ESRB will add warning labels to games with microtransactions

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uninspiredcup

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#1 uninspiredcup
Member since 2013 • 62658 Posts

Bla bla blablabla bla.

http://www.eurogamer.net/articles/2018-02-27-esrb-will-add-warning-labels-to-games-with-microtransactions

Games containing microtransactions will now feature a warning label in America.

The move is part of fresh push by the ESRB - the board which gives age ratings to games in the US, Canada and Mexico - to better educate parents on the ways children can spend money within games.

All games which offer some way of spending further money will be branded with the label - from those which offer blind loot boxes and flog in-game currency, to those which simply offer the ability to buy a season pass or DLC pack. In other words: this will affect most games.

This label will appear on game boxes and on the product pages of digital stores where games can be downloaded.

The ESRB's decision comes after months of headlines surround ingmicrotransactions in games and a heated debate over whether loot boxes constitute gambling.

Early response to the announcement has been mixed - and the ESRB has already responded to several questions via its official Twitter by noting that today's announcement was just a first step.

"To most parents money is money," the ESRB wrote, replying to the question of why games with exploitative loot boxes would be treated the same as a game which simply offers a way to purchase a DLC expansion. "This label and http://ParentalTools.org give parents the tools to set reasonable boundaries and better manage how their kids interact with games. Still - this is just step one!"

PEGI, the European ratings board, is yet to announce a similar scheme. This afternoon, Eurogamer asked if it had anything similar in the works:

"PEGI is indeed discussing this," the system's operations director Dirk Bosmans told me. "We are already providing an in-game purchases descriptor for some games (those that get a PEGI rating via the IARC system: digital games and apps like on Google Play or in the Nintendo eShop). But in-game purchase offers are also available in games that are sold on discs, so it makes sense that we provide the same type of information across the entire range. We are still working on this."

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R4gn4r0k

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#2 R4gn4r0k
Member since 2004 • 48974 Posts

Finally a step forward.

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QuadKnight

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#3 QuadKnight
Member since 2015 • 12916 Posts

Good news. These asshole publishers need to be regulated somehow, their bullshit is getting out of hand.

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LostVoyager

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#4 LostVoyager
Member since 2012 • 385 Posts

This is awful news

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lundy86_4

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#5 lundy86_4
Member since 2003 • 62022 Posts

I'm all for warnings. Limiting microtransactions or lootboxes is a slippery slope, but warnings are fair game.

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DaVillain

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#6 DaVillain  Moderator
Member since 2014 • 58624 Posts

No one is going to invest the time trying to define the difference between a lootbox and an expansion packs. So they just want to add a label so everyone can shut the fucks up! This is not going to make any difference in the end. I think ESRB ratings get ignored a lot of times by Parents/Guardians anyway, but this is just an excuse they did justice.

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speedfreak48t5p

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#7 speedfreak48t5p
Member since 2009 • 14490 Posts

Seems pointless given parents will still buy kids COD despite the rating.

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Randoggy

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#8 Randoggy
Member since 2003 • 3497 Posts

This doesn't do anything but shift the responsibility to someone else.

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NathanDrakeSwag

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#9 NathanDrakeSwag
Member since 2013 • 17392 Posts

@speedfreak48t5p said:

Seems pointless given parents will still buy kids COD despite the rating.

Your parents never bought you an M rated game?

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Baron_Machina

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#10 Baron_Machina
Member since 2017 • 273 Posts

Well, it's not going to stop certain publishers from still using these practices, but it's a start I guess. If it's important enough to receive an on the box warning, at the very least companies like EA and Konami can't pass it off like it's not a big deal.

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AnthonyAutumns

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#11 AnthonyAutumns
Member since 2014 • 1704 Posts

Chris Lee's doing his job.

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HitmanActual

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#12  Edited By HitmanActual
Member since 2013 • 1351 Posts

Wow what a load of shit. This will change nothing. Practically every game will have this, so it still won't inform people of the predatory nature of some of these games...what a joke.

