Myself and my son play Apex legends. Its an online multiplayer game thats free, but you can optionally pay to unlock cosmetic items like character outfits (skins) etc.
He came into some cash recently courtesy of the tooth fairy and asked if we could buy a skin for his favorite character. I said ok. However after id purchased some in game coins we realised that we couldn't actually buy the skin he wanted, instead we had to buy 10 boxes with random contents that could potentially contain a skin similar to the one he wanted.
Watching his excitement opening up the boxes and his eventual disappointment at not receiving the one he wanted - plus subsequent enthusiasm to buy more coins courtesy of some lesser items granted, I realised Id made a horrible mistake. Id basically introduced a virtual pub gambling machine to a young kid. This sort of stuff is horrible.
No, you did good! He needs to learn how to handle this and you're right there guiding him.
I have the same situation with my six-year old son and Rocket League loot boxes. He wants to spend all his limited money on them, I think he's wasting it, especially since I see the disappointment when he doesn't get the things he want, but that's a learning experience. It's worse when he once in a while gets a cool skin, because in his eyes it makes it all worth it.
I see the money I give him as teaching opportunities. Kids will get in touch with these mechanics as they grow up, and now you have the chance to talk to him about it. Discuss it over and over, it's not a one-time thing, and you've made no permanent damage. Let him know you think it's not worth it, but I wouldn't put a permanent ban on it, as it may make it even more appealing. If he wants other (real-life) stuff later, remind him that he already spent his money on loot boxes and I think they will lose their appeal a bit.
Fully grown ADULTS fall prey to skinnerboxes (aka: Slot Machines) all the time. Its basic human psychology (heck: the skinnerbox is effective on virtually all Birds and Mammals). Its extremely fundamental to the function of the modern biological brain.
Its literally a "brain hack". This isn't some "willpower away" sort of training. This is literally how your brain, and your children's brain works. As well as how your dog's brain, and the bird's brains and the cats brains, and deer brains.
The only winning move is to not play. Its literally hopeless if you get sucked into a skinner box. You can't beat the biological functions of what your brain is designed to do.
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I don't think there's "long term damage" to be suffered here. Human brains, just like the brains of any mammal (or bird), are prone to operant conditioning. If you RANDOMLY give a reward when a subject (be it human, mammal, or bird) pushes a button, the subject will continue to push the button over and over again.
Its just biology.
EDIT: And random-rewards are far stronger than consistent rewards. If a reward is consistent, then when it "stops", the subject believes that the pattern is over. But if the reward was Random, then the subject will continue pushing the button even long after the pattern has stopped or been modified.
It's not as fatalistic as you suggest: that randomly offered rewards always lead to complete zombie slave status in 100% of subjects, there's no way out, and the situation is hopeless.
Studies have found propensities not absolutes across all subjects and species.
For example, river otters are notoriously difficult to train using operant conditioning because they are extremely curious, but also bore easily. Getting them to repeat a behavior indefinitely using a reward is extremely difficult if not impossible.
Likewise not all humans can be controlled as robot slaves incapable of escape as easily as the fatalistic determination description provided suggests.
People can learn to recognize scams and avoid them. Maybe there are some people who simply never learn. Maybe. Probably not though.
Addictions can be hard to overcome for many. But they are generally recoverable.
I don't think this is "addiction". Its clearly operant conditioning. You aren't going to suffer physical ailments like an Alcoholic or Heroin-abuser (or heck: even a coffee-drinker) would if you "stop pushing the button"
I'm pretty sure that our concepts of "addiction" (including "willpower") are mostly pseudo-science. While psychologists are carefully studying the issues, the mass media needs to keep making movies and stories, and those stories do NOT reflect upon reality very well. Even well-researched stories, like Inside Out, or Finding Nemo (Dory's character is a very well researched example of memory loss) may end up obsolete as research moves forward. (IIRC: Inside Out was initially based on some psychology research. But the research already dramatically changed by the time Inside Out was out of production, and it was too late to change the story at that point).
The sad truth is: most of the psychology the layman knows is wrong. Its "story" psychology, created for drama and storytelling. Not "real" psychology, which actually predicts human behavior.
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In any case, I believe that lootboxes are a clear, and simple, example of operant conditioning. We know how to "deprogram" operant conditioning. You either:
1. Remove the reward entirely -- Without a reward, and people will stop. It may take 10,000 cycles, but eventually all subjects stop when the reward is fully taken out of the picture. Its surprising how long subjects will continue their behavior in the absence of a reward, but it will eventually stop.
2. Introduce punishments -- Shock the user, or cause other forms of pain. If the punishment is greater than the reward, the subject will eventually stop.
As far as I know, those are the two ways to stop a conditioned behavior. Social pressure may probably serve as #2, but in my experience, it puts a lot of strain on the social relationships (ex: subject may just start lying instead of telling the truth about their behavior). In effect, using social pressure to stop #2 may only cause the subject to become more trained in the act of lying.
I suggest reading "Glow Kids" [1], and then telling how different is digital addiction from any other form of physical/chemical addiction.
While there are many healthy kids and highly functioning adults who grew up with electronics and playing games (myself included), the fact is that these last 10 years have been a landmine for kids and adults alike in terms of dark patterns and psychological manipulation at scale.
I would love if we as a society would use the word "compulsion" for things that are not physical addictions, but I feel like that battle was lost some time ago, so I gave up.
I'm currently reading The Dream Machine and it's my impression from that book that Skinner's work was largely discredited (or at least his results were greatly exaggerated).
I think a core tenant of his work was that there is no mental state at all and that everything is just conditioning.
And this mechanism might be more palatable if it got applied both ways: I get a game and then we roll the dice [144] to see if I have to pay full price or just with some junk I have lying around in the house. Same odds as that legendary(?) skin.
Not sure what you mean by "You can't beat the biological functions of what your brain is designed to do" ?? I have played slot machines many times and picked up and walked away when I won a decent amount or when I hit my allocated budget for the night. I find it fun (at least for a little while), but it's hardly overpowering.
Slot machines, in the USA, are regulated to minimize the skinnerbox effect. So while a Slot Machine is actually the classic skinnerbox, in many ways it isn't.
At least, that's what the various casino engineers tell me.
EDIT: In particular: it costs money to pull the lever in a Slot Machine. So you have a penalty every time you pull the lever. Even with this penalty, many people pull that level compulsively, hoping for the slight chance to win.
There is permanent damage if you rewire your kids brain chemistry to get addicted to the near-miss of getting something good. Logical explanations don't undo that.
I understand from a Louis Theroux documentary on gambling addicts that it is the feeling of the near miss that is actually addictive and not the feeling of the win. Gambling addicts are used to winning and so they don't get a buzz from that.
Yes! Came here to say this. The f*ckery is indeed that. The near-miss makes it addictive. Logic and learning has nothing to do with it. I could not say it any better than how the game developers themselves say it: "“being the only good person is likely going to make you lose money”(Fortnite dev). https://www.gamasutra.com/view/news/342130/Former_Fortnite_U...
