[HN Gopher] It costs $110k to fully gear up in Diablo Immortal
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       It costs $110k to fully gear up in Diablo Immortal
        
       Author : ddtaylor
       Score  : 627 points
       Date   : 2022-06-05 07:40 UTC (15 hours ago)
        
 (HTM) web link (gamerant.com)
 (TXT) w3m dump (gamerant.com)
        
       | mdavis6890 wrote:
       | A better way to think about it is that these games are designed
       | for - and paid for by - exactly the very few people who want to
       | spend this much on winning a game. Everybody else gets to free-
       | ride on this, and only pay what they want (mostly zero)
        
         | hammock wrote:
         | An interesting way to think about it for sure. Sub in "jack
         | daniels" or "bud light" for Diablo and it gets depressing fast
         | when you consider 80% of liquor is consumed by less than 10% of
         | drinkers, who each have an average of 20+ drinks a week, every
         | week (forgive that I cannot source but trust this is based on
         | seeing real data).
         | 
         | Still, we must consider that growth is what a company is after,
         | and that growth happens at the margin, not the core.
        
         | Ruthalas wrote:
         | The problem with this is that games designed to be monetized
         | this way are going to build their progression, reward-systems,
         | cosmetic systems, grind balance, etc. around it.
         | 
         | So the players who are "paying what they want (mostly zero)"
         | aren't getting a normal but free Diablo game, they are getting
         | version of that game balanced and prioritized around the whales
         | that /will/ be spending the money. The actual customers.
         | 
         | I'd rather pay than "free-ride", because I don't want incessant
         | popups telling me how how I can skip the grind (that is tuned
         | to irritate me) by buying a gems with my credit card.
         | 
         | I'm not as valuable to Blizzard/Activision/NetEase with my one-
         | time-purchase though, and they know it.
        
           | mdavis6890 wrote:
           | That's why I don't play these games. But other people have
           | different preferences and that's okay by me. I don't see a
           | need to judge the company(ies), the users, or the system. Not
           | saying you are, but it seems to be the flavor of this article
           | and much of the sentiment in these comments. Why?
        
             | Ruthalas wrote:
             | I think there's a point where it feels like it's gone
             | beyond simple price discrimination to leveraging hundreds
             | of employees and millions of dollars to actively manipulate
             | and exploit a player base that is often substantially
             | comprised of children. I've watched developer presentations
             | on how best to implement Skinner boxes and other gambling
             | mechanics to help condition users and obscure exactly how
             | much they are spending. That may be fair to judge a company
             | poorly for.
             | 
             | For me personally, it represents the fact that the company
             | is actively working against my best interests, and that
             | feels bad. Additionally, completely selfishly, it makes me
             | sad to see games that I would otherwise enjoy be distorted
             | by this sort of monetization.
        
         | ThrustVectoring wrote:
         | You have to identify and avoid the p2w rails in order to pull
         | this off. Specifically:
         | 
         | 1. Put the game down when you get hard time-gated
         | 
         | 2. Don't do PvP
         | 
         | 3. Especially with a leaderboard feature
         | 
         | 4. Especially in grouped content
         | 
         | I'm sure it's a good game up until the PMs and behavioral
         | psychologists decide you're invested enough to put up with
         | time-walls.
        
       | MrMan wrote:
       | swgoh has a multi hundred k cot to max everything
        
       | 2muchcoffeeman wrote:
       | As an iOS user, I will be downloading this and giving it one star
       | and a scathing review.
        
       | Traubenfuchs wrote:
       | Micropayments and ad-games ruined video games. It's depressing.
        
         | actually_a_dog wrote:
         | How can micropayments have ruined anything? Nobody's found a
         | way to implement micropayments in a way that works, to my
         | knowledge.
        
       | can16358p wrote:
       | While I definitely don't like pay-to-win monetization style, what
       | I find even more ridiculous is the laws at Belgium and
       | Netherlands around loot boxes.
       | 
       | I mean, no one is forcing anyone to play a game or purchase a
       | lootbox. Why ban a game mechanics for this? It hurts the
       | (potential) players, let people decide for themselves FFS.
        
         | vhgyu75e6u wrote:
         | Because the monetization mechanics in this games rely on
         | predatory practices employed by casinos which we already
         | regulate?
        
           | can16358p wrote:
           | Predatory?
           | 
           | Casinos shouldn't be regulated too. If nobody is forcing
           | anyone to attend into something (like going to a casino or
           | playing a pay-to-win game) nobody should have the right to
           | change or regulate the inner dynamics.
           | 
           | As long as the game doesn't clearly lie (e.g. telling a
           | lootbox does something that it doesn't) everybody knows what
           | a lootbox is. Playing the game is a voluntary action taken by
           | an individual, just like going to a casino. They are
           | responsible for their own actions, and blocking a certain
           | demographics' (e.g. people in Netherlands) to access to a
           | game/mechanics (e.g. Diablo Immortal + lootboxes) is
           | fundamentally against people's freedom of choosing to play a
           | game or not.
           | 
           | It's their money, they can spend $1m if they want to, on
           | lootboxes.
           | 
           | Would I? Definitely not. But blocking someone who _does_ want
           | to from doing it, whereas it doesn 't have negative effects
           | to society (e.g. Doesn't affect anyone but the person
           | themselves) is ridiculous.
        
             | vkou wrote:
             | > Casinos shouldn't be regulated too. If nobody is forcing
             | anyone to attend into something (like going to a casino or
             | playing a pay-to-win game) nobody should have the right to
             | change or regulate the inner dynamics.
             | 
             | In theory, humans are rational, and in theory, spherical
             | cows are an excellent basis for economics.
             | 
             | Human brains have bugs, and these industries exploit them.
             | It's predatory, and utterly reprehensible.
        
               | can16358p wrote:
               | Human brains have bugs, and anyone going into a casino or
               | a pay-to-win games know what they are going into. (If
               | they don't that's their problem for not doing their own
               | research and using common sense before putting their
               | money)
               | 
               | Human brains also have a bug around sugar consumption.
               | I've yet to see selling people sugar or sugar-containing
               | foods/beverages being regulated.
               | 
               | Human brains also have a bug making many of them social
               | media addicts.
               | 
               | Human brains have so many bugs. At the end of the day
               | regulating these businesses will hurt more people who
               | voluntarily want to be involved than saving potential
               | addicts.
               | 
               | The real solution is never preventing people from doing
               | things (of course as long as they affect only the person
               | and not the others' rights), instead, it's educating.
               | 
               | If those governments placed their efforts into educating
               | the people about addiction mechanics of those
               | games/casinos etc. instead of blocking/regulating
               | altogether, it would be much more beneficial than
               | blocking people from their own decisions.
        
               | less_less wrote:
               | > Human brains have bugs, and anyone going into a casino
               | or a pay-to-win games know what they are going into. (If
               | they don't that's their problem for not doing their own
               | research and using common sense before putting their
               | money)
               | 
               | "It's OK if people's lives are intentionally ruined
               | purely for corporate profits, so long as it's at least
               | partly those people's fault. They shouldn't let
               | themselves be tricked."
               | 
               | > Human brains also have a bug around sugar consumption.
               | I've yet to see selling people sugar or sugar-containing
               | foods/beverages being regulated.
               | 
               | By the way, San Francisco taxes sugary drinks and
               | requires them to have a warning label.
               | 
               | > The real solution is never preventing people from doing
               | things (of course as long as they affect only the person
               | and not the others' rights), instead, it's educating.
               | 
               | These approaches are not mutually exclusive. Perhaps it's
               | best to find a balance between them?
        
               | eesmith wrote:
               | > San Francisco taxes sugary drinks
               | 
               | And see https://en.wikipedia.org/wiki/Sugary_drink_tax .
               | 
               | Also, NYC tried to ban some sales of sugary beverages
               | over 16 oz, thrown out by the courts.
        
               | can16358p wrote:
               | Ruining their lives is a bit exaggeration for playing pay
               | to win games though.
               | 
               | I do not support them, I only hate the idea of banning
               | anything more.
               | 
               | I believe education is the key but never see that done
               | enough. (Not only about these topics but pretty much
               | anything).
               | 
               | Banning should really, really be the last option.
        
               | oneeyedpigeon wrote:
               | > I've yet to see selling people sugar or sugar-
               | containing foods/beverages being regulated.
               | 
               | https://en.m.wikipedia.org/wiki/Sugary_drink_tax#United_K
               | ing...
               | 
               | This might not quite meet your threshold, but it's
               | probably close. More regulation around sugar is
               | definitely around the corner.
        
               | can16358p wrote:
               | Okay. That's a step in the right direction. Taxing might
               | be the middle ground instead of banning something
               | outright.
        
             | libraryatnight wrote:
             | The last person who made this kind of argument to me was a
             | gambling addict who had gotten into day trading.
        
               | can16358p wrote:
               | Well sad for them. I'm not involved in either gambling,
               | daytrading, nor pay-to-win games, or any other addictive
               | practice.
               | 
               | Just because they shared a similar view on this doesn't
               | mean that I'm also an addict too.
               | 
               | While you didn't explicitly tell such a thing, directly
               | replying with this example implies that.
        
               | michaelmrose wrote:
               | This is like saying people ought to be free to sell meth
               | on the corner because you are smart enough to avoid
               | addiction. Societies have good reason to ban things that
               | are a net negative to society.
        
               | can16358p wrote:
               | Yup. Exactly. Drugs should be legalized too.
               | 
               | I don't do them but have respect to one's own opinion
               | about their own body even if that means poisoning/killing
               | themselves.
        
               | michaelmrose wrote:
               | There is an argument for decriminalizing drug possession.
               | The same argument in no way holds for drug dealing. The
               | price would come down and availability would skyrocket as
               | would the problems that stem from use.
        
             | gspr wrote:
             | > Casinos shouldn't be regulated too. If nobody is forcing
             | anyone to attend into something (like going to a casino or
             | playing a pay-to-win game) nobody should have the right to
             | change or regulate the inner dynamics.
             | 
             | This is, of course, a position that is yours to hold. But I
             | do hope that you recognize that it's quite a small, fringe
             | one. It's a bit strange to use a fringe opinion about
             | casino regulation as the stepping stone for an implication
             | that loot boxes shouldn't be regulated.
        
               | can16358p wrote:
               | I was replying to the argument by parent comment which
               | gave that specific example of gambling vs. loot boxes.
        
