• What is pay-to-win?

    From JAB@21:1/5 to All on Fri Mar 29 09:49:17 2024
    This video popped up on my feed and I thought I'd take a look as from my
    time in World of Tanks (WoT) one thing became clear, there really isn't
    a consensus of what is, and isn't, pay-to-win. The video is a bit long
    and dry but one of the things that resonated with me is there's
    pay-to-win and then there's pay-pay-pay-to-win as what money can give
    you is a sliding scale.

    https://www.youtube.com/watch?v=wgNT72xzv1Y

    To me it's really can paying give you advantage over an equally skilled
    player and/or does it effectively stop me enjoying a relatively full
    game experience. That doesn't mean I think it's instinctually wrong as
    it depends on the practical reality of that advantage/experince and
    that's the model you knowingly enter. So I'll use WoT as my example as,
    well it's the only game I've played that i consider to have pay-to-win elements.

    In the early days the elements were pretty sparse so you had premium
    tanks which earn more crew exp./credits but that came with the downside
    that were slightly worse than a fully upgraded normal tank of their
    tier. Then you had premium consumables (in-game gold only) which were
    just better than regular ones and the ammo was one that made a
    particular difference. This didn't bother me as the cost for running it
    soon added up and the impression I got was because of that is was very
    rare to encounter a player 'spamming' it. Th big one was premium time
    that earned you more exp./credits. I didn't have a problem with that as
    at its core it was about paying for time not in-game advantage.

    Over the years that changed due to premium consumables being available
    for in-game credits, and what was the best way to generate them - paid
    premium time/tanks, but the thing that really changed the game was the introduction of premium tanks that were just better than their free equivalents. That was then compounded by bringing out a tank that was
    clearly over powered and putting it in paid lootboxes.

    Overall it was one of the reasons I got less and less interested in the
    game and eventual stopped playing it. It was the way that the desire to
    slowly ramp up the 'encouragement' to spend more and more money* started negatively impact on my game experience. Indeed it got depressing to
    play certain tiers where the battles were stuffed with the latest and
    greatest premium tanks.

    I won't cover all the more minor changes they made in-case anyone who's
    got this far falls asleep!

    So thoughts from anyone else, do you hate pay-to-win, think it's a good
    thing or is it more a case of it depends?

    *Mind you it worked overall and the amount of money some players
    admitted spending was eye watering. One of the worst, or most ironic
    examples, was a player whose garage was stuffed full of premium tanks
    and had probably spent over £1,000 in about six months. The ironic part
    is that their win-rate was basically the same as if they entered a
    battle and then didn't touch the keyboard or mouse.

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  • From Justisaur@21:1/5 to JAB on Fri Mar 29 07:48:11 2024
    On 3/29/2024 2:49 AM, JAB wrote:
    This video popped up on my feed and I thought I'd take a look as from my
    time in World of Tanks (WoT) one thing became clear, there really isn't
    a consensus of what is, and isn't, pay-to-win. The video is a bit long
    and dry but one of the things that resonated with me is there's
    pay-to-win and then there's pay-pay-pay-to-win as what money can give
    you is a sliding scale.

    https://www.youtube.com/watch?v=wgNT72xzv1Y

    To me it's really can paying give you advantage over an equally skilled player and/or does it effectively stop me enjoying a relatively full
    game experience. That doesn't mean I think it's instinctually wrong as
    it depends on the practical reality of that advantage/experince and
    that's the model you knowingly enter. So I'll use WoT as my example as,
    well it's the only game I've played that i consider to have pay-to-win elements.

    In the early days the elements were pretty sparse so you had premium
    tanks which earn more crew exp./credits but that came with the downside
    that were slightly worse than a fully upgraded normal tank of their
    tier. Then you had premium consumables (in-game gold only) which were
    just better than regular ones and the ammo was one that made a
    particular difference. This didn't bother me as the cost for running it
    soon added up and the impression I got was because of that is was very
    rare to encounter a player 'spamming' it. Th big one was premium time
    that earned you more exp./credits. I didn't have a problem with that as
    at its core it was about paying for time not in-game advantage.