I am not disagreeing, but, on the other hand, they will be exposed to this, at at least one order of magnitude higher intensity than I ever was as a kid, or even in my 20s.
I don't have a perfect solution, just pointing out the bind we're in.
I'm actually not terribly prone to the "youth are just all messed up today compared to my generation" idea scheme, but while homo sapiens hasn't changed, the environment has changed radically and the amount of cognitive firepower being brought to bear on us to get our money and manipulate us has skyrocketed in the past decade or two. I've got a 11 and 8 year old and am still struggling through how to deal with it.
I mean when I was a kid you'd get this sticker album for your favourite thing(be it football players, star wars, whatever) and I'd always beg mum to get me yet another sticker pack so I could complete my collection. There were always stickers that I really really wanted and yeah, the disappointment of going through a few packs and not getting what you wanted was very real.
I think ultimately, this is the same thing - just digitized. I don't really have an opinion whether that's good or bad, just that it's clearly aimed at kids to buy this stuff, just like the stickers were.
I don't really think "just digitized" captures the problem with these boxes.
Imagine a fairly boring interface that has Pokemon cards or football stickers in. Like your hands holding them and trading them and sticking them on things.
Now contrast that to the loot box stuff that has exciting music, flashing lights, A-B tested into oblivion, the money comes from some ethereal 'account' rather than involving an actual exchange, etc.
I think the analogy is more with the flashing exciting slot machines at the pub (which seem to have evolved a ton since I were a small as well...)
I was part of the development on a game which had loot boxes and we had a lot of talk about the reveal, building excitement, etc.
One team member had previous experience from working on casino games and he said that at least there they had clear rules for how they were allowed to handle it and who they were allowed to target.
The flashing lights are a nice bonus, but the comparison to trading cards is still valid imo. It's basically the same thing. Yes the technology has advanced, but the risks are the same.
Companies that sold trading cards, stickers, whatever did the same marketing and testing as video game companies.
Maybe just a little bit of a way to remove the dopamine high, or make it slightly worse, would be to have the kid physically hand you the money before they open the case so they feel the pain of spending the cash.
Well, you can do it the good ol' way with ceramic piggy banks that do not open but need to be crashed with a hammer.
Anecdata, I had one in the shape of a dinosaur, must have ben 5 or 6 and I still remember (some 50 years later) the day I decided that I needed a new toy the doubts about actually breaking it (with the assistance of my dad) and perfectly remmber the dinosaur, whilst I cannot remember at all which toy I was willing to get, probably a toy gun, but I am not sure.
maybe... though, I think even at that age we are all the same with respect to losing things that you had. i think though that if you are letting your kids do lootboxes before they have earned the money to open them it's probably too soon anyway.
Not just that, digitized also means that it is available for purchase pretty much anywhere and at anytime verses in a specific place during business hours. Also unlike stickers and collectible cards these games get to advertise their newest goods everything you interact with the product.
The thing about sticker packs, Pokémon cards, etc. is that you could trade the ones you didn't want with your friends, so even getting a shiny that you already had was exciting because then you had something that you could swap for another shiny or a couple of lower-value cards/stickers. You'd naturally come to the point where some stickers were much more frequent than others so you'd end up with this little schoolyard economy where everybody knew what was worthless and what wasn't. Once your collection is complete there's no reason to buy any more. Hell, some of those things even become collectors items and retain some value over time.
Loot boxes strip all of that away and introduce FOMO, so the only option you have is to keep pumping money into the machine, and then to up the ante if everyone else starts getting skins or emotes or dance moves that you don't have, so you don't get left behind.
What's more is that they're linked to micro transactions, so there's nothing stopping you throwing away as much money as you have in your bank account, or having your kid do it without any awareness of where the money is actually coming from. Spending £1.50 of your pocket money on a pack of stickers is a totally different situation to blowing £10-£20 a pop on in-game currencies to buy loot boxes.
There are few things that I'd call evil but this stuff is beyond malevolent. At best it's a shameless scam and they go to an incredibly effort to make the vanilla game boring without buying into the gamble.
There was literally the exact same claims being made about kids being turned in to gamblers by pinball games decades ago:
“New York mayor Fiorello La Guardia was responsible for the ban, believing that it robbed school children of their hard earned nickels and dimes.[41][42] La Guardia spearheaded major raids throughout the city, collecting thousands of machines. The mayor participated with police in destroying machines with sledgehammers before dumping the remnants into the city's rivers.[42]”
I don't think it is the same though. With pinball you pay 20c or whatever, and you get to play the game. That's it. It's like paying $100 for an entry ticket into a bike race - you pay, you get to do the activity, the outcome is "random" in that it only depends on your own skill and external factors. With sticker packs the contents are truly random, there is no skill involved, you literally don't know what you are buying.
Pinball games at the time often paid out prizes and didn’t always do so based solely on skill. The shift towards the modern idea of what pinball machines are like today was a reaction to laws threatening to ban them.
Fair enough, but in that case it's a bit disingenuous to say those claims were being made about "pinball games" without qualification, because what you describe is not what someone today[0] thinks of when you say "pinball".
0: citation: myself and gambiting and barneygale at a minimum
My feeling is that randomized packs of baseball cards were never great either—but they were never pervasive enough to be a "problem".
Video games have managed to make the items significantly more valuable. And it increasingly feels as though _most_ games are built around these gambling mechanics, as opposed to just the occasional game like Magic The Gathering which worked that way.
One major difference between Magic and most skinner box video games: I can sell my magic cards for real world money, and I can just buy the cards I need as singles.
There's a lot of games that try to nudge closer to this with card "crafting" where you destroy card A to create in game currency that you can then use to purchase card B. This is ALMOST to the point where I find it acceptable, but until I can trade card A to another player for card B, it's still complicated gambling.
Real world collectable card games sit in the grayest area imo. You're buying a tangible object that represents some degree of gambling (if you buy packs) but there exists a secondary market that allows for you to bypass that and still enjoy the activity. It's mostly good, but then again my Magic collection sits somewhere around 15,000 total cards, so maybe I'm not the best person to talk about this...
And you can sell CS:Go and TF2 items for Steam credit. I'm not convinced this makes anything better. A slot machine isn't the only way to get money, but I still don't think we should market slot machines to children.
I think a lot of the people who dislike "lootboxes", but grew up with collectible card games like Magic, try to rationalize why one is okay and the other is not. And the hard truth is that it was never okay when Magic did it either, but the problem wasn't pervasive to the point where we had to address it. This isn't to say that Magic is evil or that everyone who bought random card packs as a child is now scarred for life, but it's not a great practice.
Collectible card games should not be a reason to allow loot boxes, and any laws we make ought to apply to both, instead of attempting to create strange carve outs.
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Disclaimer: I've never played Magic, and I avoid any video game that contains micro-transactions.
