6 ms·
The whole 'preying on the vulnerable' thing kind of puts me off. But I want to respond to this: > The items that you buy have absolutely no impact on gameplay
by qwery 5y ago
The whole 'preying on the vulnerable' thing kind of puts me off. But I want to respond to this:
> The items that you buy have absolutely no impact on gameplay and are just visuals
Cosmetic items are not just visual though. They are real elements in the game. Cosmetic items are interactive. They are unlockable, collectable, wearable items.
Further, visuals do impact the gameplay. You could argue about the difference between "gameplay" and "visuals" but each supports/influences the other and both are critical elements of almost every videogame. However you divide up the parts of a game, they all affect each other. Generally speaking, having all of the elements working together makes for a better game.
Monetisation strategies like microtransactions, loot boxes, etc. are also part of the game. However, the goal of such parts is not aligned with that of the others. The game is compromised by the introduction of the monetisation strategies.
> why are you surprised that some people want to look cool in a video game?
Nobody is surprised by this.
- deleted 5y ago[deleted]
- SentientNo4 5y ago> Cosmetic items are not just visual though. They are real elements in the game. Yes, I really hate this argument that cosmetics are not gameplay. Visuals are a huge part of what makes a game, no one would be happy if games shipped without textures and shaders and people would have to pay to unlock them.
- cupofpython 5y ago>people would have to pay to unlock them see: Halo Infinite Want to be black? that will be $10 please
- nopcode 5y agoA better phrasing is whether they offer a competitive advantage.
- hutzlibu 5y agoI think they do, but only if they add to camouflage
- williamscales 5y agoLook good, feel good, play good? It seems to me that it definitely has a psychological impact for some folks (myself included) in both off-line and on-line competition.
- __ryan__ 5y agoLook “good”? Come on. If not having the Pickle Rick decal for your car makes you play worse it has nothing to do with looking “good”. Perhaps look “like I own this exclusive cosmetic”, which applies to offline as well, don’t you think? The real problem is that loot boxes are gambling, and are addictive, period. It triggers something in otherwise rational people, especially children, that makes it feel good to spend money on mostly non-gameplay-altering cosmetics.
- paulmd 5y agoAt some level it probably does. Even in Rocket League, which is more cosmetic than most, if your teammates are passing to you more than they would have with the default skin, then you'll do better. As a medic in team fortress 2, I usually pocket and ubercharge the players with cosmetics. It's an important team resource, and the odds of someone with a "default" skin making good use of it are fairly low. Much like plumage for a bird it's a reliable signal of "virility" - if you're invested enough in the game to own a $200 hat and a coordinated outfit then you've probably played it long enough for me to trust you sight-unseen. http://i49.photobucket.com/albums/f278/katietiedrich/comic261.png http://i49.photobucket.com/albums/f278/katietiedrich/comic26... If you're a pro player with the default skin, you're gonna have a bad fucking time, because you're last priority for heals, you're not getting an ubercharge, etc. That is gameplay-affecting even if the cosmetic itself is not.
- gknoy 5y ago
- iforgotpassword 5y ago> no one would be happy if games shipped without textures and shaders and people would have to pay to unlock them. Not a meaningful comparison. A game without textures would be hardly playable at all. The same can't be said for skins or accessories to your character/vehicle. You don't get eye-cancer with the default skin. If you feel you need that virtual Louis Vuitton bag to fully enjoy the game then well be a sucker and pay for it and pretend the game was just a little more expensive. I've yet to encounter a game where I feel like I'm missing out on anything with the default player model/skin/car.
- Dylan16807 5y ago> A game without textures would be hardly playable at all. It'd be fine. No textures doesn't mean everything is gray.
- swills 5y agoThat's fine for you. A lot of these games are social experiences. Kids do get called names and bullied for having a default skin. Peer pressure drives a lot of the purchasing of cosmetics. That's why you'll rarely find paid cosmetics in games that don't also feature social aspects.
- fennecfoxy 5y agoKids will bully each other for any difference under the Sun & adults will bully each other for them, too. We never truly grow up.