             | npteljes wrote:
             | You emphasize personal responsibility, but most of the
             | world doesn't have that on the top of their societal
             | values[0]. And one person's problematic gambling, as any
             | other addiction, definitely impacts others, similar to how
             | substance abuse or any other addiction really[1].
             | 
             | [0] See it as "individualism" here on the first map:
             | https://geerthofstede.com/culture-geert-hofstede-gert-jan-
             | ho...
             | 
             | [1] https://en.wikipedia.org/wiki/Problem_gambling#Signs_an
             | d_sym...
        
             | mfashby wrote:
             | > Playing the game is a voluntary action taken by an
             | individual, just like going to a casino.
             | 
             | The same argument can be made for other regulated
             | activities like drinking alcohol or smoking (whether you
             | agree or not, that's how it is in a lot of places today).
             | Those are voluntary activities too.
             | 
             | > whereas it doesn't have negative effects to society
             | 
             | Addiction _does_ have negative effects on society, which is
             | why these rules get introduced. It looks like this ban [1]
             | is enforcement of gambling laws, because the loot is
             | transferrable it's deemed to have value. I'm curious in
             | this case to know how much of an impact banning these
             | particular games actually has though.
             | 
             | [1] https://www.thegamer.com/netherlands-loot-box-ban/
             | 
             | edit; haha, lots of people spotted this same argument.
        
         | TrackerFF wrote:
         | You're dealing with addicts, and often times very young and
         | impressionable addicts.
        
       | einrealist wrote:
       | If Microsoft wouldn't buy ATVI (at a higher price than the
       | current stock price), I would have sold my shares months ago. I
       | don't have any hope for ATVI anymore. Instead of providing value
       | to their customers - the gamers, they squeeze it for
       | shareholders. I doubt, Diablo 4 will be any different.
        
       | stevenjgarner wrote:
       | I am not a gamer, but I am fascinated by all manner of
       | monetization. Is Diablo Immortal unique as a free-to-play game
       | that has a microtransaction model to support continued
       | development, or do other games do this? It seems the equivalent
       | of the freemium model with web applications. Does buying the so-
       | called Legendary Gems enhance "winning" or just game playing? And
       | can "winning" result in a financial reward (like in League of
       | Legends, Super Smash Bros., EVO 2022, Mistplay, etc)? I read that
       | "the 1% of top professional gamers make tens of millions of
       | dollars per year with a combination of sponsorships, ad revenue,
       | and subscriber dues". [1] Mind blowing.
       | 
       | [1] https://thinkcomputers.org/odds-of-gaming-earning-you-money/
        
         | 8note wrote:
         | At like 50C//subscriber/month, that adds up fast for people
         | with millions of subscribers. I bet the sponsorships are moreso
         | about figuring out how to fill the streaming time, rather than
         | the payment itself
        
         | mattnewton wrote:
         | > Does buying the so-called Legendary Gems enhance "winning" or
         | just game playing?
         | 
         | Yes. Look up "gacha games" [0] for the broader category. One
         | very successful and very rich version of this genre is "genshin
         | impact"
         | 
         | > And can "winning" result in a financial reward
         | 
         | In this case, no, not currently. People tend to structure
         | competitive scenes around games without these mechanics but it
         | could be done by the company developing the game. People are
         | playing for the satisfaction of winning rare items or beating
         | other people on a leaderboard.
         | 
         | [0] https://en.m.wikipedia.org/wiki/Gacha_game
        
           | stevenjgarner wrote:
           | For a programmer, are those gacha "vending machines"
           | available in code libraries? I would love to experiment with
           | implementing one in a productivity web application.
        
             | mattnewton wrote:
             | I am not sure I understand what you mean. The core mechanic
             | is that rewards are randomly distributed - the namesake
             | "gacha" machines dispense a capsule with a random toy.
             | Think of it as a slot machine where if it hits you get an
             | item you wanted / needed for gameplay and if it doesn't it
             | just took your money and gave you something useless.
        
               | stevenjgarner wrote:
               | Perhaps I need to play to understand, but it sounds like
               | "gacha" machines behave like in-game vending machines
               | where the player can purchase "features" to enhance their
               | avatar etc.? Or do I have that wrong? I just assumed that
               | those "gacha" machines are code libraries in gaming
               | engines (Unity, Godot, GameMaker: Studio, etc), and that
               | maybe a "gacha" machine code library is available open
               | source or in some other fashion.
        
               | mattnewton wrote:
               | The machine is a metaphor for gameplay mechanics where
               | you purchase a random chance for a reward. They are not
               | something I can see related to libraries, but a kind of
               | gameplay, in the same way that "leveling up" in an rpg
               | wouldn't really make sense to me as a library.
        
               | effingwewt wrote:
               | No, they are wosrse.
               | 
               | Gacha games are mostly card-puller games. You pay $X for
               | X pulls, with more expensive packages giving more pulls
               | with a supposed higher success rate of 'winning' (getting
               | a good/rare pull).
               | 
               | They use hidden weights, as well as max item rolls per
               | day. This means that to keep items rare via artificial
               | scarcity they will only allow so many of those cards to
               | be pulled per X hours/days/whatever but they don't tell
               | you this anywhere. So if that new hot card that just
               | dropped is up for grabs, you buy 10 pulls. But you don't
               | know that it's already been pulled X times by other
               | people, so you have literally no chance to 'win'. So
               | those pulls will be wasted.
               | 
               | The companies always lie about chances to win, the pulls
               | are insane, you can see streamers do massive pulls, the
               | numbers are sometimes out there, just community gathered.
               | 
               | A real life example is one of those light-roulette
               | machines at arcaded where you slam the button to stop the
               | spinning light. The only actual chance you have to win is
               | after $X has been spent on the machine, before that
               | threshold has been met winning is impossible, stopping
               | the light at the correct spot won't matter it will simply
               | roll to the next losing light. Or claw machines are the
               | same and will only actually close enough to grab a toy
               | after $X has been spent.
               | 
               | Gambling is one thing but these skinner boxes
               | masquerading as games are pure evil as they change the
               | rules constantly and make winning downright impossible.
        
               | countrpt wrote:
               | There are many gacha games on the market today that do
               | post their odds and where player-validated data seems to
               | support it. (Some jurisdictions like China and Japan
               | require these kinds of disclosures.) But there are also a
               | lot of markets that don't require these kinds of
               | disclosures and where there isn't enough player data to
               | draw a conclusion. So, in that case, how could you have
               | confidence that they are _not_ doing what you suggest?
               | Even if they were, would it even be illegal? (If you
               | never post what the odds are in the first place, is it
               | fraud to keep changing the rules?)
               | 
               | This is why I've always been a bit surprised developers
               | haven't done more to get ahead of these kinds of issues
               | with responsible disclosures and transparency, because it
               | seems to be just inviting regulation. I honestly don't
               | think most F2P games pull the kinds of slimy tricks
               | you're accusing them of (most just use simple loot tables
               | and RNG), but there's nothing holding them accountable to
               | say they can't because everything is opaque.
        
               | mattnewton wrote:
               | Even the disclosure of odds isn't enough imo, because
               | often it's odds of a "pull" that costs various amounts of
               | abstracted in game currencies with complicated conversion
               | rates between each other and to the money you put in. It
               | becomes a very complicated math problem most people just
               | ignore.
        
         | mywaifuismeta wrote:
         | The model is extremely standard in mobile games, especially in
         | Asia, where it has been the norm for almost a decade in gacha
         | games, and where people are used to paying and gambling. They
         | all have the same mechanics, or variations of them, Diablo
         | doesn't really do anything innovative here, but it certainly is
         | on the aggressive side.
         | 
         | A lot of the outrage comes from the fact that 1. Diablo is
         | originally a PC-based IP with a PC gamer fanbase, and PC gamers
         | are used to different monetization schemes and generally don't
         | play mobile games. Even without the gambling mechanics, there
         | already was a huge backlash about Blizzard making a mobile
         | Diablo game 2. Diablo is a "western" IP where such monetization
         | schemes are less common and the penetration of PC players is
         | higher compared to other parts of the world where mobile game
         | penetration is higher.
         | 
         | > And can "winning" result in a financial reward
         | 
         | Generally speaking, no. There are no competitions for these
         | kind of games. The only way you could cash out would be to sell
         | your account, which is against the ToS, but commonly done
         | nonetheless.
        
           | BlueTemplar wrote:
           | Remember also how Diablo 3 was released (in most countries)
           | with a real money Auction House, which was later removed
           | because even the devs realized that it hurt the game ?
        
             | callahad wrote:
             | What's interesting is Diablo Immortal's monetization
             | introduces a level of indirection compared to Diablo 3's
             | Real Money Auction House (RMAH), and I think it's
             | sufficiently distinct to avoid the same fate.
             | 
             | In D3, you could buy equipment directly from the RMAH. This
             | undermined core gameplay mechanisms since any loot you were
             | likely to find would be inferior to whatever was available
             | for pennies in the store. So why bother running the
             | dungeons at all?
             | 
             | In DI, you don't buy gear directly with money. Instead, you
             | buy access to dungeons with guaranteed drops of high level
             | items which are statistically infeasible to obtain any
             | other way. But this still lends plausible deniability:
             | you're not buying your gear, you're just buying a spin at
             | the (very weighted) wheel.
        
           | stevenjgarner wrote:
           | > The only way you could cash out would be to sell your
           | account, which is against the ToS, but commonly done
           | nonetheless.
           | 
           | Interesting. Why would the publisher have such a ToS? Just so
           | they monopolize the revenue from in-game sales? Or is it more
           | altruistic, like preventing new players having an unfair
           | advantage? I would have thought encouraging a secondary
           | market in their game would actually attract players.
        
             | mywaifuismeta wrote:
             | I would imagine it's because they want to avoid people
             | building bots and creating businesses around accounts
             | creation and selling. Once you have such a secondary market
             | you get a cheap supply of accounts due to outsourced labor
             | or bots. This devalues the in-game purchases. Why would I
             | spent more money in-game if I can just buy a cheap account?
        
