raising the ratio to around 200:1.
Let's compare that to releasing a new expansion:
- 100 man years of development effort (a team of 50 for two years, probably on the low side)
- $10M in marketing budget and other overhead
- 4m players purchase it at $40 each
That's $160M in revenue, but with $30m in costs. Profit to cost ratio of 5:1.
Given the orders of magnitude between the two, there's a strong incentive to only cater to the 10% of players, at the expense of the other players. How will that impact our games going forward?
This model is prevalent in mobile gaming as well. Many popular games have IAP of $50 - $99, that you can buy multiple times per month, which is targeted more towards a 1% than a 10%.
> How will that impact our games going forward?
I think it affects many industries. Real estate is one of them. I've lived in a few cities with rising real estate costs where the majority of new mid-rise apartments are luxury, clearly priced towards those 10% or less.
People who have money, want as much money as possible now, at any future cost. This is simply the general outlook of many businesses at the moment. Of course, this is unsustainable, and it will probably crash at some point.
This doesn't consider the immense second order effects of releasing an expansion. Releasing a new expansion maintains and increases player engagement - i.e. monthly subscription fees. Without new expansions to keep the player base engaged, players won't purchase cosmetic additions like mounts.
Perhaps contrary to the author's point, the ability to reap rewards by defrauding players regarding probabilities of payouts seems to imply some rationality in purchasing the loot boxes.
> "There is a benefit for lying. Since there's a benefit for lying, there must be regulation around this."
In all things there is often a short-term benefit to be derived from lying. It doesn't necessarily then follow that "there must be regulation around" all things.
The industry has proven that it can't regulate itself. The consumers can't push back against it, because the industry is becoming self-sufficient by only preying on a small minority of the users and doesn't appear to care about the others.
What's the logical next step that isn't regulation?
Pretty much everything fits these patterns of reduction to the basic animalistic appeal: movies, music, clothing/attire, dating apps, even our politics. Its just easier and more effective to appeal to the limbic system than to figure out something new and profound.
Where are you getting that? It's the basis of your entire argument and there's nothing to back it up. The loot box model is relatively new and we have a plethora of successful games (most) which don't use them at all.
In 2019, it costs £60 (or more for a "gold edition" or whatever). It isn't finished, has colossal bugs that require 50 GB patches just after launch, barely has a story (because listening to 13-year-olds shout ethnic slurs at one another is the new having a well-written story—and every developer thinks stories are passé and we all want "Live Services") and then tries to use psychological tricks to try and induce a gambling addiction.
I opt out and play the old games from the 90s and early 2000s that don't do all this BS.
And it is not like all games that have loot boxes games are f2p game. Quite a bit of them are full price games + lootboxes
edit: And let me point out, you can make money online without lootboxes, plenty of companies do, so it's not as if the revenue stream completely disappears.