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pelvist

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#13  Edited By pelvist
Member since 2010 • 9001 Posts

ESRB are protecting the people responsible by making you responsible. Thats all this is doing, giving those greedy fukrs a scapegoat. The reason they are so greedy now is because people keep buying it in the first place and that isnt going to stop unfortunately. Im all for expansions but DLC and micro-transactions are predominantly nickel and dime scam tactics that idiots keep falling for and should have no place in retail games IMO.

They can shove micro-transaction in all of their games now and it will only get worse. Thanks to ESRB.

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SOedipus

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#14 SOedipus
Member since 2006 • 15062 Posts

Rated S for shit.

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TryIt

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#15 TryIt
Member since 2017 • 13157 Posts

I got a ton of hate over my stance on this subject.

I personally think its better for consumers to exercise purchasing responsibility then it is to try and force a bad developer into becoming a good one by legal means.

I got murdered for such a thought

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NintendoFan7

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#16 NintendoFan7
Member since 2018 • 8 Posts

@LostVoyager: How so? I'd like to see your side of the argument.

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Bread_or_Decide

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#17 Bread_or_Decide
Member since 2007 • 29761 Posts

So the parents who don't care about the M rating can also not care about this thing too. Perfect.

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TryIt

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#18 TryIt
Member since 2017 • 13157 Posts

@Bread_or_Decide said:

So the parents who don't care about the M rating can also not care about this thing too. Perfect.

the irony is, what started all this debate is over a game in which 100% of the game time is shooting other people.

100% of the game BF2 battlefront whatever the F its called was about killing. 100% of it. but lootboxes? oh hell no.

yeah I got a lot of hate for that too

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Archangel3371

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#19 Archangel3371
Member since 2004 • 46871 Posts

Well I guess it’s something although I feel that this is too little. Hopefully people will keep the pressure up on these exploitative loot boxes.

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LostVoyager

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#20 LostVoyager
Member since 2012 • 385 Posts

@nintendofan7: Micro transactions are a lifeline for the industry with ever increasing AAA costs. To pull the plug is asinine as they are a nessesary evil. Now the lower budget games that do not push the industry forward will sell better due to lack I ng micro transactions

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NintendoFan7

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#21 NintendoFan7
Member since 2018 • 8 Posts

@LostVoyager: I think the games might sell less, but they'll probabley be fine. Maybe the poor sales will lead them to try to be more innovated in places besides DLC. I agree that they're necessary though, games have become pretty expensive to make.

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UssjTrunks

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#22  Edited By UssjTrunks
Member since 2005 • 11299 Posts

This won't have any effect. Parents don't read the labels on games they buy for their kids. Nor would most parents even know what microtransactions are.

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uninspiredcup

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#23 uninspiredcup
Member since 2013 • 62658 Posts

@UssjTrunks said:

This won't have any effect. Parents don't read the labels on games they buy for their kids. Nor would most parents even know what microtransactions are.

Parents don't read the dead mans black arteries on the back of cigarettes specifically indicating they will die.

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Gatygun

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#24 Gatygun
Member since 2010 • 2709 Posts

Pretty much, anybody ever read those labels?

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Ten_Pints

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#25  Edited By Ten_Pints
Member since 2014 • 4072 Posts

Games makers should be forced to add the ability to disable micro transactions as a toggle option, fed up with seeing the shit. It's like being stopped in the street by a dirty beggar who stinks of piss.

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#26  Edited By lamprey263
Member since 2006 • 45440 Posts

If anything this is a move to protect themselves as far as future legislation against games goes and protect the integrity of a third party ratings board, but I don't think it goes far enough since if microtransactions seen as gambling need age designation of 18+ only or 21+ only then they need new classifications, and given MS, Sony, Nintendo prohibit third party AO games currently, it could create even greater legal challenges since it may allow for the development of more sexually explicit gaming media if they allow for certain age designations on the differeent systems.

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Techhog89

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#27 Techhog89
Member since 2015 • 5430 Posts

To everyone saying that it's a good thing: any game where you can purchase content is included. Meaning, it includes all microtransactions, DLC and expansions. It's a pointless label and nothing more than a sad attempt at avoiding government intervention. It changes literally nothing since 80-90% of games will carry the label.

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Needhealing

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#28 Needhealing
Member since 2017 • 2041 Posts

So pretty much every game?