       | sextus_prop wrote:
       | This is a culmination of a trend that has been going on for at
       | least a decade:
       | 
       | First it was the lootboxes that became widespread:
       | 
       | ~2010 Steam Team Fortress 2, later Counter Strike
       | 
       | 2012 EA's Mass Effect 3
       | 
       | 2014 Call of Duty and Battlefield
       | 
       | 2016 Overwatch
       | 
       | After that it seemed lootboxes were everywhere. In 2017 there was
       | some backlash for EA's Star Wars game and they removed lootboxes,
       | but it did not change the situation overall.
       | 
       | Then in 2020 western gamers were exposed to gacha mechanics with
       | the release of Genshin Impact, where you "roll" with special
       | currency for weapons and characters that you can't get otherwise.
       | And this currency is either bought with real money or VERY slowly
       | accumulated by playing game. The game is free to play otherwise.
       | 
       | In february this year there was a western release of Lost Ark -
       | MMO ARPG(genre similar to Diablo) that involves probabilistic
       | gear upgrades where you either play weeks to months to fully
       | upgrade it, or drop hundreds to thousands of dollars on upgrade
       | materials, game itself is free to play. It was backed by Amazon
       | and promoted by huge Twitch events.
       | 
       | Both Genshin Impact and Lost Ark have very impressive amount of
       | content, beautiful visuals, music - all while being free to play.
       | Could these games be made and succeed without gambling mechanics?
       | I don't know. My experience with Genshin has been that I got a
       | lot more out of it in terms of fun per money spent than out of
       | most from what I buy on Steam sales - which I play for few hours
       | and forget.
       | 
       | I think the regulations about these kinds of games should at the
       | very least require devs to: - State all the probabilities -
       | Define a guarantee or a "pity": at which attempt will you succeed
       | with 100% probability.
       | 
       | Then for each desired outcome, e.g. fully upgrading weapon, there
       | should be displayed an expected and maximum "price", preferably
       | in real currency. This would at least help the adults to moderate
       | their spending. And as for children, yeah, these games should be
       | 18+, I don't believe a child can handle the urge to spend in
       | these games.
        
         | pvg wrote:
         | FIFA is missing from your timeline and it's what really started
         | EA on this pathway into darkness - the 'success' there is what
         | inspired lootifying ME3. FIFA remains one of the biggest
         | lootbox games around.
        
         | [deleted]
        
         | crazypyro wrote:
         | There is a large difference in lootboxes that have the ability
         | to give you more power in the game versus lootboxes that just
         | drop new cosmetic items with no gameplay affect.
         | 
         | Some of those games that you mentioned only contained cosmetic
         | items in the lootboxes.
         | 
         | Gamers as a community have a much more visceral reaction to
         | paying for power in the game, compared to paying for cosmetics.
        
       | LoveMortuus wrote:
       | I think these free to play might be more of just 'pick your own
       | price'. That way they get people that wouldn't pay 60$ for a
       | mobile game and also people that would pay 1000$ for a game.
       | 
       | While I personally don't like it, because it feels like I'm
       | getting an unfinished game if I don't spend a lot, I'm sure that
       | there are many that enjoy this model and don't mind it at all.
       | 
       | And at the end of the day, these people that spend more money are
       | actually the ones that feed the developers~
        
         | RyEgswuCsn wrote:
         | I think you are right if the game offers mostly single-player
         | experiences, though the developers of such games often
         | implement dark patterns that set players up for spending more
         | than they rationally would.
         | 
         | As soon as player-vs-player is introduced, f2p players become
         | part of the "experience" for the whale players.
        
       | superkuh wrote:
       | Another problem with Diablo Immortal is that they gimped the game
       | to allow for people using mobile devices to play it. It's really
       | weird to see a Diablo game where inventory management doesn't
       | play a big role.
        
       | remram wrote:
       | Isn't that a good thing? The fact that there is so much content
       | that getting the best version of every item cannot happen, even
       | if you spend some money?
       | 
       | Is a game fair only if you can acquire the best gear in the game
       | (for real money)?
        
         | Timshel wrote:
         | Probably depends of your definition of content and tie with the
         | discussion around Gacha game.
         | 
         | The part discussed here with the gem system looks more like a
         | slot machine than anything I would describe as game content.
        
           | remram wrote:
           | Well for sure I don't know much about the game. If it's bad
           | or uses predatory tactics to get people's money then that is
           | awful. This specific point though, summed up in the title,
           | seems kind of weird.
           | 
           | Like imagine if someone said the same thing about EVE Online,
           | how much does a "fully geared up" space station cost? How
           | much is the combined cost of Team Fortress 2's (cosmetic)
           | items?
        
         | zmgsabst wrote:
         | I think the problem is that having such a high peak implies
         | you'll have "pay to win" mechanics dominate:
         | 
         | Players will be stratified by how much of that $110,000 they
         | can pay -- with no reasonable way out of that class system.
        
       | ratonofx wrote:
       | I see no problem about 110k "end game"...
       | 
       | 1) If the journey have enough content to sustain a huge grinding
       | time, it's ok. 2) If you can make it expensive without making
       | mandatory (to buy), it's ok. 3) If you build a legit character
       | buying or farming and it can be evaluated at 100k USD, it's
       | pretty awesome! (Check MIR 4 Top Characters Price)
       | 
       | But if you play a blizzard game, with no NFT (or Open
       | marketplace) and being treated as criminal if you sell the
       | product of your farming/grinding time, it's pretty fucked up.
        
       | INGELRII wrote:
       | Regulation proposal: Set maximum spending limit/time tied to the
       | purchase price. The limit is tied to account and player
       | character.
       | 
       | example:
       | 
       | 1. free-to-play: $100/year.
       | 
       | 2. other: 10xpurchase price/year. For a $50 game the maximum
       | spending is $500 per year.
       | 
       | This would not set hard limit. It would only mandate up-front
       | investment related to the amount of in-game spending. A Whale who
       | spends $10k a year would have to pay $1k to get started.
       | 
       | I think this would effectively kill addictive impulse for people
       | who can't afford it. At the same time it allows games to create
       | expensive games.
        
         | [deleted]
        
         | elif wrote:
         | How many accounts you got?
         | 
         | These are gamers... We've been trained to bypass arbitrary
         | obstacles in the easiest way since birth.
        
           | INGELRII wrote:
           | Multiple accounts would be allowed since they don't
           | circumvent the mechanism.
        
         | gooses wrote:
         | This just woundn't work unfortuantly. It's a known fact that
         | the large majorirty of the player base will not spend any
         | money. This has the knock-on effect that the whales have to be
         | squeezed in order for the game to turn a profit.
         | 
         | People underestmate the UA costs on these games. It can cost
         | >$10 to get a single player into the game through advertising.
         | So right off the bat you need to make $10 back per player to
         | make a profit. Say 95% dont spend anything, so then you need
         | $200 off each paying player to cover the costs of acquiring
         | everyone else. Thats why this situation has evolved and why the
         | games build themselves around the whales.
         | 
         | Of course games do get some players for free via app store
         | discovery but predonminatly it's through advertising.
        
           | bo1024 wrote:
           | It sounds like you are saying the regulation _would_ work (as
           | intended)?
        
           | ClumsyPilot wrote:
           | This is some backwards logic there - its the problem of the
           | businesses to provide value.
           | 
           | If some business model provides no value, it is not a viable
           | businesd model.
           | 
           | The rest os society shouldn't be taking a hit to make some
           | business work artificially
        
             | skohan wrote:
             | Yeah exactly - if these games can't afford to exist without
             | causing social harm then they should not exist.
        
           | INGELRII wrote:
           | Killing UA business model would not be that bad. Protecting
           | big business should not be the goal in itself.
           | 
           | We don't know what kind of games would replace these
           | malevolent business models. We might get new kind of games
           | and companies. Maybe less flashy, but more fun to play and
           | better game mechanics.
        
           | GekkePrutser wrote:
           | If it doesn't work then this model would simply disappear.
           | Not a bad thing either for gaming.
           | 
           | In the Netherlands there's already laws around this kind of
           | business model, requiring the company to specify win chances
           | and other things. The publisher has decided not to release
           | Diablo immortal there for this reason.
           | 
           | If more countries follow suit they'll have no option but to
           | just go back to regular business models.
        
         | tsuujin wrote:
         | Regulation limiting the amount of notifications you can receive
         | for microtransaction purchases would make a big difference I
         | think.
         | 
         | Even though I am refusing to spend money for gems, there is
         | effectively always a "look at me" notification on the screen
         | reminding me that the store is open. They're gaming the fact
         | that we have all been trained through habit to check those
         | notifications, and it is really effective.
        
         | bo1024 wrote:
         | This is very intriguing. I would love to hear a take based on
         | research in psychology of addiction and gambling. I think the
         | reason it would work is forcing people to decide to play with
         | the analytical part of their brain, ahead of time, rather than
         | with the addiction part in the moment.
        
         | seattle_spring wrote:
         | What you're not understanding is that this game violates the
         | players constitutional right to have legendary gems that are as
         | good as their favorite YouTuber.
         | 
         | What are they supposed to do? Just pick away at rifts for free
         | to build up their legendary gem count like secondary citizens?
         | Are they supposed to ONLY use the crests from the battlepass as
         | if this is some kind of subscription based game? What if they
         | want to work tirelessly day and night to grind legendaries to
         | make their character more powerful but don't have as much money
         | as the next guy? Shouldn't the government step in?
        
         | encrux wrote:
         | This would pretty much kill the current industry (*as we know
         | it).
         | 
         | F2P/mobile games are monetized through Wales, but they're only
         | willing to spend if there's enough incentive (e.g. prestige).
         | That's not given if there's no F2P player base, because the
         | base game would be too expensive.
         | 
         | IMHO the best way to go about is to vote with your wallet.
         | There are plenty of worthwhile games where you don't have to be
         | a whale to be successful.
        
           | GekkePrutser wrote:
           | Well good.. Let's kill it. Who cares if the business model
           | works. It shouldn't work.
           | 
           | The idea of such regulation is to stimulate the business to
           | move back to normal models.
           | 
           | In the Netherlands this is already working, Diablo immortal
           | is not available there. It's a small market but once the
           | whole EU does it they won't have a choice but to come up with
           | something more reasonable. Win-win.
        
             | teawrecks wrote:
             | I'm not disagreeing, but the money will.
        
           | INGELRII wrote:
           | It was thought that people would use less restaurants and
           | bars if smoking was forbidden.
           | 
           | It's more likely that when incentives change, the whole
           | customer base changes.
           | 
           | The current system of preying whales to pay for games has
           | negative externalities for gamer's who don't have addiction.
           | Playing is cheaper, but people play less games because
           | addictive spending mechanics is affecting where the game
           | development money goes.
           | 
           | Regulation would create incentives to make games that are
           | expensive because they are so good.
        