    Over the years that changed due to premium consumables being available
    for in-game credits, and what was the best way to generate them - paid premium time/tanks, but the thing that really changed the game was the introduction of premium tanks that were just better than their free equivalents. That was then compounded by bringing out a tank that was
    clearly over powered and putting it in paid lootboxes.

    Overall it was one of the reasons I got less and less interested in the
    game and eventual stopped playing it. It was the way that the desire to slowly ramp up the 'encouragement' to spend more and more money* started negatively impact on my game experience. Indeed it got depressing to
    play certain tiers where the battles were stuffed with the latest and greatest premium tanks.

    I won't cover all the more minor changes they made in-case anyone who's
    got this far falls asleep!

    So thoughts from anyone else, do you hate pay-to-win, think it's a good
    thing or is it more a case of it depends?

    *Mind you it worked overall and the amount of money some players
    admitted spending was eye watering. One of the worst, or most ironic examples, was a player whose garage was stuffed full of premium tanks
    and had probably spent over £1,000 in about six months. The ironic part
    is that their win-rate was basically the same as if they entered a
    battle and then didn't touch the keyboard or mouse.


    I played WoT a long time ago. I bought a Churchill after playing quite
    a bit. I was at the point I felt like I was both rewarding myself and
    the company for all the play I'd previously had for free. The Churchill
    wasn't really any better, but it was of a tier I didn't have. I don't
    regret it, but as I progressed I found that it was more and more
    obviously not so much pay to win, but pay to progress. However there
    was also some pay to win in better ammo IIRC which would get exhorbitant
    rather quickly. I also found the more advanced tanks and maps I didn't
    care for, so the progress was going the wrong way.

    Then there's the fact it was a PVP only game, which I'm not fond of.
    It's hard to separate my feelings about the PtW aspects, but I'm sure
    they factored into not playing the game anymore.

    On the other side there's Warframe. It's entirely possible to not
    actually spend any money and be perfectly fine, it'll take a little
    longer, but everything except some cosmetics is purchasable with money
    from selling things you grind/farm to other players who at some ultimate
    point in the chain had bought in game money to skip that grind/farm.
    The one thing I didn't care for was cost of item storage, which was
    extremely limited. I spent $20 to get enough of that to properly
    progress without losing all the items I earned before I figured out how
    to get the money in game. Still considering the total of 9 months of
    play I enjoyed out of the game $20 is pretty light on the pocket book.
    the difference is they made an in game economy of the premium money so
    those who don't have the money can play and progress earning it from
    others within a reasonable amount of time, among a wide variety of
    methods that people can decide which they like to do, or which is more efficient. This is definitely how other games should go about it, but
    as far as I'm aware, none do. It's also been an incentive to the
    company to make new content and improve the game over the last 11 years
    so they have new things to keep people interested in spending money
    and/or time in the game.

    In general I hate pay to win, but I'm generally against PtW, especially
    of the kind of games, typically PVP, where it appears ironically the
    worst place for it.

    --
    -Justisaur

    ø-ø
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  • From Dimensional Traveler@21:1/5 to Spalls Hurgenson on Sat Mar 30 12:35:18 2024
    On 3/30/2024 9:21 AM, Spalls Hurgenson wrote:
    On Fri, 29 Mar 2024 16:01:58 +0100, kyonshi <gmkeros@gmail.com> wrote:



    I think it mostly can be defined as "you have to pay extra to be able to
    have a reasonable chance".

    And unfortunately I have to say it's a reasonable game mechanic, even
    though I quite despise it. (I mean, you got the whole TCG market which
    has the same stuff coded into it's genes).


    Apparently it's a topic of note (again) because recently-released
    "Dragons Dogma 2" has gone quite heavily into pay-to-win
    microtransactions. Although, not having played the game, I'm not sure
    how clearly they fall into the pay-to-win category. But even if they
    aren't PTW, the MTX is still quite greedy, since apparently even
    fast-travel mechanics have to be unlocked by a credit card.

