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by yuzugit 1482 days ago
I work on video games (not on the design side but programming) and had to implement some on those systems on several mobile games. I agree with the comment above that it’s hard to draw the line between gambling addiction and à faire amount of random that brings fun to a game. Diablo 2 has already those kinds of random behavior to retain your attention and trigger dopamine rushes but without trying to grab cash from you.

The only solution to me is legal regulation, companies won’t listen as it brings money and most people like to play them. Features like battle pass for example are pretty moral and a good balance between making the game profitable, having a rétention and not milk users.

I hope EU will flag lootboxes based games as casino games globally and that other big countries will follow (like Korea, Japan and USA) to stop this trend and force designer to find better mechanics.

Also users should also be educated to pay for a game that they enjoy. Nowadays with all the free services, it’s harder to make users pay for something they can get for « free » elsewhere. So it’s a complicated issue.

2 comments

> Features like battle pass for example are pretty moral and a good balance between making the game profitable, having a rétention and not milk users.

The problem with battle passes is that they rely on you having a massive player base, and require an incredible amount of effort to develop and keep running. For a game like diablo that's clearly not a problem but for anything that's not a top 10 game on their platform it is

> I hope EU will flag lootboxes based games as casino games globally

I don't think this (specific) categorization is necessarily the right approach. The problematic part with casino style games and gambling in general is that cashing out provides a real money incentive, which is not present here. Calling these games gambling is kind of like calling piracy theft - the intention is right but there's an important difference. We haven't got a category for them yet.

> Also users should also be educated to pay for a game that they enjoy.

On one level yes. On the other, f2p games are popular for a reason. Excellent games providing a social experience has a network effect, and if your conversion rate is 2% you don't succeed as a game by monetising better, you succeed by increasing your audience. A f2p game could be a profitable game if the active playerbase all paid $2-3 each but the _second_ you introduce a barrier there you lose many players who won't pay, their friends who might pay etc etc.

> So it’s a complicated issue.

Amen to that.

Japan has pachinko-like machines for kids (and I'm not kidding, I just saw one today and got extremely pissed off), I wouldn't count on them.