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deactivated-63d2876fd4204

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#29 deactivated-63d2876fd4204
Member since 2016 • 9129 Posts

The offenders with microtransactions arent kids taking advantage of their ignorant parents. The main culprits are adults with disposable income. What purpose will an additional label serve?

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X_CAPCOM_X

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#30 X_CAPCOM_X
Member since 2004 • 9625 Posts

@SOedipus: hey! Watch your language!

P for poopy.

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Alucard_Prime

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#31 Alucard_Prime
Member since 2008 • 10107 Posts

@lundy86_4 said:

I'm all for warnings. Limiting microtransactions or lootboxes is a slippery slope, but warnings are fair game.

I concur

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UssjTrunks

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#32  Edited By UssjTrunks
Member since 2005 • 11299 Posts

@goldenelementxl said:

The offenders with microtransactions arent kids taking advantage of their ignorant parents. The main culprits are adults with disposable income. What purpose will an additional label serve?

This too. I currently play ESO, and the amount of people in my guilds who spend $500-1000 a month on loot boxes is too many too count. Reddit is flooded with thousands of users showing off their loot box winnings each new loot box season (all spending hundreds of dollars, with many spending thousands). Microstransactions are here to stay as long as people are willing to buy them, and tons of people are.

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KungfuKitten

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#33  Edited By KungfuKitten
Member since 2006 • 27389 Posts

Uh did you guys look into this because it's another trick. They are putting all micro-transactions on one heap of something barely important enough to mention and that means every single game will have that label. It doesn't at all address loot boxes and doesn't up the age rating.

@UssjTrunks: Well yes it's an addicting method of spending money akin to something in a casino. So it's very popular. It's the whole problem and why they need to regulate. It's much easier to access than an online casino and uses the draw of the game in which it is implemented. So imo they should have more restrictions in place than with online gambling.

A limit per account per month would be welcome. Like a max of $50 per month per user. And of course age verification would be welcome, with ID. I would want them to also be forced to offer alternative methods of acquiring the items with money, for a price that is not entirely unreasonable. So you could buy the item you want or gamble if you are of the appropriate age and you like that. And they must disclose the odds and we need a new agency that checks whether these odds are not tempered with because the FTC won't be capable of doing that. There should also be taxation on this method of gambling to try and minimize its usage.

Not saying that's going to happen since they have a lot of cash to throw around, but I'm saying that in a decent country such regulations would be implemented. And just lumping loot boxes together with straight transactions is very underhanded and a lax move from the ESRB. A showmanship of a lack of responsibility or ulterior motives and I am convinced this will result in new regulations by governments around the globe depending purely on how hard they were lobbying and how corrupt our politicians are.

BTW I agree with the people who are very concerned of governments stepping in. What else are they going to do when they get their claws into gaming? I am concerned about that too. But the way I look at it the ESA has been given full opportunity to regulate this properly, so there should be zero problems. But I have no clue why the ESA is this incompetent. I understand the profitability but they must understand there is more at stake here. They should have handled this situation way better already, instead of just sending a man with a briefcase full of money around the globe to see who is willing to be bought out. Crazy enough that seems to be the extend of their efforts. It is very concerning to me that they are not taking this seriously at all. It's like they don't understand the stakes the same way that we all do. But at this point, if they are really that bad, I'm of the mindset of **** it all and let them drown in government regulation. I find that preferable over them raking in the cash through hidden casino's that are not recognized as such and that DO involve children. That may not be their main target but it's ****ing gross and not going to end there... They could have easily fixed that if it were not for the insane amount of money corrupting them. The AAA industry is out of control and if the ESA can't reel it in then the government may have to put it down.

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knight-k

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#34 knight-k
Member since 2005 • 2596 Posts

@pelvist said:

ESRB are protecting the people responsible by making you responsible. Thats all this is doing, giving those greedy fukrs a scapegoat. The reason they are so greedy now is because people keep buying it in the first place and that isnt going to stop unfortunately. Im all for expansions but DLC and micro-transactions are predominantly nickel and dime scam tactics that idiots keep falling for and should have no place in retail games IMO.

They can shove micro-transaction in all of their games now and it will only get worse. Thanks to ESRB.