             | Aerroon wrote:
             | Regulation would create an incentive to region lock out the
             | areas that regulate it. Now you have people from the
             | regulating country use VPNs to play the game in another
             | region instead.
        
               | nabla9 wrote:
               | Diablo Immortal is not available in Belgium and the
               | Netherlands.
               | 
               | It's not about the VPN, it's the payment method and App
               | store setup that determines if you can install the game.
               | Regulation does not have to be watertight. It just needs
               | to work well enough to drastically reduce harm.
        
               | cdash wrote:
               | Yeah sure, but say the EU as a whole or the US regulated
               | it. You aren't region locking them out.
        
               | Aerroon wrote:
               | But you are though. Lots of games region lock US and EU
               | out of their game.
               | 
               | Lost Ark is in the top 3 of all games played on Steam and
               | has been since it released this February. The game was 3
               | years old when it launched in NA/EU though - it had been
               | out for 3 years in South Korea, 2 years in Russia and
               | Japan. This is a game that ended up being very popular,
               | but if nobody had bought the NA/EU publishing rights then
               | the only way to play it would've been to play on the
               | Russian, Japanese or Korean servers.
               | 
               | It's pretty normal for online games that come from Asia
               | to not cater to the western market. I don't see why they
               | wouldn't do this even more if we get additional
               | regulations on games. And even when they do cater to the
               | western market the priority is going to be North America,
               | not Europe. Europe's almost always second class in these.
               | (And when these games are brought over they're often
               | Americanized/localized.)
               | 
               | PS Lost Ark is banned in Netherlands and Belgium too.
        
           | teawrecks wrote:
           | Why do you think Wales has so many wealthy mobile gamers in
           | the first place?
        
         | thr0wawayf00 wrote:
         | > I think this would effectively kill addictive impulse for
         | people who can't afford it
         | 
         | It would be nice if simply pricing out poor addicts worked as a
         | deterrent, but it just doesn't. We see this in sports betting
         | all the time, young men are committing suicide in England after
         | getting in too deep on the betting apps.
        
           | INGELRII wrote:
           | My proposal would work equally to everyone because the limit
           | would be related to purchase price.
        
       | Animats wrote:
       | There are single BAYC NFTs that have sold for more.
        
         | theptip wrote:
         | But you can easily re-sell that NFT, whereas it's against the
         | T&C to sell a game account for real money, and it seems there
         | is no "real money cash out" in Immortal. So not really
         | something you can speculate on or trade as far as I can tell.
        
       | mensetmanusman wrote:
       | I feel sorry for today's gamers.
       | 
       | When I was a gamer during the Quaje2 era, my "addiction" was in
       | trying to be the best.
       | 
       | Immediately after school, I would practice various maps to
       | understand their jumping kinetics and would spend time studying
       | and understanding all the weapon shots/kill zones to the pixel
       | level.
       | 
       | No money was spent on the 'addiction for excellence'.
       | 
       | These days, I actually miss this type of addiction, the one where
       | you want to excel at a skill-based game. (Mostly a matter of not
       | having time)
        
         | wincy wrote:
         | My introduction to coding was making Quake engine maps for the
         | Jedi Knight game as a young teenager. It was super fun and I
         | guess Minecraft or Roblox is similar to this but adding money
         | to it kind of makes the whole thing icky and exploitative.
        
         | djhworld wrote:
         | Eh, the gaming industry and the amount of games you can play is
         | so vast these days you can still play games without having to
         | invest further amounts to progress.
         | 
         | Yes there are loot box games and so on, but in reality they're
         | a small subset. Admittedly if you primarily play mobile games
         | then that subset is quite large.
         | 
         | Stick with console/PC, be suspicious of free to play and you'll
         | be fine.
        
           | mensetmanusman wrote:
           | Something about the paradox of choice makes me wonder whether
           | it's a worse situation because more fragmentation means fewer
           | shared experiences...
        
       | beebeepka wrote:
       | Oh yeah? Next year it will be 220k.
       | 
       | For me, Blizzard has always been the WarCraft 1-2 and StarCraft
       | 1-2 company. Never liked the rest of their output over the years.
       | 
       | That said, it's a shame the company has been reduced to a
       | gambling shop. Sign of the times, I guess. The writing was on the
       | wall 10 years ago but I am no longer scared about my hobby. So
       | what if the big guys all do lootboxes. Don't buy from them.
       | 
       | Activision used to have stellar catalogue 15 years ago. Now look
       | at them. It's all junk
        
       | lekevicius wrote:
       | It's even more frustrating, because the game is _good_. I really
       | enjoyed playing the first 30 levels or so. Good story, good
       | controls, very satisfying gameplay. If I could pay $60 and just
       | have a  "classic" Diablo on my phone, I might. But I won't spend
       | a cent on consumable in-app purchases.
       | 
       | It is so sad that "make good game, sell it" model no longer
       | works. It's all a wonky curve of "free - couple of dollars -
       | hundreds and thousands of dollars".
        
         | rapind wrote:
         | > It is so sad that "make good game, sell it" model no longer
         | works. It's all a wonky curve of "free - couple of dollars -
         | hundreds and thousands of dollars".
         | 
         | I think the assumption that another model was even considered
         | is what people are getting wrong. The game was made explicitly
         | and intentionally for this p2w / gamble business model. There
         | was never an attempt to make it anything else. Blizzard lent
         | their IP to make a cash grab. They're milking their IP while
         | they can, and monitoring both back lash and revenue, and will
         | be repeating it.
        
         | Timshel wrote:
         | > It is so sad that "make good game, sell it" model no longer
         | works. It's all a wonky curve of "free - couple of dollars -
         | hundreds and thousands of dollars".
         | 
         | What I find really sad is that multiple games have proven that
         | there is a middle ground and that making a f2p while making
         | enormous amount of money is possible (League of Legend ...) and
         | using such predatory system that are so prevalent on mobile is
         | not the only solution.
         | 
         | There is probably already enough monetisation around skins in
         | the games that they would have easily turn up a profit.
         | 
         | The rest is just greed and disregard for players but then when
         | they don't care that the game is banned in two countries at
         | launch because it violate gambling laws what else to expect ...
        
           | noobermin wrote:
           | Also, F2P isn't the only option, we could pay (once) for
           | games like we used to.
        
           | jstummbillig wrote:
           | If you need to reference LoL/Fortnite to make a point, you
           | are not making a point.
           | 
           | In fact, there are very few games that have done the f2p walk
           | successfully, sustainably, and all of them pale in comparison
           | to the few extraordinary exceptions.
        
             | vvanders wrote:
             | Back when I was in the industry there was very few games
             | that did better than breaking even. It's the same reason
             | you don't see a lot of independent large studios any more.
             | If you need to hit the top 15-20% to make it only
             | publishers who can afford to spread out the risk are able
             | to stay afloat.
        
             | qrazhan wrote:
             | There are a _ton_ of successful f2p games with reasonable
             | monetization models - Valorant, CSGO, Warzone, Dota, Path
             | of Exile, Lost Ark, Hearthstone, etc. It's just that games
             | in general are a power law industry - I don't think
             | monetization model is really what will prevent a game from
             | being successful. In fact, much of the discourse around
             | Immortal is that the gameplay itself is in fact top notch.
             | Blizzard has the dedicated fanbase to make a healthy profit
             | and more with a reasonable cash shop - they don't _need_ to
             | resort to these extremely cash-grabby mechanics.
        
               | green_on_black wrote:
               | And how do those compare to the cash-grab market revenue?
               | (Actual question). Let's include games like Genshin and
               | FGO.
        
         | Plasmoid wrote:
         | Yatzhee posted a video on how the mobile gaming space is
         | basically dead because of this -
         | https://www.youtube.com/watch?v=Q30qZSEnI9Q
        
           | bckr wrote:
           | you know, this helped me realize why I rage-quit C&C Rivals.
           | I was having a lot of fun, thinking I'm good at the game,
           | going on 40-game win streaks.... then suddenly I am facing
           | opponents with characters 2 levels above mine, getting
           | creamed 90% of games and coming nowhere near being able to
           | upgrade my characters... unless I spend and unknown amount of
           | money on crates.
           | 
           | So, I'm not just a quitter, I ran into the trap.
        
         | BiteCode_dev wrote:
         | It works.
         | 
         | But nowaday, you cannot just be profitable. You gotta make your
         | investers very happy.
        
           | grayfaced wrote:
           | And no matter how well it does, investors will expect growth.
           | So what further sliminess does Diablo Immortals 2 do to get
           | growth? This behavior is unsustainable.
        
         | peanut_worm wrote:
         | Elden Ring was exactly "make good game, sell it" and it sold
         | very well.
        
           | pawelmurias wrote:
           | Elden Ring shouldn't be even treated as the same sort of
           | thing as an addiction focused mobile game.
        
           | abletonlive wrote:
           | diablo immortal is going to make A LOT more money than elden
           | ring, so your example is not a good one. not even in the same
           | universe.
        
             | interroboink wrote:
             | It seems like a good example to me. It was a sales model
             | that worked. That's all. It doesn't have to work better
             | than every other sales model out there. It just has to be
             | profitable and successful on its own.
        
             | anonydsfsfs wrote:
             | Everything I've reads says the opposite. Elden Ring has
             | sold at least 13.4 million units so far[1], which is >$800
             | million in revenue. The only revenue figure I could find
             | for Diablo Immortal is $800k [2]. They're not even in the
             | same ballpark.
             | 
             | [1] https://www.polygon.com/23070948/elden-ring-sales-
             | chart-npd-...
             | 
             | [2] https://gameworldobserver.com/2022/06/03/diablo-
             | immortal-gen...
        
               | ketzo wrote:
               | Diablo Immortal earned $800k in its _first 24 hours_.
        
               | anonydsfsfs wrote:
               | Elden Ring earned $720m in the first 2 weeks, which
               | averages ~$51m a day.
        
               | PradeetPatel wrote:
               | We should be mindful of the biggest difference between
               | Elden Ring and Diablo Immortal - the latter has a
               | constant revenue stream via its in game microtrasaction
               | capability.
               | 
               | Whereas the former, despite being a good game, may not
               | provide the revenue model desired by its stakeholders.
        