Edit: And just to be absolutely clear, this isn't to say that Magic should be banned any more than all video games should be banned, just that consumers should know what they're paying for, unless they're explicitly in a casino.
Like I said in my post, I think they're grayer than a lot of skinnerboxes, but that doesn't make them clean.
My understanding is that the vast majority of loot boxes are the sole way of acquiring the in game objects they posses. If there's a CS gun/skin/whatever in a loot box, you can't just go out and buy that thing for money. Transaction behavior is fine to me. That's one problem. Another is that you don't "own" that thing, you just have permission to use it. That's slightly different from owning a physical object.
It's an aggregate, and there are degrees of bad design patterns.
Whole game for single transaction > game with DLC > game with loot box for aesthetic features> game with loot box for core features.
I see your point that CCGs are basically the analogue version of loot boxes, and I can't entirely disagree. It's been called "cardboard crack" before, with good reason. As someone working for a tabletop gaming company who's primary product is randomized miniature figures used to play games, I also am WAY to close to this one to think objectively.
> If there's a CS gun/skin/whatever in a loot box, you can't just go out and buy that thing for money.
So, in Valve's games, this isn't true. Lootboxes are the only "first party" way to buy skins in CS: Go, but you can use the Steam marketplace to trade with other players.
I will stop using this specific game as an example. This particular dev might allow this, but many others don't which is a huge problem on the issue since these things are functioning as gambling for access to a service (the right to use a feature) instead of access to a commodity (that you can trade/sell).
I think the best example of a way to deal with acquired in game intems I can think of personally for something that didn't suck, was Diablo 3 when it first hit. If the game randomly dropped a high tier weapon, you could use it, trade it, or sell it for real money. The real money auction house was a great addition imo.
There are definite parallels between something like MtG and lootboxes, but I think the barrier for purchase is much lower with lootboxes. A physical product like MtG cards must be purchased at a store, which will have limited quantities. It requires effort and occasionally timing to actually obtain the items. Even in our modern world of online shopping, there is typically a wait time between the impulse to buy and the reward of receiving the items of at least 24 hours, often more.
With lootboxes, the payoff is immediate. The barrier between the impulse of someone with an addiction and the payoff is virtually non-existent. I think that makes a difference in the potential for addictive behavior that shouldn't be overlooked.
While I agree with you that loot machines are worse because they're always available and hyper-immediate, we know that gambling addiction is a thing, and CCG cards fit the pattern. I mean to play a slot machine, people used to have to travel all the way to casinos, convert their money to coins, and then play the slots. The addicts still did it.
The problem exists in all of them, we're just talking about the speed of delivery and how it makes somethings worse-bad instead of just bad.
There's one big difference. Those stickers were immediately tradeable. Actually exchanging the missing pieces with others was most of the fun. If you can only rely on the packs, that's all social fun cut out.
A sticker pack "whale" might be down $50, these games might crave a hundred to a thousand times that. Also while kids make the headlines, grown ups are a far bigger market. Simply banning loot boxes for kids is to ignore the majority of the problem.
The price to fill the World Cup 2018 Panini Sticker album is on average more than 800 Euros. If you can swap with a couple of friends (10+) the average price goes down to ~300 Euros.
A sticker pack whale will spend hundreds of Euros. If you only wanna spend 50 bucks better get another hobby tbh.
£150 for 3x500 stickers at Amazon. That should leave you missing approximately 75 stickers, which you can buy as singletons directly from Panini, at £0.25 a piece. So you can do it for £170 with absolutely no social interaction required. Definitely an unreasonable amount for a bunch of stickers, but still peanuts compared to what a freemium video game can cost.
Just to be clear, sticker collection economy is also shady, it just doesn't have a societal impact remotely like that of loot boxes.
I'm a developer in Las Vegas and have worked in actual casino gaming and slot machines and I have never disagreed with a comment on Hacker News as much as I do this one.
My perspective is that there are two kinds of people. Those who understand that slot machines are dangerous and a bad long term investment, and those who do not and gradually become more and more addicted to them.
I've never seen a casino customer who was initially attracted to slot machine mechanics, gradually learn that they a poor exchange of value, overcome their addictive nature and stop playing them.
They may stop playing because they are broke. They may learn to manage the addiction at a level they enjoy and can sustain. But they don't just suddenly understand that it's a bad deal and stop wanting to play.
In the end he did learn his lesson, sort of. He realised he had squandered his cash but in learning the game mechanics also found out some skins could be unlocked by earning points through playing. As he doesnt like shooting anyone its up to me to grind for points. I agreed for the extra turns of course. Perhaps a lesson in effective delegation to boot :)
For every kid that "learns his lesson" there are tons who don't, who don't have parents or hey are just too busy to "guide" them through this experience. The whole thing is designed to wire your brain to increase engagement,as in addiction.
"No, you did good! He needs to learn how to handle this and you're right there guiding him."
What's your model for what this is though?
The GP mentions a pub fruit machine. I suppose you could make the case for it being like football stickers.
As I'm writing this though, I'm not entirely sure what makes fruit machine bad, football stickers good. I would guess trading stickers is a social activity, and theres an in build limit to how many stickers you need? Where do loot boxes come out on these measures?
I have no experience with football stickers, but my experience with Magic: the Gathering is that this sort of thing can absolutely get addictive.
But whichever thing it is, parental guidance is always a good idea. As a parent, you get a better idea of what's going on, and you can provide context for your kid and learn the lessons together. Maybe it was a scam after all, maybe it is addictive, maybe it's okay. But figure it out together.
Another thing to keep in mind: kids in France start drinking at a much younger age than elsewhere, but they do it at home, with half a glass of wine at dinner. The alcohol might still be harmful, but France certainly doesn't have the binge drinking problem that the UK has.
The old era football cards (and tea cards and petrol stickers or coins) where there were no intentionally rare ones, just randomly stuffing a few into packets, were OK. You traded a few in the playground, just about everyone got the set by end of school year.
The modern ones with carefully created low drop rate "rare" cards are lottery scratch card gambling. No better than a fruit machine, or fixed odds thing in the bookies, and in need of regulation.
Same impulses that have led to addictive purchasing until you get the winner. Same cynical house always wins. Personally I put them in the same "clearly gambling" bucket as game loot boxes.
> The modern ones with carefully created low drop rate "rare" cards are lottery scratch card gambling.
I was going to disagree with you because the odds are printed on packs but now that I've thought about it you're absolutely correct. I used to buy basketball card packs and the recent Beckett magazine and see how much each pack was worth, and only now am I seeing the tendencies that caused in me later in life.
I think stated odds are actually where I get uncomfortable. There were always accidentally rare cards, purely from the luck of how packs were filled, and what was rare in one region was probably the common one in another from random chance in distribution. A lot of the card sets had a way to send off 5p or so for the last couple you missed, to fill the album at the end of the year.
Somewhere that morphed into artificial scarcity, and kids everywhere being set up to buy five sets worth of cards, to maybe get a full set.
