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Those can at least hold value over time as you're buying something tangible that can be traded or sold. And I don't get the feeling that going to the local news
by ljm 6y ago
Those can at least hold value over time as you're buying something tangible that can be traded or sold. And I don't get the feeling that going to the local newsagent and buying a pack with your pocket money sets you up for the same kind of addiction that microtransactions and loot boxes can.
I don't really think that they're equivalent. If you were to make a Pokemon or Yu-Gi-Oh game that encouraged you to buy digital versions of those packs to make any progress in the game, then I think there would be a better comparison. The fact that those are online-only means that the house can essentially rig the game on the fly and engage in many more unscrupulous practices to keep you hooked. Made all the more easy by having a payment method directly linked.
It doesn't mean that physical CCGs have no addictive properties, of course.
- akersten 6y ago> Those can at least hold value over time as you're buying something tangible that can be traded or sold. Ironically, that makes TCG even more like gambling, in contrast to loot boxes which do not provide a cash-value payout.
- bashinator 6y agoI’d argue that to the contrary, loot boxes have demonstrated that having a cash-value payout isn’t necessary to elicit gambling behavior in people.
- salamandersauce 6y agoYeah, there's more friction to having to go to a store and buy cards but there is also friction in having to go to a casino or bar to find a blackjack table or VLT. What is progress? To compete in the top 1% of Overwatch you don't need to buy loot boxes at all. To compete in the top 1% of paper Magic or Pokemon you absolutely need better cards that have to be acquired from random packs at some point either by you, an LGS or somebody that sold it to an LGS.