    Then again, it's a Capcom game. I'm not sure what else we should
    expect from them. They long ago abandoned any pretense of offering a
    full game experience just by buying the game; for over a decade,
    they've been milking players with excessive MTX. I'm not sure why the community is so surprised and dismayed that "Dragons Dogma 2" followed
    suit.

    Because humans are irrational and believe what they want things to be
    rather than, ya know, facts and reality.

    --
    I've done good in this world. Now I'm tired and just want to be a cranky
    dirty old man.

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  • From JAB@21:1/5 to Spalls Hurgenson on Sun Mar 31 09:30:29 2024
    On 29/03/2024 17:01, Spalls Hurgenson wrote:
    The video tries to define "pay to win" to broadly. It does so under
    the justification that different people have different qualifications
    for what 'winning' consists of; for some people, it points out, they
    haven't 'won' a game until you've done everything there is to do in
    the game. Therefore, if certain levels or cosmetics are hidden behind
    a paywall, you can't truly win until you shell out some extra cash.

    But a definition that broad is pointless. As the videographer himself
    points out, under these rules even having the money to buy the game
    (and hardware), or the time to play a game could be considered 'pay to
    win'. After all, if I don't have the $60 to buy "Doom", I'll never
    'win' it despite the fact that it's a one-time purchase.

    Personally I think, could be wrong of course, that was quite deliberate
    to show that what people consider pay to win has a wide variation and
    that's why they tried to cut it up into a scale.

    For variation, there used to be someone on the WoT forums that would
    argue quite vehemently that it wasn't pay to win as you couldn't use
    money to get 80%+ win-rates overall. This is in a game where a 60%+
    win-rate puts you in the top 0.1% of the playerbase.

    Personally though I tend to agree with your position that it's about pay
    to have an in-game advantage.

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  • From JAB@21:1/5 to Justisaur on Sun Mar 31 09:20:35 2024
    On 29/03/2024 14:48, Justisaur wrote:
    I played WoT a long time ago.  I bought a Churchill after playing quite
    a bit.  I was at the point I felt like I was both rewarding myself and
    the company for all the play I'd previously had for free.  The Churchill wasn't really any better, but it was of a tier I didn't have.  I don't regret it, but as I progressed I found that it was more and more
    obviously not so much pay to win, but pay to progress.  However there
    was also some pay to win in better ammo IIRC which would get exhorbitant rather quickly.  I also found the more advanced tanks and maps I didn't
    care for, so the progress was going the wrong way.

    Then there's the fact it was a PVP only game, which I'm not fond of.
    It's hard to separate my feelings about the PtW aspects, but I'm sure
    they factored into not playing the game anymore.

    It's changed a lot since then and there's a lot of new mechanisms they introduced over the years to encourage you to pay and play. I do agree
    that it started off centred around pay to progress but it's moved far
    more to pay to have an advantage. A good example is the BZ-176 which was
    only available in lootboxes. It gives a player on average a 4%+ boost to
    their win-rate. That may not sound like a lot by in a 15 vs. 15 game
    with no respawns, it's massive.

    Besides premium tanks they've also gone heavily in on is lootboxes. It
    started of at just once a year a Xmas but is now up to four times a year.

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  • From Mike S.@21:1/5 to spallshurgenson@gmail.com on Sun Mar 31 13:52:29 2024
    On Sun, 31 Mar 2024 11:12:12 -0400, Spalls Hurgenson <spallshurgenson@gmail.com> wrote:

    Even then, its tricky. "Dragons Dogma 2" apparently charges for
    quick-travel.

    I do not think it does. -->

    https://www.youtube.com/watch?v=4bwddmUOaSY

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  • From candycanearter07@21:1/5 to Mike S on Sun Mar 31 19:30:02 2024
    Mike S <Mike_S@nowhere.com> wrote at 17:52 this Sunday (GMT):
    On Sun, 31 Mar 2024 11:12:12 -0400, Spalls Hurgenson
    <spallshurgenson@gmail.com> wrote:

    Even then, its tricky. "Dragons Dogma 2" apparently charges for >>quick-travel.

