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At the time it was considered, but the randomness in the packs was considered a 'sales tactic', not gambling. (I'm not sure wether Carta Mundi, the printer for
by PeterStuer 9y ago
At the time it was considered, but the randomness in the packs was considered a 'sales tactic', not gambling. (I'm not sure wether Carta Mundi, the printer for a.o Magic the Gathering being a Belgian company had anything to do with it). Loot boxes otoh are compared to slot machines.
I know it sounds 'illogical', as they both at first glance seem alike, but there are aspects of difference to consider.
Loot boxes are generally packaged with 'addiction triggering' opening ceremonies. Furthermore, the probabilities are not publishes (afaik they are for trading card games), and the digital platform also enables for far more ingenious addiction/purchase/retention inducing psychological gaming than physical card packs.
- rightos 9y ago> addiction triggering Sorry, but virtual flames shooting out of a box and a "here, you lost" screen doesn't exactly stimulate a dopamine response.
- PeterStuer 9y agofrom https://www.pcgamer.com/behind-the-addictive-psychology-and-seductive-art-of-loot-boxes/ https://www.pcgamer.com/behind-the-addictive-psychology-and-... Overwatch's loot box is a masterpiece of audio-visual design. "It's all about building the anticipation. When the box is there you're excited at the possibilities of what could be inside," says senior game designer Jeremy Craig. Click the ‘Open loot box’ button and the box bursts open, sending four disks into the sky. Their rarity is indicated by coloured streaks to further build the suspense. "Seeing purple or gold you start to think about what specific legendary or epic you've unlocked. This all happens so fast, but it was those discrete steps that we felt maximized excitement and anticipation."
- rightos 9y agoNothing about that sounds substantially addiction producing. Just flashy and designed, like anything else in a video game. Is there a proper study on that being a substantial addiction causing effect compared to card games and such? I've seen people lose ridiculous amounts on completely boring gambling games like SatoshiDice where all they do is push send. The fact that you get the random outcome seems much more likely to be the primary culprit than any flash effects around it. I get the impression people saying that are just making excuses because they don't like loot boxes as a business model for games. Would you be accepting of it if they replaced it in the game with a simple click and get the result system?