And you can sell CS:Go and TF2 items for Steam credit. I'm not convinced this makes anything better. A slot machine isn't the only way to get money, but I still don't think we should market slot machines to children.
I think a lot of the people who dislike "lootboxes", but grew up with collectible card games like Magic, try to rationalize why one is okay and the other is not. And the hard truth is that it was never okay when Magic did it either, but the problem wasn't pervasive to the point where we had to address it. This isn't to say that Magic is evil or that everyone who bought random card packs as a child is now scarred for life, but it's not a great practice.
Collectible card games should not be a reason to allow loot boxes, and any laws we make ought to apply to both, instead of attempting to create strange carve outs.
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Disclaimer: I've never played Magic, and I avoid any video game that contains micro-transactions.
Edit: And just to be absolutely clear, this isn't to say that Magic should be banned any more than all video games should be banned, just that consumers should know what they're paying for, unless they're explicitly in a casino.
Like I said in my post, I think they're grayer than a lot of skinnerboxes, but that doesn't make them clean.
My understanding is that the vast majority of loot boxes are the sole way of acquiring the in game objects they posses. If there's a CS gun/skin/whatever in a loot box, you can't just go out and buy that thing for money. Transaction behavior is fine to me. That's one problem. Another is that you don't "own" that thing, you just have permission to use it. That's slightly different from owning a physical object.
It's an aggregate, and there are degrees of bad design patterns.
Whole game for single transaction > game with DLC > game with loot box for aesthetic features> game with loot box for core features.
I see your point that CCGs are basically the analogue version of loot boxes, and I can't entirely disagree. It's been called "cardboard crack" before, with good reason. As someone working for a tabletop gaming company who's primary product is randomized miniature figures used to play games, I also am WAY to close to this one to think objectively.
> If there's a CS gun/skin/whatever in a loot box, you can't just go out and buy that thing for money.
So, in Valve's games, this isn't true. Lootboxes are the only "first party" way to buy skins in CS: Go, but you can use the Steam marketplace to trade with other players.
I will stop using this specific game as an example. This particular dev might allow this, but many others don't which is a huge problem on the issue since these things are functioning as gambling for access to a service (the right to use a feature) instead of access to a commodity (that you can trade/sell).
I think the best example of a way to deal with acquired in game intems I can think of personally for something that didn't suck, was Diablo 3 when it first hit. If the game randomly dropped a high tier weapon, you could use it, trade it, or sell it for real money. The real money auction house was a great addition imo.
There are definite parallels between something like MtG and lootboxes, but I think the barrier for purchase is much lower with lootboxes. A physical product like MtG cards must be purchased at a store, which will have limited quantities. It requires effort and occasionally timing to actually obtain the items. Even in our modern world of online shopping, there is typically a wait time between the impulse to buy and the reward of receiving the items of at least 24 hours, often more.
With lootboxes, the payoff is immediate. The barrier between the impulse of someone with an addiction and the payoff is virtually non-existent. I think that makes a difference in the potential for addictive behavior that shouldn't be overlooked.
While I agree with you that loot machines are worse because they're always available and hyper-immediate, we know that gambling addiction is a thing, and CCG cards fit the pattern. I mean to play a slot machine, people used to have to travel all the way to casinos, convert their money to coins, and then play the slots. The addicts still did it.
The problem exists in all of them, we're just talking about the speed of delivery and how it makes somethings worse-bad instead of just bad.
And you can sell CS:Go and TF2 items for Steam credit. I'm not convinced this makes anything better. A slot machine isn't the only way to get money, but I still don't think we should market slot machines to children.
I think a lot of the people who dislike "lootboxes", but grew up with collectible card games like Magic, try to rationalize why one is okay and the other is not. And the hard truth is that it was never okay when Magic did it either, but the problem wasn't pervasive to the point where we had to address it. This isn't to say that Magic is evil or that everyone who bought random card packs as a child is now scarred for life, but it's not a great practice.
Collectible card games should not be a reason to allow loot boxes, and any laws we make ought to apply to both, instead of attempting to create strange carve outs.
---
Disclaimer: I've never played Magic, and I avoid any video game that contains micro-transactions.
Edit: And just to be absolutely clear, this isn't to say that Magic should be banned any more than all video games should be banned, just that consumers should know what they're paying for, unless they're explicitly in a casino.