    I do not think it does. -->

    https://www.youtube.com/watch?v=4bwddmUOaSY


    Oh good, that would be truly awful
    --
    user <candycane> is generated from /dev/urandom

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  • From Lane Larson@21:1/5 to JAB on Mon Apr 1 21:23:18 2024
    JAB wrote:
    On 29/03/2024 17:01, Spalls Hurgenson wrote:
    The video tries to define "pay to win" to broadly. It does so under
    the justification that different people have different qualifications
    for what 'winning' consists of; for some people, it points out, they
    haven't 'won' a game until you've done everything there is to do in
    the game. Therefore, if certain levels or cosmetics are hidden behind
    a paywall, you can't truly win until you shell out some extra cash.

    But a definition that broad is pointless. As the videographer himself
    points out, under these rules even having the money to buy the game
    (and hardware), or the time to play a game could be considered 'pay to
    win'. After all, if I don't have the $60 to buy "Doom", I'll never
    'win' it despite the fact that it's a one-time purchase.

    Personally I think, could be wrong of course, that was quite deliberate
    to show that what people consider pay to win has a wide variation and
    that's why they tried to cut it up into a scale.

    For variation, there used to be someone on the WoT forums that would
    argue quite vehemently that it wasn't pay to win as you couldn't use
    money to get 80%+ win-rates overall. This is in a game where a 60%+
    win-rate puts you in the top 0.1% of the playerbase.

    Personally though I tend to agree with your position that it's about pay
    to have an in-game advantage.


    Some companies are very professional about it, others not so much.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Justisaur@21:1/5 to Spalls Hurgenson on Tue Apr 2 09:49:15 2024
    On 4/1/2024 7:24 AM, Spalls Hurgenson wrote:
    On Sun, 31 Mar 2024 13:52:29 -0400, Mike S. <Mike_S@nowhere.com>
    wrote:
    On Sun, 31 Mar 2024 11:12:12 -0400, Spalls Hurgenson
    <spallshurgenson@gmail.com> wrote:

    Even then, its tricky. "Dragons Dogma 2" apparently charges for
    quick-travel.

    I do not think it does. -->
    https://www.youtube.com/watch?v=4bwddmUOaSY

    Thank you for the update.

    Specifically, what Capcom sells is an item that lets you 'mark' a
    destination to where you can fast-travel. My understanding is that the
    game has two fast-travel mechanics. The first is an 'ox-cart' mechanic
    where you need to find a specific NPC, and then he'll take you to a
    limited set of locations on the map (think the siltwalkers from "Elder Scrolls 3: Morrowind"). This is freely available to any player in the
    game and there are no microtransactions regarding this feature.

    The second option is a magical teleport. For this, you need a special
    item to 'bookmark' where you want to go; later, you can use another
    item to teleport back to that spot (somewhat similar to the "Town
    Portal" spells in Diablo). The items to save and teleport can be found
    in game... but you can also buy them as DLC.

    I'm not sure if it's the same mechanic as in the first game, but may be.
    There's portal stones of which you only find a handfull in the game.
    They let you teleport to wherever you place them. They can be picked up
    and moved though, so if you think you aren't going somewhere again you
    can pick it up and move it elsewhere. You can also keep one with you so
    you can put it down, teleport to the city (which has an unmovable one)
    do some business, teleport back, then pick up the stone.

    They also originally had portal stones which were single use. Both of
    those were available as MTX. The DA update added portal stone that
    doesn't get used up.

    Is this pay-to-win? Arguably yes, since it allows players with bigger
    wallets to zip around the map faster, avoiding grindy walking and
    getting to encounters where they can gain XP and loot more quickly.
    Yes, the necessary items can be found in-game, but they are rare
    consumables, and you get definite mechanical advantage if you pay
    Capcom just a bit more. The original assumption was wrong not in that fast-travel was made into a pay-to-win mechanic, but in asserting that
    that mechanic was available only to paid users.

