5 ms·
This is a stunning display of ignorance about how the games industry actually works today. Loot boxes, like how Blizzard implements them in Overwatch, are the
by chimeracoder 9y ago
This is a stunning display of ignorance about how the games industry actually works today.
Loot boxes, like how Blizzard implements them in Overwatch, are the absolute best business model in an industry that's otherwise filled with predatory pay-to-play DLC business models.
With Overwatch, you pay $30 up-front for the game, and that's it. You don't have to pay a cent more, no matter how often or how long you play it. The more you play, the more XP you get. Every 20,000 XP[0], you get a free loot box that has purely cosmetic items with no impact on game play. If you want to, yes, you can buy extra loot boxes, if you really want a particular skin, but again, it has no impact on gameplay whatsoever. They also give out free loot boxes during promotional events, as well as an additional 3 free loot boxes each week for winning arcade games[1]. I play Overwatch, and I've never even thought to purchase loot boxes, partly because there are already so many ways to get free boxes that there's almost no point.
There's no pressure to buy boxes, no in-game reminders, no dark patterns - really, nothing. Last I checked, you have to click through three menus from the home screen to even get to the place to buy boxes. It's not particularly prominent.
For that $30, you get access to Overwatch for as long as they run servers (which, looking at Blizzard's track record, is probably years after you will stop caring). You get frequent upgrades to characters and maps, as well as free game lore (like the online comics).
The alternative to this business model is to have either a pay-to-win model, where you can spend extra money for superior items and weapons. Or, you can have people pay based on the amount of time they play. The latter is unsustainable for a multiplayer game that receives frequent updates. The former is what most other companies do, and it's incredibly predatory. Almost all the big published, from Zynga to EA to King, practice this heavily.
Actually, there is a third option: provide no support for the game after it ships. Once a player has paid for it, the game is sold, and it doesn't matter if it's so buggy that it's unplayable or if the game is imbalanced. This is by far the most common business model, as evidenced by the sea of Steam reviews for games like these. This may be the most manipulative model of all: release a game that's just tolerable enough that people will buy it, but insist that they buy next year's version at full price to fix any bugs or mechanical issues. EA is one of the worst offenders here.
I'm pretty disgusted with the fact that people like Hassan are zeroing in on the one games company that is actually executing successfully on a rather ethical business model, when pretty much every other company around is actively trying to optimize outright predatory business strategies.
[0] The XP rate depends on a lot of factors (such as how well you personally do), but that's somewhere between 5-10 Quick Play games (which usually take about 10 minutes).
[1] Which is pretty easy. The matchups are generally pretty balanced, so your winrate is usually around 50%. In other words, you get additional loot boxes by playing 6 arcade games, up to a total of 3 boxes per week.
- lsmarigo 9y ago"actually executing on a rather ethical business model" artificial scarcity seasonal events with limited availability on loot boxes which are marketed to children, with fancy skins they want, there's nothing ethical about marketing and profiting from children gambling. Just because even less ethical business models exist, Blizzard and Valve don't get a free pass for being slightly less evil than the competition.
- chimeracoder 9y ago> there's nothing ethical about marketing and profiting from children gambling It's not "gambling". Using the in-game currency (which you get for free by playing), you purchase items directly. The mere existence of uncertainty somewhere in the process doesn't make it "gambling" Ironically, the randomness serves to decrease the pressure to spend money on the game. If you just purchased the items directly for real-world money, as most other games do, you'd end up in a situation where people would feel pressured to spend money on the game, because obtaining skins actually would be a direct function of money spent. Additionally, framing this as "children gambling" is pretty suspect. Blizzard doesn't publish official demographic data, but all players have to be over 13 by law, and according to third-party data, the majority of the player base is over 18. Given that teenagers already have less easy access to digital transactions than people over 18, and that they already form the minority of the player base, the burden is on critics to provide concrete data that teenagers are actually being negatively affected by lootboxes. (Which I doubt anyone will, because I'm skeptical that it's even true. Of course, the reason that this issue is continuously framed as "children gambling" is because talking about anything affecting children is a great way to pander in politics, and this whole issue isn't about loot boxes in games anyway.) > Blizzard and Valve don't get a free pass for being slightly less evil than the competition. On the flipside, by focusing on loot boxes at the expense of actual, actively predatory business models, you are giving the companies that engage in those other business models a free pass. You might think, "well, the answer is that we should go after both". Except, that's not going to happen. It's not going to happen not only because people's attention for games-related issues is pretty limited, but also because this isn't about ethical business models at all; politicians like Hassan don't actually care about that. They care about scoring political points, and it's much easier to score political points off lootboxes than pay-to-win or abandonware.