This so hard.

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deactivated-63d2876fd4204

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#35 deactivated-63d2876fd4204
Member since 2016 • 9129 Posts

@KungfuKitten: You want the government to restrict the amount of money people can spend while restricting the amount of money developers/publishers can make? That’s insane to me. Then you want to put extra taxes on loot boxes?

The governments purpose isn’t to punish those who make a lot of money. You’re saying, “any decent country would have these types of regulations.” Show me one that does. These regulations would force game prices to go up and may also inadvertently decrease the number of games being made. Which is worse?

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Gatygun

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#36  Edited By Gatygun
Member since 2010 • 2709 Posts

There is nothing illigal about lootboxes. I understand people are upset because they want there "full priced games" to stay relevant. But frankly that's not how most company's now make there money. The market shifts and the market will always shift. The same as people saying "single player games should be only the focus anything online is bad". well we are in the online age so there no escaping it.

I have zero problems with lootboxes, you simple don't buy them. If a game is so designed that it's completely around lootboxes and can't be enjoyed without it. the game will simple not be picked up by the older generation. If the game however is succesfull then the market has basically shifted over towards a newer crowd. You should just not buy into that game yourself.

If you can't constrain yourself from buying lootboxes when they are in, then that's on you. You decide how you spend your money. If you can't control yourself you need to more look at yourself then blame other people for your own mistakes.

If people buy lootboxes that's there own thing and that's what they should vote for themselves. If you wanna spend 100 bucks on pokemon cards just to get 1 card that you search for out of it, is the same concept. You will learn after blowing a ton of cash that it's just a bad idea all around.

It will level itself out.

If you want to ban loot boxes that you will want to ban everything that involves random rng nonsense. So we can ban casino's we can ban, pokemon cards, we can ban circus machines that basically are entirely builded around rng.

So banning is not going to happen. A warning label is all they can really do.

Now it's up to the parents or community's to basically say to there kids, sorry but those systems are just there to make you poor.

It's like those call shows you had back in the day, you can call and win a car wtih 1 euro a call. You do it once and then realize what a scam it is to never do it again.

However some people simple don't mind to spend money in a game they like.

I know this chick that spends probably more then 5 grand a year on loot boxes in a single game. Whenever i ask her if that isn't a bit to much. she says no i enjoy it and i like all those items it's just my hobby i only play this game and nothing else all year through.

Then i think to myself, well i have a bike hobby that costs me close to 10 grand a year so yea. Hobby's can cost money.

Even while for somebody that is used to pay 60 bucks for a game will have ????? above its head. For that person it's a non issue.

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dorkmeister579

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#37  Edited By dorkmeister579
Member since 2018 • 37 Posts

@ten_pints said:

Games makers should be forced to add the ability to disable micro transactions as a toggle option, fed up with seeing the shit. It's like being stopped in the street by a dirty beggar who stinks of piss.

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KungfuKitten

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#38  Edited By KungfuKitten
Member since 2006 • 27389 Posts

@goldenelementxl said:

@KungfuKitten: You want the government to restrict the amount of money people can spend while restricting the amount of money developers/publishers can make? That’s insane to me. Then you want to put extra taxes on loot boxes?

The governments purpose isn’t to punish those who make a lot of money. You’re saying, “any decent country would have these types of regulations.” Show me one that does. These regulations would force game prices to go up and may also inadvertently decrease the number of games being made. Which is worse?

I never said that making a lot of money should be restricted. I'm actually for the consumer to be able to have money and not spend all they have on an addiction or by accident. And yeah any decent country would in this case -that hasn't presented itself before so there is no laws for it yet- have those types of regulations. You don't want your people to be manipulated out of cash that they could spend on important things in your country.

@Gatygun:

I guess where you and people against loot boxes differ is that you think loot boxes are enough of a choice and others, me included, think that it's addictive to a degree that it takes away too much of that choice. When you're talking about something like a kid buying stickers you could argue that's a choice, but to say that buying drugs is simply the choice of drug addicts is a bit different. The chemicals do overtake their judgement. (I'm just using extremes there to make it apparent that the subject does matter a little.) I know too many gamers who have bought loot boxes and didn't want to, to think that loot boxes are an innocent development.