    It's more pay to progress faster (it's probably not really much faster,)
    and it's not that hard to get around if it works the same, it doesn't
    impact your ability to win fights, which is about about the only single
    player MTX I'd count as PTW. The game's not PVP so you aren't paying to
    win anything in particular. At least it doesn't have unavoidable repeat travel, though I would say open(er) world games are annoying just for
    having so much unremarkable travel to begin with.

    --
    -Justisaur

    ø-ø
    (\_/)\
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    ^'

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  • From JAB@21:1/5 to Spalls Hurgenson on Wed Apr 3 10:04:07 2024
    On 31/03/2024 16:12, Spalls Hurgenson wrote:
    Personally I think, could be wrong of course, that was quite deliberate
    to show that what people consider pay to win has a wide variation and
    that's why they tried to cut it up into a scale.
    No, I get that... but broadening it that vastly maes the definition
    makes the definiton worthless. It's just too expansive, almost to the
    point of "blue is a color therefore all colors are blue" sort of
    thing.

    There are serious problems with how microtransactions have infested
    games, but I don't think it helps to categorize them all as pay-to-win
    rather than breaking them down into more narrow categories. It leads
    to people attributing 'pay-to-win' tags to "Elder Scroll: Oblivion",
    and then that game gets ignored by people who want nothing to do with pay-to-win games.

    The other one that wouldn't surprise me is that as a content creator
    they realised that making yet another video on MTX wouldn't create as
    many clicks/visibility as Pay-To-Win. It's something I've seen a few
    CC's complain about. One in particular pretty much said that they were
    given up on the channel as what they wanted to make was videos about
    less well know TT Fantasy/Sci-Fi wargames but that didn't pay the bills.
    What did was WH40K. They showed some viewing figures for one vs. the
    other and these weren't minor differences.

    Anyway back to the subject in hand. I agree that the overall problem is actually MTX and p2w is just one aspect of it. It really has done some
    awful damage, IMHO, to the gaming market in the bigger budget space. I
    pretty much avoid it totally now as I think it's taking the pee to
    expect you to pay full price for game only to expect you to pay even
    more if you want to, you know enjoy the game. The other thing that
    annoys me is the devs./publishers know exactly what they are doing but
    pretend that this is somehow good for gamers. Oh we have an in-game
    currency purely for your convenience, no you have it as it helps create
    a disconnect between how much you're actually spending.

    --- SoupGate-Win32 v1.05
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  • From candycanearter07@21:1/5 to Spalls Hurgenson on Wed Apr 3 15:00:11 2024
    Spalls Hurgenson <spallshurgenson@gmail.com> wrote at 14:45 this Wednesday (GMT):
    On Wed, 3 Apr 2024 10:04:07 +0100, JAB <noway@nochance.com> wrote:


    Anyway back to the subject in hand. I agree that the overall problem is >>actually MTX and p2w is just one aspect of it. It really has done some >>awful damage, IMHO, to the gaming market in the bigger budget space. I >>pretty much avoid it totally now as I think it's taking the pee to
    expect you to pay full price for game only to expect you to pay even
    more if you want to, you know enjoy the game. The other thing that
    annoys me is the devs./publishers know exactly what they are doing but >>pretend that this is somehow good for gamers. Oh we have an in-game >>currency purely for your convenience, no you have it as it helps create
    a disconnect between how much you're actually spending.

    In-game currencies have other advantages as well:

    Items are never sold at prices that evenly divide with the values the currency is sold at. You want that magic sword? It costs 400 Fakecash. However, FakeCash is only sold in 300 unit increments. This has the
    dual benefit of forcing people to buy more than they need (some of
    which will inevitably go unused), and is a psychological prod to get
    people to spend more. "Well, I /do/ have 350 Fakecash already, so I
    might as well buy another FakeChest so I can afford the sword."

    The other advantage is that if you are using in-game currencies, it
    gives the developer a legal defense against accusations of gambling,
    since it's not 'real money'. Fortunately, law-makers are becoming
    aware of this trick, and (at least in some countries) this is no
    longer a valid distinction.