> I'm not entirely sure what makes fruit machine bad, football stickers good. I would guess trading stickers is a social activity, and theres an in build limit to how many stickers you need? Where do loot boxes come out on these measures?
Is it not simply that the fruit machines are more addictive than the sticker packs?
The reason for this I think is probably the blinking lights and sounds, live control of the interaction (transaction) and environment, versus an inert packet of cards / stickers, that can at best be extremely shiny.
Of course, games are in a position to completely control the transaction and environment for maximum addictiveness, and given the lack of regulation (vs regular gambling) and technology, they can actually go beyond what fruit machines can do (or are allowed to do) to people.
They could, in theory, also make a more "boring" loot box that doesn't quite exploit our psychology as mercilessly, just a transaction. And then it would be more like sticker albums. Provided that the game allows free trading of any items in the loot box. Because that means you actually get something in return that isn't just a consumable.
But games will inevitably choose for the exploitative option, therefore yeah, regulate the hell out of it. It's not really a huge loss to culture or anything, nor is there IMO any fundamental reason why it is okay for people to make money that way.
> As I'm writing this though, I'm not entirely sure what makes fruit machine bad, football stickers good.
Slot machines pay out real money. It helps contributing to the illusion that you can recover from your losses by playing more. Football stickers, loot boxes, etc... make it clear that the money is spent.
Bingo. Games that let you trade actually are in legally shakier territory because of the cash-out potential.
I think this thread is missing the main reason why gambling dangerous: it can turn money into more money. The blinking lights and the Skinner box pyschology only play a supporting role to the main attraction: which is the belief that you can walk out richer than you walked in. This particularly plagues the poor, either because they are desperate or lack the financial accumen, and is the main reason why it is regulated. In the UK where sports gambling is legal, it is widely considered a blight on the lower class.
The fact the next roll could win back everything I've lost tonight AND make a profit on top, is far more dangerous than the next pull being merely able to finally get me that coveted Overwatch skin.
Hence why colloquially everyone calls loot boxes gambling, but no one has been able to make a strong legal case for why Overwatch loot boxes constitute gambling. If anything, Counterstrike is in the worse legal position and has had ACTUAL gambling scandals due to the high resale value of certain weapon skins.
You can clearly see the odds are against you with the 2p waterfalls and such like. The side exits ensure the odds are with the house - you can point them out and show it's a rigged game. Opportunity to dive off into risk/reward and the unbalance of economics where some get disproportionate reward for the same inputs, perhaps? Or show how the house always wins. :)
Those aren't going to break the bank though, or start a habit, so a harmless way to let the kids get rid of parent's pocket of excess coppers.
Loot boxes for tradeable items move away from this. My kids want to open cases in CSGO because they think they'll win a skin they can sell for a lot of money. Winning money is the motivator.
"It's worse when he once in a while gets a cool skin, because in his eyes it makes it all worth it."
THAT is the whole problem. Those rewards. Kids absolutely cannot understand how to cope with that feeling. Getting lucky and opening the thing they want becomes an expectation. They EXPECT to get lucky now.
You can talk to your kid without spending a dime, without letting them engage in the activity. What else are you just going to "try" and then talk about? Let him smoke some cigarettes, get cancer, and then say, see son, there's a lesson to be learned here...... no.
I'd like to think that understanding how the brain responds to gambling, why the games are designed the way they are and how exploitative the companies behind them are being can help, but I wouldn't expect a child to be able to really grasp all that well enough.
No, this isn't correct. For instance, any drop has a chance of being "painted" and among painted items there's an equal chance of any of several colors. However, because of demand, Titanium White painted items are much more valuable than, say, Burnt Sienna.
That's a weird quibble. If there are ten variants and only one of them is Titanium White, the desirable one is only available in 10% of the drops and is thus rare. Yes, desirability plays a role, but it's still rare.
Desirability determines demand. Rarity determines supply (relative to the entire value on the market). Both are taken into account to determine the price.
My favorite place to view this is Path of Exile in game economy. They do have random loot boxes for cosmetics, but I'm talking about the actual in game economy around items that power up your character. None of which can be bought for real money and instead require time to farm them (RMT does exist but is against ToS and can get you banned).
There are extremely rare items that cost nothing because they aren't used. There are quite common items that have decent value because of how high the demand it. Technically the game doesn't even have a currency, but players found a small set of common but also highly useful items that have become the defacto currency so much so the developers even admit they now count as currency.
Its not really a quibble, but you aren't wrong either. Its true that valuable items will be rare, but it isn't true that all rare items will be valuable. Both the titanium white and the burnt sierra colors are equally rare, but one is much more valuable because demand is not equivalent.
Sure, but there is a ceiling on any item that isn't one of the super super rare items that barely anyone goes for except the extreme collectors. (Usually an item that goes for much cheaper but has a special tag on it that's only visible to you.)
In apex there have been posts from people who have spent thousands to try to unlock a particular item. Literally opening the same random box 400 times and failing to get the item.
I think there is no fire-proof way of handling this that will work with all, or even a majority of children. (And parents.) Teach your kids to handle it, do it wisely, but if the best way is a puritan approach or a market value approach as above, I think it depends which is best.
Edit: to elaborate, I think it depends on many things. One that comes to mind is, how strong is the "dopamine" effect vs vs the "oh, sudden insight into how market economies work" in the child. (And parent, as a mirror and role model.)
If the reward response is very strong, I can't help but thinking about the knowledge we have about alcohol and children: we know it's harmful when parents try to teach children to drink responsibly and "let them try in controlled conditions". It works much better to not let children drink at all.
> we know it's harmful when parents try to teach children to drink responsibly and "let them try in controlled conditions". It works much better to not let children drink at all.
Do we? In French culture it’s not uncommon to let kids as young as 12-13 take a few sips of wine at weddings, family meals, etc; and having attended university in France, the UK, and the US, my experience is that French students are by far the most reasonable in their consumption. Some might get hammered once or twice a week during their first years of university, but there’s not much that approaches the frat party levels of debauchery one witnesses in the US.
> France has one of the highest alcohol consumption rates in Europe, with the country trailing behind only Estonia, Lithuania and the Czech Republic in the quantities of alcohol it drinks, according to the World Health Organization.
Maybe? There's a lot of other things to consider, such as the number of drinkers and whether it's customary to drink throughout the day or only during a small window (night).
Drinking 4+ glasses of wine all at once is quite different from drinking one glass at each meal and one before bed. Extrapolate that to weekly statistics and someone who drinks a lot of wine culturally can look worse than someone who only drinks at parties, and they could even look like an alcoholic.
This thread starts by talking about "alcoholism" which is an unhelpful term because problem drinking, harmful drinking, and dependent drinking are all problems even if they're not accompanied by physical addiction.
Both the things you describe - one person have 4+ glasses of wine on a night out, and another person have one glass of wine at each meal and another before bed - are worrying.