We've even seen plenty reviewers say they bought loot boxes for games they never intended to play again but simply logged back in to buy more boxes, and in hindsight thought their behavior was stupid. And asking someone whether they would have bought the game plus the rewards they got for that game, for the money of the game itself plus the money they spend on loot boxes, hardly anyone says yes. Because they're spending hundreds and up for a skin for a game they won't play in 2 months time. And sometimes they don't even get that skin. Maybe they are stupid, or maybe the manipulation that the whole system is build on, works a little bit too well.

The other side of the controversy is the people saying loot boxes don't make games better and are always a bad deal for the customer. And in that sense they can also be undesirable but I don't believe that government intervention is needed, at all, to make games conform to my or our preferences. I agree with you that that would be a very bad thing to do. To tell a developer they can't do something by law because we don't like it is a little close to censorship. That's almost resetera-levels of not allowing the other side to be presented. I'm totally not for that. When it comes to regulation I am purely concerned for the people who buy them. A matter of financial security, not a matter of taste. So at least where I stand when it comes to the actual concerns for people's well being, that part is separate from things like wanting 'gaming to remain the same' or as I would put it wanting loot boxes out of the games that I was looking forward to because of the gameplay implications.

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TryIt

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#39 TryIt
Member since 2017 • 13157 Posts

@KungfuKitten said:
@goldenelementxl said:

@KungfuKitten: You want the government to restrict the amount of money people can spend while restricting the amount of money developers/publishers can make? That’s insane to me. Then you want to put extra taxes on loot boxes?

The governments purpose isn’t to punish those who make a lot of money. You’re saying, “any decent country would have these types of regulations.” Show me one that does. These regulations would force game prices to go up and may also inadvertently decrease the number of games being made. Which is worse?

I never said that making a lot of money should be restricted. And yeah any decent country would in this case that hasn't presented itself before so there is no laws for it yet, have those types of regulations.

@Gatygun:

Nobody is arguing that gaming should stay the same. And I am not arguing that they should be banned. But I did see some people say that. I guess where you and people against loot boxes differ is that you think loot boxes are completely a choice and others, me included, think that it's addictive to a degree that it takes away too much of that choice. When you're talking about something like buying stickers you could argue that's a choice, but to say to drug addicts that buying drugs is simply their choice is a bit different. I know too many gamers who have bought loot boxes and didn't want to, to think that loot boxes are an innocent development.

I do not agree with the premise that gambling is anymore addictive then anything else that gives a good healthy amount of dopamine. which includes video games themselves.

I think the idea that RNG (which is in all video games) if you add dollars to the possible outcome that all of the sudden that makes it addictive, I think that is absurd.

I think gamers need to stop supporting what they see as bad game mechanics by not buying those silly game in the first place!

the thing is the argument for labels went like this:

'gambling is bad for kids we should have a label on this game'

'which game?'

'battlefront 2'

'what is that game about?'

'100% about killing'

'I see'

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KungfuKitten

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#40  Edited By KungfuKitten
Member since 2006 • 27389 Posts

@tryit: Sorry I was still editing the whole thing, I'm pretty bad at formulating my thoughts in English.

It's actually exactly that. The randomness is key to making it addictive. The moment of excitement and anticipation followed by the release, whether you actually get something good, is exactly why those systems are addictive. And it's not always a terrible thing. You're not wrong in that games use such systems all the time in reasonably innocent ways. Diablo loot is build on it. It works very well. But when you gate that randomness behind the player's money, you do create a malicious system. Instead of being there to provide that dopamine factory indefinitely for the price of the game, you are gating these dopamine highs behind small sums of recurrent spending. (Or worse yet small sums of nonexistent currencies you had to buy with real money at a point in the past.) You won't get the 'hit' that you needed when the reward turns out to be bad. So you need to keep spending some more to get that high.

I am 100% convinced (but you don't need to believe me I have no evidence to back it up) that the psychologists who build these systems based them around manipulation of the mind to trick you into doing something more often than you wanted coincidentally gated behind bits of profit, and not around making a game better for the price that was paid upfront.

