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I don't think it matters _when_ it becomes predatory. Whether or not gambling should be legal aside, if gambling for minors is illegal in a jurisdiction then i'
by lijogdfljk 4y ago
I don't think it matters _when_ it becomes predatory. Whether or not gambling should be legal aside, if gambling for minors is illegal in a jurisdiction then i'd expect any game that becomes predatory at any point to be managed as gambling.
All of this is subject to the definition of gambling, predatory, etc - of which i'm not trying to argue. Just saying that befriending children with the goal of handing them drugs after a "long" period doesn't change that i'm still handing them drugs. Same goes for this, i would think - if it falls within those definitions, of course.
- wincy 4y agoDiablo Immortal is wild too because Diablo 2 primed me 15 years ago to be a gambling addict. It took them awhile but the finally turned the casino of my teens into a real casino. I hate it, I wish I could get my teen hours back that I played Diablo 2.
- javajosh 4y agoDiablo Immoral!
- 2muchcoffeeman 4y agoI played a bunch of D2 as well, and D3. The thing with those games is that you can still enjoy the end game content after finishing the main game. Repeat on higher difficulty and then you have the option of respecing without having to start from scratch. If you are having to pay to enjoy end game now, that's pretty sad.
- lijogdfljk 4y agoAgreed. I've often thought of this, with respect to MMOs, and RPGs/etc with drop rates. Inherently games are all just dopamine drivers. Some are of course based on physical skills (coordination/timing/etc), others on knowledge as a skill (exploiting game mechanics/etc). Where it gets fuzzy fast for me is very basic MMOs, RPGs, etc - RNG based mechanics. The fact that i completed the dungeon with a skill (knowledge/etc to play the dungeon correctly and win) doesn't seem, to me, to change the RNG roll at the end. I'm in no way arguing that any RNG equates to gambling.. in the classical sense.. but it kinda does, if you squint. So when does it become bad? Is it when we make gambling addicts? Because old fashioned games with RNG rewards (loot/etc) likely form addicts (if we stretch the word for discussion).. myself included. Or is it just when we involve money? Money seems an easy line to draw.. but is it fair to children if we make them gambling addicts and only charge them once they hit 18? Spend their youth training for the casinos, only to take part when their old enough to lose it all? I don't have any answers.. but it feels like we're playing fast and loose with weaponized dopamine here. As with most of our society, i suppose.
- fxtentacle 4y agoI fully agree that we're training future addicts. And it's not like people don't know. There will be a deliberate sequence of hook, time sink, random reward because that's most addictive. But I find balancing this very difficult. We want fun games and fun things are addictive. But we don't want addict-creating games. So how do you measure which amount of addiction is the correct amount?
- lijogdfljk 4y agoI suspect we're unable to do anything until we understand the brain better, what defines addiction (at a very measurable, concrete way), etc. The one thing that does scare me about addiction + money is that, like Diablo, the companies incentive seems aligned with getting players to spend vast quantities of hours and money. Regardless of what it is right now or what value it offers for free, that seems to be their incentive. Simple buy models without MTX seem an easier model to keep company incentives aligned with player incentives.