               | anonydsfsfs wrote:
               | Elden Ring isn't going to be a standalone game. The
               | publisher (Bandai Namco) says it's the start of a
               | franchise, which fans are almost certain to lap up for a
               | long time to come. Had Elden Ring included
               | microtransactions or other questionable features, it's
               | likely fans would be far less enthusiastic about future
               | installments, which means revenue from the franchise
               | would dry up faster.
        
           | Hemospectrum wrote:
           | The "no longer works" comment clearly refers to the business
           | model, ie. ignoring the quality or popularity of the product
           | itself and just looking at the balance sheet. The gambling
           | (microtransaction) model is enormously more profitable than
           | the classical "just sell a game" model.
           | 
           | Elden Ring was spectacularly well received and has sold
           | millions of units, but it's "only" a game. There's no casino
           | in the back, and therefore no gambling-related revenue
           | stream.
        
             | interroboink wrote:
             | Maybe I misunderstand you, but if the "no longer works"
             | comment refers to the business model as you say, then the
             | person you replied to is saying "no, it can still work as a
             | business model -- here's an example."
             | 
             | It may not work _as well_ or _as easily_ , but I don't
             | think that's the point being made.
        
               | Hemospectrum wrote:
               | The customer might want to buy a product, and the studio
               | might want to make it, but isn't there someone they
               | forgot to ask?
               | 
               | Business models that are lower-risk and higher-return are
               | systematically preferred by investors. Games are
               | expensive to make. FromSoft has been successful _enough_
               | to stay in business _for now_. They'll always be in
               | competition with studios that sacrifice product quality
               | for profitability. Many studios literally cannot afford
               | to do things their way.
        
             | glouwbug wrote:
             | But the reputation of Elden Ring far outshines the
             | reputation of Diablo. Activision Blizzard is dying for
             | reason
        
               | jacooper wrote:
               | Are they though ? All of their numbers are positive
        
               | skilled wrote:
               | Sure, positive from people who are happy to pay their way
               | towards a victory. Blizzard as a gaming company is dead
               | and if you never played their games you probably
               | shouldn't involve yourself in this discussion.
        
           | swampthinker wrote:
           | The cynical response there is "It would've performed even
           | better if it was a subscription"
        
         | encrux wrote:
         | It does work though.
         | 
         | "Escape from Tarkov" and "It takes two" are just some of the
         | more noteworthy ones. There's tons more on steam.
         | 
         | It's just the mobile market that's screwed entirely. Which I
         | find odd, because I'm convinced there are opportunities for
         | games that work especially well on small screens with
         | touchscreen (like Nintendo demonstrated half a decade before
         | mainstream smartphones)
        
           | Al-Khwarizmi wrote:
           | Precisely, Nintendo tried a sane sales model with Super Mario
           | Run back in 2016. You would have access to some levels, then
           | pay and unlock the rest. No more in-app purchases, IIRC.
           | 
           | The reaction was a lot of angry comments about the game being
           | locked and that it should be free-to-play, etc.
           | 
           | Their next games (like Mario Kart Tour) went back to the
           | exploitative loot box model.
        
             | cehrlich wrote:
             | Mario Run was also just not a very good game (this is
             | obviously an opinion, but still...). I wonder how it would
             | go if Nintendo tried releasing an actual good game for $10
             | or some other amount, not an infinite runner with a Mario
             | skin.
        
               | geraldwhen wrote:
               | It wasn't an infinite runner. It was puzzle levels with
               | blocks you stopped on and timed jumps.
               | 
               | Anyone who describes Mario run as an "infinite runner"
               | didn't play it.
        
           | skohan wrote:
           | Yes it does work. Elden Ring is another example of a hugely
           | successful product which is solely focused on being an
           | excellent piece of entertainment.
           | 
           | It's just more optimal for Profitability to create addictive
           | garbage like this. Blizzard has chosen to be greedy and
           | predatory rather than trying to create art of entertainment.
        
             | ChildOfChaos wrote:
             | Whats Elden Ring got to do with it?
             | 
             | You are comparing a full AAA game for PC and console made
             | for hardcore gamers versus a mobile game with loot boxes
             | designed to attract and exploit kids or people that
             | addicted to this kinda crap and disguise it like a game,
             | pretty much like slot machine do.
        
         | elromulous wrote:
         | > It is so sad that "make good game, sell it" model no longer
         | works. It's all a wonky curve of "free - couple of dollars -
         | hundreds and thousands of dollars".
         | 
         | Fwiw, I would be onboard with some kind of model where one pays
         | a small monthly (or additional fee) for continued updates. For
         | instance, I play a few multiplayer games (overwatch, hunt
         | showdown) and I'd be ok paying $1 a month or so to support
         | continued updates / balancing etc. It seems like companies are
         | missing the boat on the nominal recurring fees (vs say, the WoW
         | level subscription of tens of dollars a month).
        
           | bentcorner wrote:
           | I play Overwatch too and I'm kind of worried about what's
           | going to happen when Overwatch 2 releases. OW 1's
           | monetization policy is extremely generous, at this point in
           | the game's lifecycle I have about 1000 hrs of playtime and
           | have nearly every single cosmetic, and the only money I've
           | sent Blizzard's way is the CD key and the pink charity skin.
           | 
           | I worry that the pendulum will swing too far in the other
           | direction and we'll see P2W elements, particularly in the PvE
           | mode that eventually releases.
        
         | Beltalowda wrote:
         | > It is so sad that "make good game, sell it" model no longer
         | works. It's all a wonky curve of "free - couple of dollars -
         | hundreds and thousands of dollars".
         | 
         | What makes you say that? I mostly play single-player games
         | where I just buy a game and then play it. There are loads of
         | those out there, with more released every week. Even with my
         | underpowered Linux laptop I have plenty to choose from.
        
           | lekevicius wrote:
           | I guess I should have added "no longer works on mobile".
           | PCs/Consoles have plenty of good, paid-upfront games.
        
             | Beltalowda wrote:
             | Ah right, I don't play games on mobile, but I think there
             | are still mobile games with simple straight-forward pricing
             | models. For example the Baldur's Gate series got released
             | on mobile (already a few years ago), and Wadjet Eye Games
             | releases most of their adventures on mobile too I think.
             | There are undoubtedly others.
             | 
             | But I guess they're harder to find/more rare. As others
             | mentioned, most people spend nothing to little on these
             | "free" games, so as a no-spend gamer you can choose between
             | 1) free, or 2) pay $10 (or whatever they charge) to play a
             | game. Not necessarily a hard choice if the "free" game is
             | "entertaining enough".
        
             | Haegin wrote:
             | I never got much into mobile gaming, but have recently been
             | having a lot of fun playing PC or console games on my phone
             | (using a controller) with streaming services. I've played
             | with both Geforce Now and Xbox Game Pass and (at home on my
             | decent cable internet connection) it's working really
             | nicely. I also have the Nvidia shield, so when I do want to
             | game on the TV I can pick up where I left off very easily.
             | 
             | If you're looking for a game to play on your commute it's
             | probably not going to work, but for at home on the couch
             | it's great.
        
           | tonguez wrote:
           | " It is so sad that "make good game, sell it" model no longer
           | works." What makes you say that? I mostly play single-player
           | games"
           | 
           | it doesn't work for the developers. obviously you can play a
           | single player video game.
        
           | dmix wrote:
           | Diablo 4 will probably just be a normal PC game too. Those
           | freemium mobile games are always scammy but that doesn't mean
           | there aren't endless classic business model games.
        
             | jnovek wrote:
             | Perhaps.
             | 
             | I still plays Diablo 2 and 3 quite a bit. I don't think I'd
             | call myself a "hardcore" player -- I'm not very good -- but
             | I'm definitely in the Diablo 4 launch demographic.
             | 
             | I've been keeping an eye on Diablo Immortal as sort of a
             | canary. I can say with absolute confidence that I won't be
             | buying D4 at launch if Blizzard doesn't fix the DI mess.
             | 
             | Among longtime players of the franchise, I can't imagine
             | that I'm alone.
        
             | adra wrote:
             | A publisher that has tasted fast cheap low value entries
             | has a hard time justifying risky quality entries when the
             | risk of failure is much higher. We're seeing the reality-tv
             | moment in video games with mobile freemiums and it's
             | frightening. I feel like Square-Enix is the perfect nexus
             | if these market forces. I'm not even sure they'll bother
             | with AAAs after making so much money off their low effort
             | mobile cash cows.
        
               | mysterydip wrote:
               | Not only that, but many studios are one bad selling title
               | away from closing up permanently. They can't afford to
               | take risks. Check out "Press Reset" by Jason Schreier for
               | multiple examples.
        
         | Al-Khwarizmi wrote:
         | Indeed. I'm personally not a victim of loot boxes and
         | exploitative P2W tactics because I just don't buy them. But I
         | just want to pay some amount once and have a good game in my
         | Android phone, without ads and without constantly nagging me to
         | spend more! I'll pay $60 also if the game is good, I just don't
         | want to be put into a Skinner box constantly trying to milk my
         | "engagement" and my pockets. Is that so much to ask?
         | 
         | Mind you, there are _some_ games like that (my usual routine is
         | to go to Google Play Games, navigate to the bottom, choose  "no
         | ads" and "no in-app purchases"), but it seems that they are
         | like 1% of the total.
         | 
         | If you like a specific niche subgenre, a franchise, etc. it's
         | very likely that all games you find will be of the exploitative
         | variety.
         | 
         | It's sad that I have a pocket computer with an awesome screen
         | in my hand the whole day, and other cool features like
         | gyroscope, GPS, etc. that can be used for gaming; and I find
         | myself going back to my good old PC (or lately, the Steam Deck)
         | when I want to play.
        
           | rapind wrote:
           | It sucks that the model of pay once ($60) or subscription
           | doesn't gel with the in-app purchase or advertising models.
           | 
           | For example YouTube premium is a worse product than it could
           | be because the entire platform has been designed with
           | advertising and engagement in mind.
        
             | MrDresden wrote:
             | YT Premium is not the product it could be because it only
             | needs to be better than what it is replacing, or normal YT.
             | 
             | Say this as someone who just subscribed this month.
        
           | wincy wrote:
           | It's even worse on mobile as the app might forcefully update
           | you to a new Free to Play version. I spent $8 on Galaxy On
           | Fire 2 HD which was acquired by another company then suddenly
           | dropped the price and added ads and in app purchases. Very
           | frustrating.
        