    And for extra spice, have multiple currencies, and make one free but
    with an abysmal conversion rate.
    --
    user <candycane> is generated from /dev/urandom

    --- SoupGate-Win32 v1.05
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  • From JAB@21:1/5 to Spalls Hurgenson on Thu Apr 4 10:25:28 2024
    On 03/04/2024 15:45, Spalls Hurgenson wrote:
    On Wed, 3 Apr 2024 10:04:07 +0100, JAB <noway@nochance.com> wrote:


    Anyway back to the subject in hand. I agree that the overall problem is
    actually MTX and p2w is just one aspect of it. It really has done some
    awful damage, IMHO, to the gaming market in the bigger budget space. I
    pretty much avoid it totally now as I think it's taking the pee to
    expect you to pay full price for game only to expect you to pay even
    more if you want to, you know enjoy the game. The other thing that
    annoys me is the devs./publishers know exactly what they are doing but
    pretend that this is somehow good for gamers. Oh we have an in-game
    currency purely for your convenience, no you have it as it helps create
    a disconnect between how much you're actually spending.

    In-game currencies have other advantages as well:

    Items are never sold at prices that evenly divide with the values the currency is sold at. You want that magic sword? It costs 400 Fakecash. However, FakeCash is only sold in 300 unit increments. This has the
    dual benefit of forcing people to buy more than they need (some of
    which will inevitably go unused), and is a psychological prod to get
    people to spend more. "Well, I /do/ have 350 Fakecash already, so I
    might as well buy another FakeChest so I can afford the sword."


    WoT has actually been quite good at this as originally it was defined
    bundles of gold (the in-game currency) and even then because of the way
    gold was used there was always lots of things to spend it on. Then they
    changed it to you can literally buy any amount of gold you want.

    Saying that they do use the same type of principle with lot boxes in
    that you have a certain drop chance for each to get a premium tank but
    after fifty lootboxes you will automatically get one if you haven't
    already. The catch, lootboxes are sold in x25 bundles and the next step
    up is x75. Of course x75 is better value per-lootbox than x25.

    The other advantage is that if you are using in-game currencies, it
    gives the developer a legal defense against accusations of gambling,
    since it's not 'real money'. Fortunately, law-makers are becoming
    aware of this trick, and (at least in some countries) this is no
    longer a valid distinction.


    In the UK, and I believe many of its peers, it's a bit more subtle than
    that. The sticking point is it's not classed as gambling unless you can
    cash out individual items. So if you gained something (including in-game currency) in a lootbox and could then freely sell it for real money,
    then it's gambling. So even if you had a in-game wallet in local
    currency as long as you couldn't turn that it real money then it's not gambling.

    The gambling commission (the regulator) looked into this several years
    ago and reached the conclusion that lootboxes have all the hallmarks of gambling (including the issue of problem gambling) but until the law
    changes they are legal. Our government then set-up a parliamentary
    committee to look into the issue. The report was even more damning and
    also used a number of actually studies showing the links between problem gambling and lootrboxes. One I found particular interesting was that
    games companies were effectively exploiting certain vulnerable people in society. It also showed that the idea that it's just 'rich people' who
    are whales is untrue.

    Our government looked at the report and, mad Nad as she's known,
    basically went yeh whatever. We shouldn't burden companies with more
    'red tape' that will in anyway negatively effect their profits. Why
    set-up a committee in the first place if you're going to completely
    ignore what it says.

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  • From Justisaur@21:1/5 to JAB on Thu Apr 4 09:47:22 2024
    On 4/4/2024 2:25 AM, JAB wrote:
    The gambling commission (the regulator) looked into this several years
    ago and reached the conclusion that lootboxes have all the hallmarks of gambling (including the issue of problem gambling) but until the law
    changes they are legal. Our government then set-up a parliamentary
    committee to look into the issue. The report was even more damning and
    also used a number of actually studies showing the links between problem gambling and lootrboxes. One I found particular interesting was that
    games companies were effectively exploiting certain vulnerable people in society. It also showed that the idea that it's just 'rich people' who
    are whales is untrue.

    FTC is looking into it here in the US still, taking their sweet damn time.