Binge drinking (and 4+ glasses of wine is definitely a binge) significantly increases risks of a number of harms from things like accidents, STIs, unplanned pregnancy, etc. The advice strongly recommends against binging, but if it's only occasionally it's probably not that harmful.
The other situation is a bit more complicated depending on serving size and wine strength.
A small glass of wine is about 150ml. If the wine is 9% ABV that would give us 1.5 UK units per glass. Two of those a day, 6 days a week, is about 19 units. That's more than the recommended limit which is 14 units per week, and it doesn't have more than one drink free day.
A larger glass of wine is about 200 ml. The wine might be stronger at 12.5% ABV. That gives us 2.5 units per glass, and 30 units per week. This is probably problem and harmful drinking.
For alcoholism we're probably talking about people who need a medically assisted withdrawal from alcohol.
A medically assisted withdrawal from alcohol would be considered if the person is drinking 15 units per day. That's two 750ml bottles of 10% ABV wine every day. This would be an outpatient programme.
An inpatient medically assisted withdrawal would be considered if the person drinks over 30 units per day. This is 750ml of 40% ABV spirits, or 4 bottles of that 10% ABV wine.
Again, apply my reasoning about games to this issue too. In France, you have an entire country as mirror and role model for drinking without mayhem. That is one data point to consider. :)
> we know it's harmful when parents try to teach children to drink responsibly and "let them try in controlled conditions". It works much better to not let children drink at all.
Uhhh no we don't know that. Because it's not true at all.
When I was 16, this was the legal age to drink beer. I always thought it was a good idea to first learn what alcohol does, before you learn to drive (which is 18, where I live).
Aaanyway, at some point we did raise the legal drinking age to 18 (afaik, this was for no other particular reason than the Christian Democrats being in power).
I'm still awaiting the reports that binge drinking among kids and young adults has decreased. Because it hasn't.
Except now some kids will wait 2 years before they learn to not abuse alcohol the hard way. But they would anyway (by which I mean, some of them. I know enough people who are perfectly responsible or not drinking at all). Maybe it's a slightly tougher lesson because you're not 17 any more.
But all in all, if parents raise their kids, guide them, and can make sure their first experiences with alcohol are in fact responsible, this teaches the kid valuable lessons and it's good for them in the way they learn about alcohol and its dangers and how to deal with it, instead of having to figure it out alone, when adult. Parenting can be an extremely powerful positive force in the upbringing of a child and really I would need to see some strong evidence to the contrary.
You are talking about actual controlled conditions with the parents playing an active role. I really need to see evidence that that could possibly have any negative effect what-so-ever.
Hmmm. I definitely don't like the "give me a ton of money, and you might get what you want" payment mechanism. I saw it with PacMan cards and football cards back in the 80's, and then Pokemon cards for my own children.
I got "stung" enough by a trader in London who demonstrated that you shouldn't buy a pig in a poke. I still keep the cheap trinket I got instead as a reminder to always find out what I'm paying for.
They can't be traded for legal reasons. If you were able to trade them, that would mean they'd have monetary value. As such, they'd be a nail in the coffin of labeling loot boxes as gambling.
A quote from the report[0]:
> At present, the Gambling Commission states that purchasing loot boxes does not meet the regulatory definition of licensable gambling under the Gambling Act 2005 because the in-game items have no real-world monetary value outside the games.
They later reference this written evidence[1] that suggest that such legal framework is too tight and needs to be broadened.
Pretty important point for how far we should regulate something.
I think the gaming community would want loot-boxes completely banned under the guise of "gambling".
The individuals that would spend an unhealthy amount on these loot-boxes are not individuals that will stop their behavior if lootboxes are banned or even regulated.
These individuals have know that you can't get your money back, you can't earn more money and you can blow your life savings on it. With no return promised, monetarily, these individuals know the money they spend can't be gambled back. Thats the crux of gambling and their laws. People truly believes one more bet and they can get it all back.
It's insane if a person on Overwatch or Fortnite truly believes the money they waste if beyond their budget is a good investment at all. That problem lies with the individual not EA and loot boxes.
Those people will have constant issues with their finance until they seek the help they need to stop. That could be learning better budgeting behavior to identifying they have a gambling problem.
That could be a gambling impulse but really we know people that constantly spend their money carelessly regardless of some mental addiction. A lot of people lack of financial control shouldn't create laws to dictate to companies what they should do, especially in a market saturated with competition that don't deploy any of these practices simply because these people refuse to follow a monthly budget thats within their means.
We don't remove things from society just cause others have difficulty with it. Now I have no issue with more regulations especially targeted at kids, but let's be honest here. Most of this should still fall on parents and education. Companies caught pushing to sell these random loot-boxes to kids should be addressed and fined. Especially the ones that use streams that buy these boxes and open them with kids audiences. These companies that sponsored these streamers should receives fines for targeting kids. Also like to see some form of guarantee or odds exposure.
Long rant, but I find the fact you can't get monetary value back makes it extremely different than the current types of gambling and should effect the way we regulate it. End of the day, when no monetary value can be extracted we are regulating random chance and rewards...silly path to go down to call anything random and rewarding essentially gambling.
> Watching his excitement opening up the boxes and his eventual disappointment at not receiving the one he wanted - plus subsequent enthusiasm to buy more coins courtesy of some lesser items granted, I realised Id made a horrible mistake. Id basically introduced a virtual pub gambling machine to a young kid.
I'm afraid you are going through what Chinese and to some extend Russian parents went through 1 and 2 decades ago. Chinese parents understood long ago what businesses like Google and Tencent were are all about. In China, they call them "pocket slot machines" The very reason they link the game to your bank account is to milk money from you, or god forbid, your children.
My former high school classmate who did not manage to leave Russia is running a typical "smartphone fixer" kiosk. He said few years ago that the most common request he gets from people is to "remove Google nagware and lock, block or delete Google Pay" so their child will never ever buy anything "in that Internet thing," and do the same for clickfarming "social" apps.
I'm still not seeing how this is any different than Pokemon cards where I saw the same behavior in kids back then. Is it because these days companies have thrown far more psychology at optimizing it?
The difference is you walked into a shop with cash and couldn't accidentally buy 100 packets in the space of five minutes. They couldn't take your parent's bank card and let you spend thousands of dollars because your parents would come back to the store. The transaction amount and cash exchange was not deliberately obfuscated with layers of contrived pseudo-currencies when we bought packets of cards either.
It seems in this case, the use of a fake virtual currency to disassociate it from real money is the underlying problem. And in that case, I do not see any analogies to existing TCG booster packs. Also, it would mean the problem extends to more than just loot boxes, and as such even in games where there aren't lootboxes regulation would still be needed when virtual currency can be bought with actual currency.
It's not okay to say "something has been done before" or "this is like that".
As human beings, we are learning what types of things are destructive. When we learn about these problems, it's not healthy to justify doing another thing wrong because we happened to live through doing it wrong before.