A very big problem with a manipulative system that works (if this is such a thing) combined with the exposure of a popular video game is that you get a whole army of 'users' who will go to great lengths to defend it, even if the system is in truth tricking them out of money they would have rather spend on, for example, other full games. That said I could be COMPLETELY WRONG about any of this (except for the randomness being addictive because that has been well researched). My main job is to get people to at least consider something other than what they assume to be true.

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#41  Edited By Nike_Air
Member since 2006 • 19737 Posts

Terrible. Now lootbox gambling will be lumped in with anything downloadable. One step forward. 5 steps back.

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TryIt

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#42 TryIt
Member since 2017 • 13157 Posts

@KungfuKitten said:

@tryit: Sorry I was still editing the whole thing, I'm pretty bad at formulating my thoughts in English.

It's actually exactly that. The randomness is key to making it addictive. The moment of excitement and anticipation followed by the release, whether you actually get something good, is exactly why those systems are addictive. And it's not always a terrible thing. You're not wrong in that games use such systems all the time in reasonably innocent ways. Diablo loot is build on it. It works very well. But when you gate that randomness behind the player's money, you do create a malicious system. Instead of being there to provide that dopamine factory indefinitely for the price of the game, you are gating these dopamine highs behind small sums of recurrent spending. (Or worse yet small sums of nonexistent currencies you had to buy with real money at a point in the past.) You won't get the 'hit' that you needed when the reward turns out to be bad. So you need to keep spending some more to get that high.

given that the vast majority of games are based on randomness, given the fact that randomness is a key aspect of life and survival, given that D&D itself orbits around dice

what does that say about addiction?

how to approach randomness is a life skill, its an important life skill.

In fact its been argued that the point of games historically is to test ones skill against...randomness.

saying that randomness is addictive and thus needs to be regulated is absurd

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#43  Edited By KungfuKitten
Member since 2006 • 27389 Posts

@tryit said:
@KungfuKitten said:

@tryit: Sorry I was still editing the whole thing, I'm pretty bad at formulating my thoughts in English.

It's actually exactly that. The randomness is key to making it addictive. The moment of excitement and anticipation followed by the release, whether you actually get something good, is exactly why those systems are addictive. And it's not always a terrible thing. You're not wrong in that games use such systems all the time in reasonably innocent ways. Diablo loot is build on it. It works very well. But when you gate that randomness behind the player's money, you do create a malicious system. Instead of being there to provide that dopamine factory indefinitely for the price of the game, you are gating these dopamine highs behind small sums of recurrent spending. (Or worse yet small sums of nonexistent currencies you had to buy with real money at a point in the past.) You won't get the 'hit' that you needed when the reward turns out to be bad. So you need to keep spending some more to get that high.

given that the vast majority of games are based on randomness, given the fact that randomness is a key aspect of life and survival, given that D&D itself orbits around dice

what does that say about addiction?

how to approach randomness is a life skill, its an important life skill.

In fact its been argued that the point of games historically is to test ones skill against...randomness.

saying that randomness is addictive and thus needs to be regulated is absurd

I'm not saying that though. Random rewards are addictive yes but not all random rewards need to be regulated. Random rewards that put the rewards behind paywalls do. There is a difference that I tried to explain there but I think I failed at it. Games without paid loot boxes don't put dopamine highs behind additional fees that are exacerbated by randomness. Life doesn't typically do that either. It's the combination of all the elements of a paid loot box that makes it devious. The fact that you have to pay to get a chance at a random reward. You have to pay for your high. That's the part where it goes awry.

I am simplifying it a little because there is so much that it involves to make it worse than it seems. Like you could compare the above to Kinder Eggs. But these boxes are placed in a game that you care(d) for, invested into (time and money), installed on your machine (part of your home), constantly advertised to you in menu's or by players, creating a false need/shortage to urge you on (either stats, depleting resources, collection addiction or peer pressure), giving you a free hit, and sometimes even using false currencies to distance your decision from the spending of money or making the items you can win available for a limited time to induce stress. It goes pretty deep into manipulative tactics. Something I've never seen combined like that in other industries. And I wonder if casino's are even using so many tricks to get people spending. I don't know that loot boxes are better or worse than gambling as we know it, but they're definitely somewhere in the neighborhood.