    --
    -Justisaur

    ø-ø
    (\_/)\
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    ^'

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  • From JAB@21:1/5 to Justisaur on Fri Apr 5 09:57:30 2024
    On 04/04/2024 17:47, Justisaur wrote:
    On 4/4/2024 2:25 AM, JAB wrote:
    The gambling commission (the regulator) looked into this several years
    ago and reached the conclusion that lootboxes have all the hallmarks
    of gambling (including the issue of problem gambling) but until the
    law changes they are legal. Our government then set-up a parliamentary
    committee to look into the issue. The report was even more damning and
    also used a number of actually studies showing the links between
    problem gambling and lootrboxes. One I found particular interesting
    was that games companies were effectively exploiting certain
    vulnerable people in society. It also showed that the idea that it's
    just 'rich people' who are whales is untrue.

    FTC is looking into it here in the US still, taking their sweet damn time.


    Several countries in Europe have looked into the issue but so far only
    two countries have actually done something and one is looking at passing legislation.

    I'm kinda surprised that the EU hasn't picked up on it as generally they
    are quite pro-consumer and they don't mind picking fights with big
    businesses as they have the clout to effectively say either comply with
    these changes or you won't have access to one of the biggest markets in
    the world. That's a big stick to wield.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Anssi Saari@21:1/5 to JAB on Fri Apr 5 14:55:22 2024
    JAB <noway@nochance.com> writes:

    Our government looked at the report and, mad Nad as she's known,
    basically went yeh whatever. We shouldn't burden companies with more
    'red tape' that will in anyway negatively effect their profits. Why
    set-up a committee in the first place if you're going to completely
    ignore what it says.

    Isn't that just how politics works? Setting up a committee is usually a delaying tactic to begin with and when they finally deliver something,
    the choices are more committees for more delays or dismissal. Pretty
    soon it's the end of the term and issues are forgotten or maybe the new parliament sets up another committee about the same thing.

    Oh well, for a little international flavor, here in Finland we're moving
    away from a government gambling monopoly towards some kind of a
    licensing deal. Mostly because gambling's not a monopoly any more, in
    practice people are free to stuff the online casinos' coffers with their
    money. So the loot box question may come up at some point here but I'd
    be surprised if anything happens this decade. Then again, Finland is a
    small market, EU wide regulation might actually do something to
    someone's bottom line.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From JAB@21:1/5 to Anssi Saari on Sat Apr 6 10:13:42 2024
    On 05/04/2024 12:55, Anssi Saari wrote:
    JAB <noway@nochance.com> writes:

    Our government looked at the report and, mad Nad as she's known,
    basically went yeh whatever. We shouldn't burden companies with more
    'red tape' that will in anyway negatively effect their profits. Why
    set-up a committee in the first place if you're going to completely
    ignore what it says.

    Isn't that just how politics works? Setting up a committee is usually a delaying tactic to begin with and when they finally deliver something,
    the choices are more committees for more delays or dismissal. Pretty
    soon it's the end of the term and issues are forgotten or maybe the new parliament sets up another committee about the same thing.

    Oh well, for a little international flavor, here in Finland we're moving
    away from a government gambling monopoly towards some kind of a
    licensing deal. Mostly because gambling's not a monopoly any more, in practice people are free to stuff the online casinos' coffers with their money. So the loot box question may come up at some point here but I'd
    be surprised if anything happens this decade. Then again, Finland is a
    small market, EU wide regulation might actually do something to
    someone's bottom line.

    Generally yes but we did have a change in regulation over something
    called fixed odds betting terminals which are gambling machines on
    steroids. They were so lucrative that even though they were limited to
    four per-shop the companies just opened more shops in the vicinity to
    get around that. Limiting the amount you could spend (there's some
    really horror stories of what happened when people became addicted to
    them) was kicked around in parliament but nothing actually happened
    which I'm sure was in no way connected to the massive increases in
    donations from these companies to our party of government. Why it
    changed was really down to a single MP who kept pushing the subject
    until after a couple of years the law was finally changed.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)