             | eyeownyde wrote:
             | Similar experience for me. I bought the no ads version of
             | plants vs zombies- "no ads" was even in the title. A few
             | years later EA changed the app name and added ads.
        
         | georgeecollins wrote:
         | >> It is so sad that "make good game, sell it" model no longer
         | works.
         | 
         | That model still works very well, probably as well as it ever
         | has. But now there are also other models for your phone and
         | computer. If people rejected them, only the "make good game,
         | sell it" model would be left.
        
         | iaaan wrote:
         | I feel like we're well past due for some kind of price hike on
         | AAA video games. Games were $60 when I was a kid, and
         | inexplicably, they still are, for the most part.
         | 
         | Unfortunately, since investors have figured out that the
         | subscription model extracts the most profit possible, I have a
         | feeling we're going to be seeing more and more of that rather
         | than a simple price increase.
         | 
         | Wouldn't surprise me if we even see Steam unveil something like
         | Xbox Game Pass for their marketplace within the next few years.
         | Maybe the worst part is the fact that you no longer actually
         | own anything when all you're paying for is a subscription, but
         | that's more or less how Steam already works, minus the
         | recurring payments.
        
           | nightski wrote:
           | The market has been rapidly expanding for a long time, hence
           | less need to increase prices. That plus if you include
           | special, gold, ultimate editions, dlc packs,
           | microtransactions, etc prices have been going up.
        
           | wetpaws wrote:
           | People keep saying games should cost more, and yet games
           | routinely gross orders of magnitude more than in the past due
           | to sugnificantly expanded market.
        
         | pwthornton wrote:
         | It's a pretty great Diablo experience on an iPad with a
         | controller. It is sad that you can't just pay a decent amount
         | of money to get a classic experience. Maybe people will
         | discover a path where you could pay a reasonable sum of money
         | to get a fairly normal grinding experience with Diablo. I'm not
         | opposed to in-app purchases, but I'm not a gambler, and I don't
         | support gambling business models.
         | 
         | I saw some reviews and write-ups saying that it would be more
         | fun as a $10 game, but I think that's part of the problem. This
         | is not a $10 game. It should be fully priced.
         | 
         | For whatever reason, proper up-front never took hold on mobile.
         | I know Apple really pushed 99-cent apps early on, and maybe
         | that is part of the genesis of this. It has been even harder to
         | convince Android users to pay for apps and games. And so here
         | we are.
         | 
         | I suspect it would be really hard to convince people to pay $60
         | for a mobile game after all these years of cheap and free
         | games, no matter how good and how expensive it was to make.
         | It's kind of illogical when you think about it. The latest
         | iPhones are at least base PS4 in terms of power. The iPad Air
         | And Pros are well beyond that.
         | 
         | As others have noted, there are ways to make f2p work well. You
         | can do season passes and cosmetic stuff. You don't have to go
         | whale hunting.
         | 
         | Realistically, we probably need legislation to make this kind
         | of whale hunting illegal. We also need Apple and Google to step
         | up and start caring about business models that support great
         | software.
         | 
         | It's not just games, we aren't getting great mobile software in
         | general -- at least not at the rate we saw with desktop
         | computers.
        
           | makecheck wrote:
           | Proper up-front never occurred because Apple refuses to
           | implement a simple free-trial-period mechanism. And it is
           | impossible to filter store searches in a way that tells you
           | which apps _would_ behave roughly in that way (therefore
           | anything with IAP I just _assume_ must be a gambling /gem-
           | bags/garbage model).
        
             | sjtindell wrote:
             | Really no video game lets you do a free trial. To me the
             | start of all this was Google. Google completely changed the
             | way we interact with services and technology. It's amazing
             | and completely "free".
        
               | darkwater wrote:
               | Back when games were distributed as a physical media,
               | there were demo version you could get with a game
               | magazine for free, or early downloads via Internet. Plus
               | Google Play in the beginning let you try any purchased
               | app for, what? 48 hours? I don't recall exactly now.
        
         | hw wrote:
         | Lots of folks disappointed at Diablo Immortal are comparing it
         | to a PC game which it isn't. It's a great game that lets you
         | play and experience Diablo on the go, during your lunch breaks,
         | and on the porcelain throne.
         | 
         | Once you adjust your expectations and understand that this is a
         | filler game before D4 you'll see that it's a great game that
         | can be enjoyed for the content without paying a cent
        
           | wincy wrote:
           | I mean, you can literally play Diablo Immortal on Battle.Net
           | on your PC right now. It's even advertised for PC.
        
         | matwood wrote:
         | I've played to around level 30 or so also and it feels just
         | like any other recent Diablo. So far it seems like I can pay to
         | speed things up/improve the drop rate, or just keep playing
         | without just fine. Is there some spot I'm going to hit that I
         | can't progress without paying?
        
           | uberswe wrote:
           | The article mentions that you can get the best gear for free
           | but it will take you about 10 years. So I'm sure you can play
           | it and have fun. If you try PVP however then you would be at
           | a great advantage if you pay money for upgrades.
        
             | skohan wrote:
             | But these games are explicitly designed to be frustrating
             | _and not fun_ when played for free.
             | 
             | The math and game design are expertly crafted to make you
             | play compulsively. They most certainly have been designed
             | to cause psychological pain when you don't play it you
             | don't pay. They are not designed to cause fun or joy.
        
               | toxik wrote:
               | The free aspect is like your heroin dealer going "the
               | first dose is free". That is exactly what they want you
               | to do.
        
             | oefrha wrote:
             | It's not like you can get the "best" seasonal gear in D3
             | (which is paid upfront) without a ridiculous amount of
             | grind. Well, not as ridiculous as 10 years, but still.
             | 
             | Without knowing how money scales in this game it's very
             | hard to judge the 10 years / 110k figure. In D3 sometimes
             | you're grinding exponentially for 1% or even 0.1%
             | improvements at a time, and you don't have to.
        
               | hw wrote:
               | Time is money. Paying for progress or items provides
               | accessibility to that experience for people who just dont
               | have the time to grind.
        
               | LeoNatan25 wrote:
               | Don't play the "accessibility" nonsense argument with us
               | old-time gamers. You know what I could have done in D3 to
               | skip the grind, if I wanted to? Use cheats or trainers or
               | a save file from the internets, in a single player game,
               | for which I paid for. Not this nonsense today, where even
               | single player games are gated behind "sErViCeS" backend
               | to prevent cheating, aka DRM for the payed DLC stuff,
               | that is already on disk downloaded, in a single player
               | games. Please stop.
        
               | oefrha wrote:
               | D3 is in fact not very single player for all but the most
               | casual players who stop at finishing the story solo.
        
               | hnxs wrote:
               | How?
        
               | noirbot wrote:
               | Really? I did plenty of pushing into high-tier rifts solo
               | in D3. It's definitely more stable and reliable with
               | multiple people, but I did plenty of grinding solo and
               | have a good time.
        
             | matwood wrote:
             | The article is really quite confusing. Early on it says F2P
             | can't get the best gear, then later says they can. Then
             | they say even for paid players it's random so I'm not even
             | sure how they come up with 100k figure.
             | 
             | It's just hard for me to get upset about a game that's
             | always been a pretty skin over a blatant Skinner box.
        
               | Ralfp wrote:
               | The way those games are designed most of time there is a
               | way to get good gear for free, but its usually behind
               | hundreds of hours of same monotous gameplay.
               | 
               | I've played Homeworld mobile recently. The progress is
               | great for first 15 hours but then game drops at you
               | timegates. Wanna spaceship strong enough for later
               | content? You can do god know how many missions hoping you
               | get ship design, or you can do god knows how many
               | missions to earn money to buy that from one of factions
               | for cash. Or you can buy credits for cash. But only on
               | Android because game is in public beta and Apple forbids
               | monetization in those.
               | 
               | And once you get the ship design, you need to mine
               | resources for it (this is manageable) but then you need
               | to refine those, which takes around 70h of wait, but if
               | you have other premium currency named ,,adamantium", you
               | can cut that wait in half for 100 adamantium, then
               | another half by another adamantium and half of that.
               | 
               | And then you need to build ship in shipyard which takes
               | between 10 to 15 days, but with adamantium you can slice
               | that time down like for refining.
               | 
               | Every day you can collect 100 adamantium for free and buy
               | 1000 extra for $9.99.
        
               | foobarian wrote:
               | I mean, it's been like this since the first Diablo. Even
               | the sounds and animations when killing major bosses
               | sounded and looked like a slot machine. It's nice that
               | people are upset about it as they should, but this is not
               | a new phenomenon and I'm puzzled why the hate is directed
               | at DI specifically. At the end of the day a grizzled old-
               | school gamer could not play multiplayer, ignore all paid
               | options, and end up with the exact same experience as
               | Diablo 2.
        
               | Ralfp wrote:
               | DI is high profile release, which is why the uproar is
               | large enough to reach the mainstream. But its nothing new
               | and happens in every fandom when favorite brand enters
               | the mobile gaming.
               | 
               | It's rumored that EA lost exclusivity on Star Wars games
               | because of their mishandling of license and time-gating
               | legendary Star Wars characters behind hours of gameplay
               | (it took 42h of grind to unlock Darth Vader, but you
               | could just pay extra on in-game roulette to unlock him
               | sooner). This also caused uproar that reached mainstream
               | media and commentary from members of state governments.
        
               | wincy wrote:
               | Yeah I mean the game is intentionally confusing.
               | 
               | You have these things called eternal crests which cost
               | 160 "gems" (the real money currency). These let you run a
               | special dungeon that guarantees a drop of a legendary gem
               | rated between 1 and 5 stars. In fact if you fail the
               | dungeon somehow it'll refund the crest and let you try
               | again.
               | 
               | Apparently the drop rate for the 5 star gems is 4.5%, so
               | my napkin math works out to around $50 per 5 star
               | legendary gem.
               | 
               | I can't go back and check my math because I uninstalled
               | the game.
        
               | matwood wrote:
               | > Yeah I mean the game is intentionally confusing.
               | 
               | I agree there.
               | 
               | I think my char is ~38 and I have 4 legendary gems mixed
               | levels 2-3. I haven't and won't pay any money, but so far
               | the game has been fun. I haven't been limited at all in
               | my progression, in fact the game has felt too easy. Will
               | I ever have 5x5star gems? Probably not, but I would have
               | gotten bored way prior anyway.
               | 
               | I dislike F2P/micro tx games as much as anyone, but so
               | far I haven't been limited in any way. When it does (or I
               | get bored) I'll stop playing.
        