For example, people who say "I didn't wear a helmet when I was a kid" are being irresponsible. No, you didn't. But thankfully, science, data, and time have shown us that wearing a helmet makes far more sense for our health and safety, so that's what we do now. We learn, we change, we adapt. It's part of the process.
So, Pokemon, and Baseball cards, etc, were all gambling. The whole ordeal of spending money in hopes of getting what you want, then every once in a while getting a jackpot is very unhealthy and can be destructive in our development.
Are we okay after going through all that? Pretty much. But would we not be far better without having had that in our lives? Maybe. So now we know. And now we must stop these destructive business practices.
I agree. But if you look at one of those wrongs and don't actually think it is wrong, then it may mean the other wrong isn't wrong as well.
My point is NOT:
1: TCG booster packs are like loot boxes.
C: Therefore people should have a problem with loot boxes.
My point is:
1: TCG booster packs are like loot boxes.
2: People don't have a problem with TCG booster packs.
C: Therefore people should have a problem with loot boxes.
The inclusion of the second idea is very important.
Also, as someone else pointed out in a different comment threat, the problem seems to be with the way virtual currency is used. In this case, that is a chance that has no analogy with TCG booster packs, and as such my argument doesn't apply.
>For example, people who say "I didn't wear a helmet when I was a kid" are being irresponsible. No, you didn't. But thankfully, science, data, and time have shown us that wearing a helmet makes far more sense for our health and safety, so that's what we do now. We learn, we change, we adapt. It's part of the process.
In this case, what is being said is that you should've wore an helmet when you were a kid, but we can't go back and change the past. Imagine if science instead said that in the past people shouldn't have worn helmets but kids these days should. I would definitely want more information. But in this case, both past and present are being condemned so there is consistency.
>So, Pokemon, and Baseball cards, etc, were all gambling.
They are still a think, but I don't see people calling them gambling even today. Thus my question about a potential lack of consistency.
My entire COUNTRY didn't wear a bike helmet when they were young. (this is a historical fact, am I being irresponsible?)
Thankfully due to science and data, we now know that providing infrastructure, bike lanes, good traffic rules for bikes, lessons in school for biking, car driving lessons including bike safety and just being the nr.1 method of transportation besides legs, increases safety AND public health AND bike usage AND decreases car usage with all its negative externalities.
There is no brain damage epidemic here. But maybe we don't wear helmets, but we DO regulate the ever loving shit out of what we can advertise and sell to children.
> Is it because these days companies have thrown far more psychology at optimizing it?
Absolutely. Including hiring former casino personnel. Cards don't have flashy lights, music, nor the concept of a near miss.
You could call them the same only if you ignore all the context around it. For example, I know of no cards where you can purchase a more expensive card pack that has slightly higher odds of getting something good. Different loot boxes costing different amounts of money with the only difference being a slight increase in percentages are a completely common occurence.
Do they? I've only ever seen major TCGs sold three ways (not counting secondhand): Regular booster packs (fixed number of cards, odds of rarities in small print on the back), preconstructed decks (fully known, no randomness), and bundles (box with five or ten regular packs plus one specific card or random known-rarity card).
My 13yr old son has spent $100s on fortnite, I told him he's going to regret that when he wishes he saved for a car, or something that will matter in 6months.
I definitely blew my fair share on video games, but I also believe this is a generational shift. I do not believe charging $$ for "cosmetics" would have been as successful in "my day". But what does it mean?
One major difference to point out is that fortnite doesn’t have loot boxes, you know exactly what you’re getting when spending their online currency.
I keep hearing about the social aspects behind these games (kids who don’t have skins in fortnite are bullied at school, etc.) It sounds like goods that make a child popular are just digital these days as opposed to physical items like Pokémon cards.
I feel 20 or so years ago kids that spent money on something that didn't provide a clear benefit would have been bullied. My wife was a gamer, when my son first asked for a gift card to buy a skin it was fun watching him try to explain that there is no benefit and it only changes the look. My wife kept asking him why do you want this?
You and I grew up in very, very different worlds then. Most things that made kids in my community were purely consumerist.
Air Jordans, Pokémon cards, brand name clothes like hollister and AE, and then popular phones like the razer were ubiquitous among those that were popular. Kids who didn’t have those things were bullied relentlessly.
I always wondered who are these people/kids spending money on useless cosmetics, but the other day a friend of mine told me how his 11 year old, a fine kid, spent his birthday money (about 50€) on his PlayStation. Naturally I thought he bought a new game - it's the first thing we would have done at his age whenever we had some money at hand.
However, he wasn't interested in new games at all - instead he spend that money, all of it, on Fortnite cosmetics, which seems absolutely bizarre and alien to me. Growing up with Quake, Half-Life, Deus Ex and other classics we also loved games and didn't think twice about spending money on it, but I'm sure we would have laughed away any attempt to charge for skins and random items. Of course strong modding communities helped as well.
Anyway, this insight really surprised me - I always thought it's a few whales that participate in this nonsense, but apparently it's everyone, including the otherwise sane and reasonable kid from next-door.
FWIW, you can buy specific skins that are on the character loadout with very few exceptions. I've never paid for premium in the game, just used the in game currency.
The confusion with Apex is that there are 3 types of currency. One is the in game free currency. That's typically used to unlock characters who cost 12,000 units. The second currency are the gold coins, which are used as premium purchasing power from the devs for things like the battlepass and specific items in the rotating store. The third currency refers to materials. Materials can be used to purchase any skin/celebration/quip etc. Materials can be bought with gold. I believe that you purchased the wrong thing.
If you really want a particular skin it's not that hard to get!
i've played apex legend for more than 50 hours, and had no idea you could actually spend money in that game.
but i also think there's a generational divide: while i would gladly pay games for a leg up (better weapons, higher jumps, that sort of thing), i would never ever buy a "skin" for my character, or anything superficial for that matter. but I see kids getting completely hooked on this. and i don't really get it. i mean, from a young age i would hack the game and add whatever i wanted (including skins), so maybe that's why asking me to pay for something as useless as a "skin" will never fly with me.
I've known teachers who specifically have had to have words with kids who are bullying their classmate for not having a skin in fortnite. I'm sure that's rare but the point is that these kids are not yet equipped to deal with the kind of manipulation companies throw at you to try to get you to buy into this economy. "Hacking" skins into the game is pointless, because it's not about looking good to yourself, it's about showing off your shiny trinket to your peers.
In Australia they had these stupid figurines they were giving to parents that were inside packets, with varying rarity. Kids were going mental for them, and were begging parents to buy more groceries to get more packs.
It's definitely gambling by another name, and kids are susceptible to it massively.
Why do you say that? The content seems fine and generally applicable to a variety of games, even though mobile gaming was his focus. And yeah, he's not as successful as others in the area, but that doesn't mean the information is bad.