- iforgotpassword 5y agoYes but that's the point. That's all external and cannot be blamed on the game, or taken to mean the game is incomplete without. Extending on that, there should then also be a ban on fashion and luxury items in any shape or form IRL, as they do the same things to kids (and adults). And a ban on violence in videogames, as I'm sure there's someone out there who's been pushed over the edge by it and committed a crime they otherwise wouldn't have. So where do we stop? This is just one more way, in addition to the thousands we already have, in which peer pressure and status symbols manifest.
- relativeadv 5y agoAnd just another example. Path of Exile is a game known for its visual clutter when you reach the end game. You have so many mobs and skills flying around it is very difficult to tell what is going on. You can buy cosmetics to make different skill gems appear different when they are cast, including mobs. Often, these alternative skill cosmetics create a greater visual clarity than their default. My point is that if there is a skill that can one-shot kill my character i'd like to see it as clear as day when it is coming. Paying money in Path of Exile gets me that.
- dwild 5y ago> Yes, I really hate this argument that cosmetics are not gameplay. I don't disagree that they do add something, but theses ones are not something that I want, nor that I need. > if games shipped without textures and shaders and people would have to pay to unlock them. I do have to pay for the textures and shaders... I did pay for them as a matter of fact. I didn't pay for the one not included, as I didn't want them. Some did want them, and did pay for them individually. Just like I didn't pay for Elden Ring but plenty did... Now, when you bought that game, if you were expecting a specific amount of content, and you didn't get that content without paying more, I agree completely, that would be false advertising and that would be definitely wrong. False advertising is definitely an issue in video games, there's so much overpromising and under-delivering but IAP isn't the issue there (though it definitely can be the reason for your false advertising). Until that part is handled correctly, the market did alleviate most of the false advertising by having an abundant amount of reviews and to me that's a not so bad way to deal with this.
- bko 5y agoI see it just as price discrimination and I'm fine with it. I can choose to play with "worse" visuals for a lower price. If I want "better" visuals I can pay for that as well. I'm just happy that I have the chance to play for a low cost (sometimes free). I let others who care more about that stuff fund the cost of development. I'm essentially a free-rider. That of course assumes that the game isn't sold to me with these "better" visuals as included.
- entropie 5y ago> if games shipped without textures and shaders Back in the days we used mods and texture packs to remove (hardware) expensive textures from the game so we get more FPS. I'm not sure if your argument applies to all games. For many games there is a competitive scene that usually don't give a shit about visuals and would trade most visual features for more frames per second.
- account42 5y agoSo how many games provide an option to hide cosmetics that other players are using?
- entropie 5y agoIam not a real gamer anymore but in World Of warships there are serveral crossover skins (like from animes) that some people love and use and others hate them and are able to turn them off completely. https://worldofwarships.com/en/news/sales-and-events/arpeggio-fleet-of-fog-flagships/ https://worldofwarships.com/en/news/sales-and-events/arpeggi...
- boredtofears 5y agoThe hitboxes are the same, so to any seasoned player the visuals really don't matter gameplay wise, as long as the model isn't too out of scale with it's hitbox.
- originalvichy 5y agoUnless there have been changes in the game, different cars have different hitboxes so technically in this circumstance you might be wrong. Not that there any absolutely amazing car for hitboxes, but there are differences and they affect gameplay.
- lajy 5y agoI assume you're still talking about Rocket League? All models in that game fall under 1 of 6 hitbox types [1], each of which are attainable without purchase [1] https://support.rocketleague.com/hc/en-us/articles/360029832054-Rocket-League-Car-Hitboxes https://support.rocketleague.com/hc/en-us/articles/360029832...
- originalvichy 5y agoGotcha. I didnt know they had a cap on the number of models.
- boredtofears 5y agoNope, there's just a few different hit box models, the visual model just gets assigned to one of the existing different hit boxes.
- gmadsen 5y agoI think people usually mean there is no competitive advantage with cosmetics.
- pharke 5y agoYou're strawmanning, they don't ship Rocket League with all the graphics turned off and force you to pay for them. They sell silly hats and skins in addition to the already great graphics that they provide with the base model.