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TryIt

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#44 TryIt
Member since 2017 • 13157 Posts

@KungfuKitten said:
@tryit said:
@KungfuKitten said:

@tryit: Sorry I was still editing the whole thing, I'm pretty bad at formulating my thoughts in English.

It's actually exactly that. The randomness is key to making it addictive. The moment of excitement and anticipation followed by the release, whether you actually get something good, is exactly why those systems are addictive. And it's not always a terrible thing. You're not wrong in that games use such systems all the time in reasonably innocent ways. Diablo loot is build on it. It works very well. But when you gate that randomness behind the player's money, you do create a malicious system. Instead of being there to provide that dopamine factory indefinitely for the price of the game, you are gating these dopamine highs behind small sums of recurrent spending. (Or worse yet small sums of nonexistent currencies you had to buy with real money at a point in the past.) You won't get the 'hit' that you needed when the reward turns out to be bad. So you need to keep spending some more to get that high.

given that the vast majority of games are based on randomness, given the fact that randomness is a key aspect of life and survival, given that D&D itself orbits around dice

what does that say about addiction?

how to approach randomness is a life skill, its an important life skill.

In fact its been argued that the point of games historically is to test ones skill against...randomness.

saying that randomness is addictive and thus needs to be regulated is absurd

I'm not saying that though. Random rewards are addictive yes but not all random rewards need to be regulated. Random rewards that put the rewards behind paywalls do. It's not just any type of randomization that gets you. There is a difference that I tried to explain there but I think I failed at it. Games without paid loot boxes don't put dopamine highs behind additional fees that are exacerbated by randomness. Life doesn't typically do that either.

again.

the postulation and random rewards which is a key life element as being 'addictive' is absolutely absurd.

peroid

RNG is not addictive....its a fundamental cornerstone of life

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#45 Star67
Member since 2005 • 5384 Posts

What needs to happen, and to really shake things up, is that any game with Microtransactions needs to be rated M. You know since you need to be an adult with a credit card to purchase those things.

I would love to see that shit show

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#46 TryIt
Member since 2017 • 13157 Posts

@Star67 said:

What needs to happen, and to really shake things up, is that any game with Microtransactions needs to be rated M. You know since you need to be an adult with a credit card to purchase those things.

I would love to see that shit show

from my perspective as an 'indie game player' of which lootboxes are nearly non-existent completely is as follows:

you can not make a bad developer into a good developer by a series of legislation, you should instead buy games from good developers....like indies :)

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#47 DrLostRib
Member since 2017 • 5931 Posts

So it's the Prop 65 of video games

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#48  Edited By KungfuKitten
Member since 2006 • 27389 Posts

@tryit said:
@KungfuKitten said:
@tryit said:
@KungfuKitten said:

@tryit: Sorry I was still editing the whole thing, I'm pretty bad at formulating my thoughts in English.

It's actually exactly that. The randomness is key to making it addictive. The moment of excitement and anticipation followed by the release, whether you actually get something good, is exactly why those systems are addictive. And it's not always a terrible thing. You're not wrong in that games use such systems all the time in reasonably innocent ways. Diablo loot is build on it. It works very well. But when you gate that randomness behind the player's money, you do create a malicious system. Instead of being there to provide that dopamine factory indefinitely for the price of the game, you are gating these dopamine highs behind small sums of recurrent spending. (Or worse yet small sums of nonexistent currencies you had to buy with real money at a point in the past.) You won't get the 'hit' that you needed when the reward turns out to be bad. So you need to keep spending some more to get that high.

given that the vast majority of games are based on randomness, given the fact that randomness is a key aspect of life and survival, given that D&D itself orbits around dice

what does that say about addiction?

how to approach randomness is a life skill, its an important life skill.

In fact its been argued that the point of games historically is to test ones skill against...randomness.

saying that randomness is addictive and thus needs to be regulated is absurd

I'm not saying that though. Random rewards are addictive yes but not all random rewards need to be regulated. Random rewards that put the rewards behind paywalls do. It's not just any type of randomization that gets you. There is a difference that I tried to explain there but I think I failed at it. Games without paid loot boxes don't put dopamine highs behind additional fees that are exacerbated by randomness. Life doesn't typically do that either.

again.

the postulation and random rewards which is a key life element as being 'addictive' is absolutely absurd.

peroid

RNG is not addictive....its a fundamental cornerstone of life

OK well then you disagree with science.