               | abxytg wrote:
               | People are mad as hell for no reason about this one. It's
               | honestly decent monetization and the free game is great.
        
         | margaretdouglas wrote:
         | The issue is fundamentally that releasing a single game for a
         | single fee yields linear growth, which is to say the amount
         | your growing by is stagnant. Stagnant growth, to an investor,
         | is essentially a signal that your company is currently failing.
         | So unless you can grow your growth, you fail, and the only way
         | to continue growing your growth is if new products remain cash
         | generating indefinitely.
        
           | hammock wrote:
           | Not sure why you're being downvoted. Your insight connects
           | the software industry to the larger macroeconomic environment
           | of low interest rates and growth-seeking (rent-seeking?). A
           | one-off's sales have a ceiling, where a recurring revenue
           | source is an indefinite fountain of sales.
           | 
           | The same could be observed of Hollywood. How much of the
           | derivative sequels, reboots and spin-offs are driven not by a
           | lack of creativity as is often bemoaned, but rather by a
           | greater-than-ever desire to develop "fountains of sales"
           | rather than one-off artistic hits?
        
           | [deleted]
        
         | greymalik wrote:
         | What limitations do you run into if you don't pay that stop it
         | from being fun after the first 30 levels?
        
         | hw wrote:
         | > It is so sad that "make good game, sell it" model no longer
         | works. It's all a wonky curve of "free - couple of dollars -
         | hundreds and thousands of dollars".
         | 
         | Same can be said for software. Now it's all SaaS where you have
         | to pay monthly and choose from different pricing tiers or ala
         | carte feature options to 'win' in a business sense.
        
           | csa wrote:
           | > Now it's all SaaS where you have to pay monthly and choose
           | from different pricing tiers or ala carte feature options to
           | 'win' in a business sense.
           | 
           | While some businesses abuse SaaS pricing (e.g., MS office for
           | very basic uses, acrobat pro for basic uses, etc.), I think
           | the SaaS pricing model has aligned the interests of
           | developers and consumers (esp. smaller devs and smaller
           | consumers) in a way that has allowed a wider market to have
           | access to a wider range of affordable software _and ongoing
           | support /updates_ than would be possible under the previous
           | system.
           | 
           | There are definitely folks, often a small niche, who really
           | just need an old version of a piece of software for one or
           | two small functions, and maybe those folks should be built in
           | to the SaaS pricing model somehow, but overall I think that
           | the merits of SaaS pricing almost always outweigh the
           | demerits by quite a bit.
        
             | Larrikin wrote:
             | For nearly everything users should be able to pay once and
             | then pay for updates. The model Jet Brains was forced into
             | should be the norm and not the abusive model Apple has
             | normalized and forced onto consumers
        
             | localhost wrote:
             | Office web apps are free with OneDrive and 5GB storage.
             | $20/yr for 100GB. Office 365 personal is $70/yr. What would
             | you rather see instead?
             | 
             | Disclosure: I work for Microsoft.
        
             | robertlagrant wrote:
             | I still don't understand how people sell small SAAS
             | products with the per-country VAT rules.
        
               | cherioo wrote:
               | By using SAAS payment product that solves that for them!
               | 
               | Which makes for a reasonable SAAS model given changing
               | nature of tax system.
        
             | cgriswald wrote:
             | The SaaS pricing model doesn't mean just one thing, so you
             | should probably define what you mean.
             | 
             | As commonly practiced, if you stop subscribing, you lose
             | all access to the software (or get bumped down to the
             | functionality of some free version). This moves a large
             | portion of the risk of developing a new version from the
             | developers to the customers. If the customers don't like
             | the new version, it's not easy for them to switch; and as
             | commonly practiced, they often can't continue using the old
             | version.
             | 
             | I do agree that the JetBrains model aligns both developer
             | and consumer interests. JetBrains carries the risk of
             | developing the new version. If customers don't like it,
             | they can unsubscribe and continue using their existing
             | software.
        
           | adra wrote:
           | At the heart of every SAAS offering is the core of the
           | proposal: It takes money to make money. The same reason why
           | finance related journals have largely kept alive while
           | lifestyle magazines have shrivelled. If a thing costs money
           | but ends up making you more then it's still a win-win.
        
         | ksidudwbw wrote:
         | VR is so fun if you want basic graphics and fun gameplay
        
         | Andrex wrote:
         | > It is so sad that "make good game, sell it" model no longer
         | works. It's all a wonky curve of "free - couple of dollars -
         | hundreds and thousands of dollars".
         | 
         | It does work, but not at the profit multiples that venture
         | capitalists and private equity currently demand. Speaking of
         | gaming overall, not iOS specifically.
        
         | wincy wrote:
         | I spent $7 and just finished the main storyline. Then I joked
         | to my friends "okay I'm level 60 I'm done now". But then I
         | thought about it and I uninstalled the game. I beat it, I get
         | how the game works, I got an authentic Diablo experience. I'm
         | done now.
        
       | matt_s wrote:
       | That is an outrageous amount of money on a game, the article did
       | also say it would take 10 years to amass all that, which is still
       | almost $1k per month.
       | 
       | If that amount of gear were resellable in a marketplace then some
       | of the moral arguments are empty. And I bet it wouldn't be an
       | astronomical amount because there is a random loot
       | box/gambling/prize factor in acquiring gear in that game.
       | 
       | It doesn't matter the technology behind a marketplace, SQL+CRUD
       | and CC payments or blockchain+NFT, it's tracking a receipt of
       | purchase on digital items. Some would argue that blockchain is a
       | stupid choice of technology but I would counter that the tech
       | world has taken tech and bent it into a different purpose than
       | intended with much success. For example, a documentation
       | technology and protocol (HTML and HTTP) was intended for
       | scientists to link documents to each other. We've taken that and
       | bent it into complete client/server applications.
        
       | pfdietz wrote:
       | P2W is getting a lot of flak, but any game where you have to do
       | not-fun grinding to get to the "good part" is effectively P2W.
       | You are trading something of value, your time, not because the
       | activity is fun, but because it gives you power to then enjoy the
       | game. It's P2W, just not using currency.
       | 
       | And this trade is arguably worse overall for society than P2W
       | using money. In that, you are producing something of value for
       | society to get that money; in grind-to-win, you are producing
       | nothing of value for society (and the game company gets no
       | compensation as a result.)
       | 
       | The cost of a grindy game can be shockingly high, if you bother
       | to compute the value of the time you are spending on it. That you
       | find the grind tolerable doesn't reduce this cost.
        
         | Ruthalas wrote:
         | I think a big part the problem is that of you include a cash
         | shop of some sort in your game, the incentive immediately
         | shifts to maximize the grind as much as your players are likely
         | to tolerate. The more you can successfully push this, the more
         | money the time-saving items you sell will turn a profit.
         | 
         | So any game that includes this sort of transactional mechanic
         | has a strong perverse incentive to waste your time.
        
       | ir193 wrote:
       | mobile games: gambling + porn, but legal
        
       | RektBoy wrote:
       | Game is coded horribly, nearly no server-side checks on gameplay
       | actions.
       | 
       | What I found so far.. speedhack, insta-ability spam,
       | immortality(hehe).
       | 
       | Looking for force-invite into party and drop exploit. So far
       | nothing. Pouring more hours into this, let's see on twitch ;-)
        
         | sitzkrieg wrote:
         | lmfao what a garbage game. so much clientside. this should be
         | the top concern considering it sidesteps all of the above
         | issues completely but maybe people wont realize till people and
         | one shot in their games
        
         | aliswe wrote:
         | link?
        
           | mrits wrote:
           | https://www.reddit.com/r/DiabloImmortal/comments/v4n35m/hack.
           | ..
        
       | Dunban4 wrote:
       | Instead of government, an industry standard: total
       | microtransaction purchases cannot exceed the full market price of
       | the game. If the purchase limit is reached, every
       | microtransaction item is unlocked unconditionally.
       | 
       | - DLCs are not microtransactions but they must add either new
       | features or narratives.
        
         | maccard wrote:
         | What's the full market price of a f2p game?
         | 
         | Why is it ok for narrative content to be considered a DLC but
         | cosmetic content to be considered microtransactions?
        
           | Dunban4 wrote:
           | > Many non-F2P MMOs have a subscription model instead. The
           | market price quota would be based on the market price of
           | subscriptions > Assets such as new models and textures are
           | the simplest skeletons of a game. A new feature is comparable
           | to a side game and a narrative could be an entire game on its
           | own ie: CYOA
           | 
           | To clarify, the 2 criterions should be 'best practices' and
           | not hard enforceable rules. However, games that don't adhere
           | to the best practice should have the stigma associated with
           | the ratings M or AO. An adult should be capable of judging
           | the poor value of microtransactions and have the choice to
           | suffer the consequences of consensual decisions at their own
           | expense.
        
       | stjohnswarts wrote:
       | I don't really see the problem if someone is dumb enough to pay
       | or stupid-rich enough for this to be pocket change.
       | 
       | Interesting to see how ridiculous an amount it is though.
        
       | totorovirus wrote:
       | check out how much money koreans spend on Lineage. 110k? that's
       | actually pretty affordable
       | 
       | https://www.mmobomb.com/news/player-spent-3-5-million-lineag...
        
       | Shadonototra wrote:
       | Activision/Blizzard wants to destroy thier IP and reputation to
       | compete with asian companies
       | 
       | This shit should have been regulated 10 years ago already
       | 
       | PC gaming is becoming infected too
       | 
       | It's very sad
       | 
       | Yet another company i will boycott
        
       | jordan801 wrote:
       | Here's the problem with this game:
       | 
       | - Blizzards slew of beloved franchises makes it easy to entrap
       | nostalgia addicted masses to a number of pay to win clones. Or
       | slowly implement these types of features into existing games.
       | 
       | - Half of the assets are from a 10 year old prequel. This game
       | was cheap to make and will have an insanely high profit margin.
       | Leading to perpetuation of this model.
       | 
       | - Scummy mobile pay to win is already accepted as the standard
       | for mobile. With a desktop port, Blizzard can expand that
       | complacency to further markets.
       | 
       | - Pay to Win models incentivize paid content over legitimate,
       | engaging content. I.e. story, character models and gameplay will
       | deteriorate overtime in favor of producing content that turns
       | profit.
       | 
       | This is inevitable though.
        