- honkdaddy 5y ago>Monetisation strategies like microtransactions, loot boxes, etc. are also part of the game. However, the goal of such parts is not aligned with that of the others. The game is compromised by the introduction of the monetisation strategies. This is an interesting point. I think it begs the question, what _is_ the goal of a game? 10 years ago I would have said that broadly, the goal of a video game is to create an experience the player will enjoy. Perhaps now it's more simple though, maybe the goal of the vast majority of games today is to create a model in which money is willingly transferred from the player to the publisher.
- TheOtherHobbes 5y agoThat has always been true - not just from the days of Pong, but from the days of Pinball and Pachinko. It's not quite true these games are the equivalent of a bar scam - it's possible to genuinely enjoy a game for its own sake - but addictive rewards and behavioural reinforcements have been around a lot longer than computing has. The reality is that commercial experience games - where the goal is trigger the imagination and guide the player to a rich experience - are much rarer than commercial extraction games, where the goal is to create addictive engagement and spending patterns which can be monetised. This isn't nearly as true for tangible commercial board games, especially those that promote strategic and imaginative thinking. You can get started in chess with a chess board and a rule book. You do not have to keep spending money on nicer-looking pieces, and your board will not be monetised with pop-up ads. (Chess sites may be, but chess kept developing for hundreds of years without them.) D&D and more obscure games like Carcassone are similar. You can spend extra on expansion packs, but even if you buy everything the expansion space is small and bounded. The physical costs of board game dev and distribution keep that true. Electronic games have a virtually infinite potential expansion space, so the economics are drastically different. The temptation to turn every last thing into a monetisation engine is hard to avoid - to the extent that monetisation design has become a meta-game in its own right.
- paulmd 5y ago> Monetisation strategies like microtransactions, loot boxes, etc. are also part of the game. However, the goal of such parts is not aligned with that of the others. The game is compromised by the introduction of the monetisation strategies. Yup, I think this gets lost in the "visual-only cosmetics are fine/gameplay-affecting is bad" position. The problem is that in most cases, even if the cosmetic is purely visual, games are now being designed around "how do we incorporate cosmetics" which is constraining the types of experiences that are being made and the mechanics they allow. Battlefield 2042 is an example of a game that completely upended its traditional mechanics to pull in the concept of "operators" (like R6: Siege) because they knew they could make more money selling operators. And at some level that's gameplay affecting, maybe not the ideal picture of what happens when MTX gets involved, but that's always the temptation - "we'll make it gameplay-affecting, but it'll be fair". Once you bring money into the picture you are reliant on developers to take the high road - not just today, but for as long as the game is active/you're interested. Its predecessor, BFV, was skin-based and it was still controversial not just that you had random Fortnite-style nazi characters running around the Pacific Theater or Japanese Rambo Lady running around Norway, but because they started to introduce tons of animations so that players could at least see the skins they paid $20 a pop for - and that is a basic game-design thing that affects everyone regardless of whether you yourself pay up or not. At a more basic level, the single-player RPG is essentially dead because it's the most difficult to introduce MTX mechanics into those genre of games. And sure you can point to Elden Ring but even then they are using "cooperative" or "inter-session" mechanics that fundamentally exist as a way to get an "always-online" server system into the picture as a platform for MTX. You've got forced Denuvo on everything. Etc etc. And again, even when it's done right, there is still an incentive to make the "free" mechanisms grindy so that players feel the urge to pay IRL money. LOTR: Shadow of War was an example of that where the game could technically be finished without MTX, but at a certain point the game ramped the difficulty so hard that it was virtually impossible, certainly impossible without suddenly turning the game into a second job. Many games similarly force hundreds of hours of grinding or... you can just pay and go play with your friends! You can get bait-and-switched once you are into the game and emotionally attached - and that can even occur after release/after reviews have been written, or even just so far into the game that most reviewers don't reach it in their 5 hours of gameplay on their pre-release copy. Those MTX mechanism are still shaping gameplay mechanics even if they are "purely cosmetic" - and in many cases they are not, they are definitely gameplay-affecting by design (in major AAA/e-sports titles even, this isn't just random mobile crapware, R6:Siege is one of the most popular e-sports