It is well known in psychological circles that the most effective form of positive feedback is unpredictable positive feedback. Why is a matter of some speculation.

The likelihood is that it has to do with our pattern matching/problem solving nature. When faced with unpredictable positive feedback our instinct is to try to "solve the puzzle" and to make it predictable. (Essentially we try to learn something that we could repeat.) Once it is predictable (if it ever is) it loses its fascination and becomes simply another tool in our environment.

Or:

(D) Variable Ratio ReinforcementBehavior is reinforced after an unpredictable number of times. For examples gambling or fishing.

•Response rate is FAST

•Extinction rate is SLOW (very hard to extinguish because of unpredictability )

(E) Variable Interval ReinforcementProviding one correct response has been made, reinforcement is given after an unpredictable amount of time has passed, e.g. on average every 5 minutes. An example is a self-employed person being paid at unpredictable times.

•Response rate is FAST

•Extinction rate is SLOW

As in: Skinner - Operant Conditioning (PDF)

Hmm I think we are stumbling over the word addiction. This is just guesswork of mine but I'm guessing that when I say addiction you're thinking about a junkie. That's not what I mean with addiction. In the fields of psychology or manipulation (marketing) addiction is used for anything that makes you dependent on something to a degree that is noticeable. And that doesn't need to be on the level of hard drugs. Sugar is addictive. Caffeine is addictive. Cheese is addictive apparently. Sunbathing can be addictive. Being touched by someone can be addictive. Loot boxes are probably not so addictive that we'll have a billion gamers who can never stop buying them. A million who go too far and get into financial trouble? That sounds more likely if loot boxes get into every game. And in that case mobile gaming is probably going to be the main culprit. Among those people are, and will be, children. It's not like loot boxes (as they are now) are going to control your mind entirely. But they do have a (compared to other marketing tactics) relatively strong influence on the mind that may not be in the interest of the consumer.

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#49  Edited By TryIt
Member since 2017 • 13157 Posts

@KungfuKitten said:
@tryit said:
@KungfuKitten said:
@tryit said:

given that the vast majority of games are based on randomness, given the fact that randomness is a key aspect of life and survival, given that D&D itself orbits around dice

what does that say about addiction?

how to approach randomness is a life skill, its an important life skill.

In fact its been argued that the point of games historically is to test ones skill against...randomness.

saying that randomness is addictive and thus needs to be regulated is absurd

I'm not saying that though. Random rewards are addictive yes but not all random rewards need to be regulated. Random rewards that put the rewards behind paywalls do. It's not just any type of randomization that gets you. There is a difference that I tried to explain there but I think I failed at it. Games without paid loot boxes don't put dopamine highs behind additional fees that are exacerbated by randomness. Life doesn't typically do that either.

again.

the postulation and random rewards which is a key life element as being 'addictive' is absolutely absurd.

peroid

RNG is not addictive....its a fundamental cornerstone of life

OK well then you disagree with science.

It is well known in psychological circles that the most effective form of positive feedback is unpredictable positive feedback. Why is a matter of some speculation.

The likelihood is that it has to do with our pattern matching/problem solving nature. When faced with unpredictable positive feedback our instinct is to try to "solve the puzzle" and to make it predictable. (Essentially we try to learn something that we could repeat.) Once it is predictable (if it ever is) it loses its fascination and becomes simply another tool in our environment.

I stand by what I said.

RNG is a key element to life, its fundamental physics of reality. it is one of the most important pillars of all games, its critical in evolution.

it being 'addictive' is absurd and I am sure whatsoever so called scientist who claims that it is, is up their ass in stupidity.

and I know more than the average person about addiction.

domaine is what we need to make life worth living, you cant not call everything that creates domaine an addiction

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#50 KungfuKitten
Member since 2006 • 27389 Posts

@TryIt

Well OK I don't think we're going to agree with each other but thank you for being considerate.