He's teaching people how to profit off of getting people (including kids) into virtual gambling, microtransactions and other addictive behaviour, and exploiting "whales" (who are actual human beings).
Historically, there was a way for people to make successful, interesting, exciting and fun games that didn't require horrific financial exploitation of vulnerable players.
To quote the Dude: "You're not wrong, Walter, you're just an asshole."
Not the original poster, but paying for advantages in games is pretty common. I think of golf, where people will pay big money for expensive equipment that marginally improves performance. Or even more so the Sailing World Cup Series where the main differentiator is the cost of the boat. I assume F1 racing is like that as well.
There is a dual aspect to that psychology: e.g. the person who succeeds despite having less expensive equipment. I remember reading a fishing forum where a guy was bragging about all the fish he caught with budget gear and how all the guys with premium setups were jealous of him. And sport fishing is really just a type of game (as is hunting).
Another point to consider is people who pay money for hacks. e.g. see through walls, highlight opposing team characters, or auto-follow (like a when your sights stay sticky on a player). I've seen high-level competitors get banned from Twitch for using these exploits. Yet I have no trouble understanding why they would do so any more than I have trouble understanding why a lot of athletes use doping.
I'm with you, and I feel the same about 'unlockable' junk in multiplayer games. It's one of the many trends that I cite as a reason I don't play competitive online multiplayer anymore.
I think cosmetics are a much better alternative to purchasing advantages (that'd never work for a PC game anyway) but keep kids away from gambling absolutely.
The problem is that for a lot of games you can't just directly purchase the cosmetic items, you have to open many loot boxes in order to try and "win" the cosmetic item that you desire.
That's a problem for the business people to figure out. Items which make it easier to play are a massive red flag to avoid a game and they're always right.
Yeah, and all it takes for the business people to figure it out is for everyone to stop buying those games and those items within the game. Unfortunately these sorts of things are put into games because they work and because the games are already popular. I mean why is EA still making yearly sports games?
Yeah I was in the same boat. Had no idea how the coins worked and have zero interest in purchasing cosmetics.
I can kind of identify with it though. I remember going to a lot of bother to update the player DB in Sensible World of Soccer to reflect the most recent season. I also patched it and didn't pay (not even sure if there was a paid update). But it's not a stretch to imagine that if I didn't understand how to do it myself and someone offered me a pound for the floppy disk I may have bought it!
Fashion smells like classism to me. I don't see anyone below a certain tax bracket playing the fashion game. Fortnite has already become kind of classist, with the well-off kids bullying people who don't gamble their parent's money for skins. I think the whole system is name-brand evil.
> I don't see anyone below a certain tax bracket playing the fashion game.
How do you know they are in certain tax bracket though? Do you ask everyone on the street about their taxes? Or maybe you're assuming their tax bracket on how they dress? :)
I don’t think the analogy carries because there are no “default” clothes. You have to make some sort of decision about what to wear, even the decision to avoid fashion trends is a form of fashion itself.
Are you into fashion IRL? I mean for a lot of people, flaunting their online looks is important, it pleases them - and they see others rocking a unique skin and appreciate that as well.
I mean I play FFXIV casually, but there's a huge subculture in that game for making looks, combinations and colorings of its huge library of clothing items.
All I'm saying is, withhold your judgment a bit on things you're not into yourself.
Online multiplayer games are how kids socialise online these days. They don't meet up on Facebook, they meet up on Fortnite or Minecraft. Appearance is an important status indicator.
People play these games with their friends online. They also stream to potentially millions of people.
Their online persona is part of their identity. For some people, buying an expensive in game item makes them feel rich/successful/whatever, and some people will complement/judge them on their taste/expenditure etc.
It’s no different to buying a Rolex, a fast car or Louis vuitton hand bag. All of them are functionally the same but convey something about the owner
When it’s an online game played with friends, many will want their character to look cool/unique just as much as they want items/equipment that may give a competitive advantage
Honestly, I wouldn't even play a game where paying for power-ups was the norm. It's not something I'm interested in.
Skins, on the other hand... so, to start with, I play FF14, which has a cash shop for things like special outfits and emotes. While I wouldn't dump all my disposable income into cosmetic stuff, and I sure as hell don't trawl the cash shop looking for stuff to buy, I'll buy stuff here and there if it really catches my eye or if it could be useful. For example, I went to an in-game wedding over the weekend, and I didn't have anything to wear that was really appropriate, so I hopped on the cash shop, looked at a couple of dresses, asked my friends for advice on which one looks better, and bought exactly one outfit. And then there was when I was first setting up by subscription after my free month ran out, and I stumbled on a set of emotes inspired by one of my favorite television franchises of all time. Those were the only things I bought from the cash shop... though I have to admit I'm tempted to buy the new cat ear hood (which was heavily advertised when it came out) just because cat ears are kind of my thing.
So I'm definitely not in the "buy all the skins" camp, but I'm fine with buying a couple of items here and there that enhance my enjoyment of the game. And, of course, this leads into why lootboxes are evil. In a game that uses lootboxes, you can't just buy one or two cool things. You have to keep buying lootboxes and opening them again and again and again and again until you get the thing you're looking for. It's exploitative, and it trains the mind to derive enjoyment from addictive behaviors.
analytics suggest that the only generational divide is the one where people admit to buying “superficial” things in game, or at all
for the generation that admits to buying these things without qualm, think about the social benefits as much as having the right console/toy/action figure had
I dealt with my kids getting scammed like this in the past. I laughed and mocked them and explained how the scam works and how these companies hire industrial psychologists to facilitate their cons. Then learn how to avoid the scam in the future, and also later mock and ridicule their friends who fall for similar scams. This results in those friends learning to avoid these scams and teach others how not to get fooled.
Much transactions in the world are scams run by con men. Wise parents teach their kids. No better way to learn than from losing some real money in a scam, as long as you recognize the principles involved and it helps increase your distrust and skepticism of others in the future.
In the end, only the paranoid survive. Only con artists and rubes claim otherwise. Street skills are paramount, something few schools teach, by design.
Should we ban kids from these games? Maybe not. This is a good way to learn about scams as long as you learn. Games should instead be required to disclose the scam after fooling the prey, and thus become educational. Where people get into trouble is when they've been so sheltered and protected that they hit the legal contract age of 18 and believe fairy tales that the world is good and people can be trusted. Those poor kids are ripe for the plucking by the predators and get into a lot of trouble. Many lives are ruined at that point. Better to let them get ripped off a few times when younger for small amounts with these games. Regulation should focus an making rip offs of minors be fully refundable upon request, and to require scam disclosure. Scamming kids without disclosing how the scam works should be punishable with long prison sentences for everyone involved in the scam, executives, programmers, accountants, graphic artists. Games can be educational and there's no better lesson than how the adult world is actually going to work.
> Games should instead be required to disclose the scam after fooling the prey, and thus become educational.
this just means every company can try to scam children as many times as they want. Either they keep making up new ways to trick children, or they word their disclosure of the scams in a way children can't understand so they keep falling for it. Either way allowing companies to prey on children so that they learn better is like letting people lure children into the back of vans so they "learn their lesson" after they get raped.