titles, LOTR is a mega-IP, etc). Games being designed around "how do we pump the player for cash most efficiently and with the least ability for them to hack around us" is itself a problem either way though, that's a corrosive mindset for game design as a whole that is enabled and encouraged by allowing MTX at all. Either you keep that camel out nose and all, or as soon as that nose is under the tent it's always going to be an insidious urge, and in many cases an explicit mandate from publishers to the studio. Also, yes, in anything where you interact with another player, your interactions are shaped by the other player's responses to you, which is determined by your cosmetics. I posted this deeper in the thread but to bring it back here: > As a medic in team fortress 2, I usually pocket and ubercharge the players with cosmetics. It's an important team resource, and the odds of someone with a "default" skin making good use of it are fairly low. Much like plumage for a bird it's a reliable signal of "virility" - if you're invested enough in the game to own a $200 hat and a coordinated outfit then you've probably played it long enough for me to trust you sight-unseen. > http://i49.photobucket.com/albums/f278/katietiedrich/comic261.png http://i49.photobucket.com/albums/f278/katietiedrich/comic26... > If you're a pro player with the default skin, you're gonna have a bad fucking time, because you're last priority for heals, you're not getting an ubercharge, etc. That is gameplay-affecting even if the cosmetic itself is not. Paper that might be enlightening for those who haven't partaken: https://www.diva-portal.org/smash/get/diva2:901463/FULLTEXT01.pdf https://www.diva-portal.org/smash/get/diva2:901463/FULLTEXT0... (I should add that as medic, I had a golden medigun for a while too, and that was an extremely bad time for me, because every single roamer was absolutely gunning for the medic with the $100 item. Sometimes it pays to have some restraint in your plumage when you happen to be a particularly delicious and defenseless target...) I have such mixed feelings about TF2, because it was such a fantastic game, but it pioneered all these exploitative MTX mechanisms. The game itself was actually one of the better examples of how to do MTX properly (cosmetic only, tradeable by players, etc) but it immediately showed there was a lot more money in MTX than in making games, and opened the door to other actors to exploit much more heavily (compare the Overwatch model and its non-tradeability/gacha mechanics, R6:S with its gameplay-affecting operators, etc). It's also disgusting the way they've just continued to let the game rot without even basic bugfixes, it's been completely overwhelmed by hackers for 4 or 5 years now because they just won't patch their shit. Nor will they let the community patch their shit, like Team Comtress 2... https://www.youtube.com/watch?v=EnBDMZ-9-Dw https://www.youtube.com/watch?v=EnBDMZ-9-Dw
- bbarn 5y ago> Further, visuals do impact the gameplay. Not only that, sometimes they can affect the basic mechanics too. For example, some guns in Destiny 2 the range is measured from the end of the weapon model, and some skins extend the model out so the gun is further from the player. This in a one v. one scenario can give you a slight edge on one shot kill distance if you have the skin, so you can shoot earlier than an opponent without it.
- lol_what 5y agoyou and everyone else concerned about the preying on vulnerable thing should be aware that we have literally no evidence that such a thing is happening. the absolute worst thing we know off in practice are extreme edge cases (i.e. not applying to 99% of people even within the whale demographic) of above average earners spending their money on waifu shit instead of buying themselves a car they don't need. the more regularly occuring thing is probably that parent's don't properly set up their kids phones and then they buy a few hundred or worse thousands bucks of something they shouldn't. but again those occurances are rare and don't cause really cause any actual damage, especially since you can get refunds for this stuff if it gets expensive very easily. kids regularly do stuff a lot more expensive than that. in fact kids themselves are a lot more expensive than that as a baseline. the supposed exploitation of things like loot boxes has literally zero evidence behind it. all you will find are a few genuinely bottom of the barrel studies (as in that australian government study from some years ago, should literally be taken as an example in a book of how not to run a study). and the constant comparison to gambling is really tiresome, because it's obviously not the same. people play themselves out of all their belongigs regularly with actual gambling, because their goal is to make a profit with gambling and their last gamble will surely turn it around. such a thing isn't possible even in the few online gaming markets remaining where you can resell your items for real money because its a big hazzle to liquidize all your assets.
- notSupplied 5y agoPeople often contrast loot boxes with Magic the Gathering: "At least you can resell your cards", but this makes it more like gambling, not less! CS:Go has far greater potential for economic harm & fraud--due to resale--than the much hated Star Wars loot boxes.