It'd be far better to forbid companies from predatory practices when we identify them and also try to educate kids on the tactics used against them and how to identify them, but that kind of education has to happen throughout their development. The companies who make these games hire people with advanced degrees to research, design and and implement the most additive systems possible. The reality is that children don't have the mental capacity to fully understand everything involved.
I agree that we should instill a distrust of corporations in our children and that we should try to build their defenses against manipulation, but learning by letting them be repeatedly exploited is some very backwards thinking.
I think you could probably get the same results by creating games specifically designed to demonstrate ways companies try to take advantage of us and you could do it without giving companies a chance to profit off your "teaching" method.
Yes, this is horrible and more and more toys, games are like this. That's why such products should get the same license as gambling companies.
They should pay for license, they should have proper responsible gaming policy, ability to self-exclude, in case of products for kids, their parents should be informed that given product is a gambling product (older parents might not be aware of this), etc.
It doesn't allow you to buy the skins directly? In most F2P games I played (HotS, Paladins), you get random skins in lootboxes, but you can buy the skin directly, it just costs more than the lootbox (but obviously much cheaper than buying lootboxes hoping for that one specific skin).
Apex let's you buy most skins directly, but only using a currency you earn from playing or by getting duplicate items from boxes. You can also earn skins from boxes that you earn from leveling up, or by buying directly.
There is also a store where you can buy certain skins/items directly with money, but these items rotate (I think weekly?). Finally, there is a "battle pass" that lets you earn rewards by doing in game challenges (get so many skills in a certain part of the map, play as a certain character so many times, etc). The battle pass costs $10 US dollars. You can also spend real money to buy levels for your battle pass - so basically, dump money to earn everything, and avoid doing the challenges.
Believe it or not, Apex is one of the better F2P games when it comes to ease of getting items without paying much money. With that said, I think my complicated description above serves as a good example of how filthy these games can get. If Apex is what is considered a "good" model, just imagine the bad ones.
I've always held Apex as an example of a Bad model when talking with people only tangentially knowledgeable of the topic.
1. Apex plays a real dirty game of hooking you on boxes then slowly phasing them out.
You start by getting a box every level. Then every second level. Then every 5th level, then, no more boxes at all. Sure, once every few months a battlepass will be introduced that gives you another crack at free boxes (as of Season 2, Season 1 had no free boxes I believe). But they tease you all through the game: "If you buy our Season pass you'd have gotten a box at this level".
2. Limited availability
You can never just go buy a skin unless its on the timed rotation. You miss that rotation? You're S.O.L.. Maybe it'll rotate in again? Maybe you need to gamble it to get it before the entire opportunity is gone (Limited events)
3. Hidden costs
You can't exchange cash for skins. First you buy a "currency" and then you exchange that currency for the cosmetic. This again, is done with seedy practices like encouraging you to buy more currency than you need (you can only buy intervals of the currency, never just an exact amount to afford the skin). Then they go around and do shitty things like "discounting" a skin from 1,800 coins to 1,200 coins... but you can only buy coins in 1,000 or 2,000 intervals?
4. They bait people with promises
You are guaranteed an heirloom item every 500 boxes. I'm pretty sure there's a 15 or 25 box limit on Legendaries too. So you get all your free boxes and didn't get a Legendary? Well just pay us for 10 more and you'll get it!
5. (Opinionated) The bang for your buck is low
Most games I have experience with tie in special bonuses for the highest rarity items. Either they're changing the graphics of more than just your model (such as affecting particle effects of abilities) or they change voice lines and other unique features. Apex does none of that and a "Legendary" item is essentially just a higher effort skin. I argue the value of an "$18" skin is not worth that cost.
Ranting further, "Legendary" is a loosely termed tier of cosmetic loot. A Legendary banner is far less valuable to people than a Legendary skin for their character or weapon. There's numerous guns that the developers have outright said are not meant to be late game viable so getting a Legendary skin for a gun you're suppose to discard eventually feels greedy. The boxes come with filler junk like "crafting material" that doesn't even afford you to buy a cosmetic item of the tier (Legendary skins are 1,200 materials, but a Legendary Crafting Material drop is only worth 600)
---
With all that ranting done, I will say that I have like... 120 hours in Apex? I love the game, I do support the developers via Battle Pass but have no fantasy that their business model is "Good" and see many seedy practices occurring meant to hook people.
The game is an absolute blast, but don't encourage the Loot Box bullshit, you can play the game, enjoy it and get everything it has to offer without paying them a dime.
you mean, next time the kid has money would be spent again?
Teaching kids to gamble is a horrid idea.
>Also perhaps better than spending the money on sweets.
Yeah, the kid must be overweight as well. What about books, toys or cinema? And for instance I don't mind my kid having an ice cream with 6 (outside school) trainings a week
The idea of pocket money is usually that kids can spend it on what they want. That includes sweets. Although of course parents can say "no" - but that goes for virtual items, too.
Teaching kids to gamble - I would see it as the opposite, teaching them not to gamble. They will be confronted with gambling opportunities all through their lives, with higher stakes. Better to learn with pocket money.
Here in Germany afaik there is also a law that children are not able to do business transactions. That means if you sell something to a kid, the parents can come back to you and say the transaction is invalid. I wonder how that works out with virtual goods and games?
If people learnt not to gamble by gambling there would be nobody with gambling problems. Teaching kids how not to gamble by gambling can be pretty bad for people who have addictive personalities, getting that gambling high and wanting to replicate that again and again.
Teaching your kid it is a waste of money and not to endorse that practice might be a better choice.
It's not "teaching not to gamble by gambling", obviously. You have to talk with your kid, explain the methods of the gambling games, and stuff like that.
I don't think shielding kids from everything bad in the world usually results in them being able to deal well with bad things in the world as adults.
Not saying they should play those games that have gambling elements. But I also don't find it straightforward to say it is unequivocally bad.
With sweets I know stories of kids who weren't allowed any sweets who developed an excessive sweet tooth later on.
> Teaching your kid it is a waste of money and not to endorse that practice might be a better choice.
how do you teach them? this sort of abstract conversation would have gone in one ear and out the other when I was a kid. I only ever learned stuff was bad if I actually experienced consequences from it.
He came into some cash recently courtesy of the tooth fairy and asked if we could buy a skin for his favorite character. I said ok. However after id purchased some in game coins we realised that we couldn't actually buy the skin he wanted, instead we had to buy 10 boxes with random contents that could potentially contain a skin similar to the one he wanted.
Watching his excitement opening up the boxes and his eventual disappointment at not receiving the one he wanted - plus subsequent enthusiasm to buy more coins courtesy of some lesser items granted, I realised Id made a horrible mistake. Id basically introduced a virtual pub gambling machine to a young kid. This sort of stuff is horrible.