         | ayngg wrote:
         | Blizzard is close to being a zombie company, the last game with
         | true Blizzard pedigree was probably around 15 years ago, their
         | last decent game was almost 10 years ago, they are milking the
         | last few drops from the geriatric cash cow that is WoW, they
         | have completely failed to capitalize on competitive games with
         | Overwatch, Heroes of the Storm or even WoW arena, and they are
         | all languishing, Diablo Immortal is a mobile p2w game, while
         | all they have to look forward to is Overwatch 2 which is a
         | glorified patch and if Diablo 4 isn't some smash success they
         | have nothing else.
         | 
         | Add on top of that the company culture, sexual harassment
         | scandals, all of the significant employees leaving, the
         | Blizzard everyone knew is long gone. Gamers have moved past
         | Blizzard, new gamers don't care about their games, so the only
         | thing they have left is the IP to milk nostalgia from, which is
         | why they finally started to make remakes of Warcraft 3 and
         | Diablo 2.
        
           | mmmmmbop wrote:
           | I don't think it's true that their last decent game was
           | almost 10 years ago. Overwatch is a really great game and it
           | came out 6 years ago.
        
             | ayngg wrote:
             | Compared to the kind of games that made Blizzard iconic
             | like SCBW, TFT, D2, and early WoW which were basically
             | pillars in the gaming world, the game, while polished, was
             | a fairly mediocre Team Fortress variant in comparison. It
             | also had lofty ambitions of sustaining a large e-sports
             | scene to the point where investors were paying tens of
             | millions to have the right of owning a team. That never
             | materialized and the game has basically been stagnant for
             | years, waiting for Overwatch 2 (which was recently teased
             | and didn't appear to change much) while other games like
             | Valorant or Apex have made it largely irrelevant in that
             | space.
        
               | jamespo wrote:
               | Are you arguing that Overwatch should be F2P like
               | Valorant / Apex?
        
               | mmmmmbop wrote:
               | All you said is true, but now you're shifting goal posts.
               | You previously said Blizzard's last 'decent' game was 10
               | years ago, not the last game that was 'basically a pillar
               | in the gaming wold'.
               | 
               | While Overwatch may not have achieved it's lofty
               | ambitions, it's still extremely well-regarded [0], had 50
               | million players (which is quite impressive given that
               | it's not free-to-play) and has grossed over $1 billion.
               | It arguably brought the modern hero shooter genre to
               | mainstream popularity and caused a flood of similar games
               | to follow it. You're right, nowadays there are more
               | popular games in that genre, but at the time it was quite
               | a novel concept.
               | 
               | Since you said 10 years since the last 'decent' game from
               | Blizzard, I assume you referred to Diablo 3. I wonder, by
               | what metric is Diablo 3 a decent game and Overwatch
               | isn't?
               | 
               | [0] https://en.wikipedia.org/wiki/List_of_video_games_con
               | sidered...
        
         | erulabs wrote:
         | I don't think its inevitable and I don't think it's a good long
         | term monetization strategy. It's just short term planning with
         | complete disregard for the long term health of the company. How
         | the board of directors doesn't see this is shocking. Maybe they
         | do and also want to milk it today instead of tomorrow just like
         | the C-suite. Yes, exploitative mobile gaming is profitable as
         | hell - but in the current world is alienating your extremely
         | loyal (and higher earning) fan-base worth it?
         | 
         | Either way, it's a shame and a waste of a lot of really great
         | IP that will be buried alive when the coffin that is Blizzard
         | is lowered into the ground.
        
           | mmmmmbop wrote:
           | > It's just short term planning with complete disregard for
           | the long term health of the company. How the board of
           | directors doesn't see this is shocking.
           | 
           | I wonder if milking the company's reputation like this
           | perhaps actually _is_ the most optimal strategy for Blizzard.
           | Innovation requires investment and luck, and it can create a
           | great reputation for a brand. Once you have that reputation
           | though, perhaps it 's not rational to try your luck again.
           | Maybe the expectation value is highest if you just sell out.
           | 
           | It's not just Blizzard, see e.g. the twelfth installment of
           | Assassin's Creed or the eighteenth installment of Call of
           | Duty. For that matter, it's not even just video games. Look
           | at the tenth Fast & Furious movie or the fifteenth iPhone
           | that are coming out soon, and will surely sell like crazy,
           | even though they'll probably not be very innovative.
        
           | HWR_14 wrote:
           | Except MS is buying Blizzard, and they seem to have a healthy
           | respect for long term recurring revenues by keeping
           | franchises alive.
        
           | VHRanger wrote:
           | > I don't think it's a good long term monetization strategy
           | 
           | You can look at plenty of games that have lived for a long
           | time on this:
           | 
           | - Supercell games (Clash Royale, Clash of Clans, Hay Day,
           | etc.)
           | 
           | - Genshin Impact
           | 
           | - Heartstone and Magic Arena
           | 
           | - Rainbow 6 The Division (most profitable Ubisoft game)
        
             | erulabs wrote:
             | Of those listed I've only played Hearthstone and Clash
             | Royale. I reached top rank in Clash Royale, and I believe I
             | only spent 5 dollars on it to get a neat looking board to
             | play on - so I don't think they generate quite the ill-will
             | that a legendary PC competitive game developer like
             | Blizzard generates when they produce something _much worse_
             | than most existing (at least in the west) mobile free to
             | play games.
             | 
             | My point isn't that these sorts of games aren't profitable
             | - it's that they should have spun up a new studio with a
             | new name instead of lighting the good will of a 25+ year IP
             | that's held so dearly on fire.
        
         | [deleted]
        
       | bitwize wrote:
       | What? Do you guys not have $110,000?
        
         | still_grokking wrote:
         | In today's world it's hard to tell whether the parent comment
         | is sarcasm or meant seriously. I'm kind of worried about that.
        
           | bootloop wrote:
           | True, but this in particular is a reference:
           | https://knowyourmeme.com/memes/do-you-guys-not-have-phones
        
             | still_grokking wrote:
             | Oh, I did not got this reference. Thanks for explaining.
             | 
             | Than that comment is even more to the point than I thought!
             | 
             | At least now I'm sure it deserves an up-vote -- as your
             | helpful comment does.
        
         | [deleted]
        
       | nanaboo wrote:
       | Let NFTs take care of it.
       | 
       | In-game skins are going nowhere, let a government force the
       | company into creating a package with however many skins they want
       | (maybe based on prior sales or realistic expectations) per season
       | (whatever their season looks like) and walk away from it. You
       | know they won't be able to add more.
       | 
       | Because what's stopping them now to change the decimal point
       | however they see fit.
       | 
       | I suppose the same could be done with progression (where the real
       | money is). Either make it tradeable somehow and lock it down, or
       | outright ban it and allow for more expensive but regulated skins
       | be the only funding capital.
        
       | seydor wrote:
       | Why is that considered a lot? People pay more for e.g sports
       | memorabilia
        
         | EB-Barrington wrote:
         | I'll go out on a limb and say that spending 110k on a video
         | game is considered "a lot" by 100% of all humans, rounded to
         | the closest percent.
        
           | donatj wrote:
           | People put tens of thousands of hours into these sorts of
           | games though to get equipment. Put that same time into a
           | minimum wage job and we're approaching the same amount of
           | money. Seems relatively fair.
        
         | gspr wrote:
         | Those sports memorabilia are at least traded on a market, and
         | thus hold and retain that "investment". Not that sports
         | memorabilia make much sense to me either, but at least you get
         | something of proven value.
        
           | Ekaros wrote:
           | Proven value might be stretch, but at least theoretical
           | chance to finding bigger fool. And thus recouping some of the
           | cost.
        
       | account-5 wrote:
       | And another reason I don't play computer games
        
       | INTPenis wrote:
       | This seems like a perfect time to point out how well Diablo 2
       | Resurrection works with a gamepad. I hooked my 55" Acer monitor
       | over DP to my PC, just start Diablo 2 through Proton, move the
       | window over to the Acer monitor, sit back in my favorite chair
       | and hack and I slash away til my heart's content.
        
       | totetsu wrote:
       | But this is just the intangible economy at work..
        
       | minimaxir wrote:
       | Actual lv. 60 player here. (proof:
       | https://twitter.com/minimaxir/status/1533201559776923650 )
       | 
       | There's an interesting amount of misinformation regarding MTX in
       | Diablo Immortal. But the TL;DR is that the significant gameplay
       | advantages from MTX only really apply at higher Paragon levels,
       | requiring _hundreds of hours_ to hit. The primary way of
       | increasing power before that is the same as it was in any Diablo;
       | get better gear, which can 't be accelerated by MTX at all.
       | 
       | Hitting lv. 60/completing the main story content is very easy and
       | does not benefit much even if you did spend money to get 5-star
       | Legendary Gems (although there are level gates once you hit lv.
       | 35; daily quests provide the best way to get around those, those
       | aren't paywalls). That takes about 20 hours, which is good value
       | for a free game even if you bounce off.
        
       | damowangcy wrote:
       | If I can find more progress than in my real life, 110k is a fair
       | trade. (joke)
       | 
       | The flip side is, no matter how the general public criticize or
       | hate it, it works and at times, more profitable than most
       | startups nowadays.
       | 
       | The game was delayed for more than one whole year as they try to
       | fix things up, 110k is probably an optimized figure.
       | 
       | That say, the game is enjoyable better than most mobile rpg but
       | brings nothing new to the table. I would prefer it to be a pay
       | once and for expansion though.
        
       | jiggawatts wrote:
       | What upsets me is that in exchange for that money you're treated
       | to a low quality game. You can just feel the disdain for the
       | user/victim at every step.
       | 
       | While launching the game for the first time:
       | 
       | 1) No sound!
       | 
       | 2) Forced subtitles.
       | 
       | 3) Visible tearing in the video because of a lack of vsync.
       | 
       | 4) Two tracking and notification permission prompts, including
       | one that lies to you: "Your game is better if we can target ads".
       | 
       | 5) Obnoxious tutorial that takes control away from the player.
       | (If an adult spoke like this to me in real life I would slap them
       | for their insolent patronising!)
       | 
       | 6) Forced updates.
       | 
       | 7) Etc...
       | 
       | At this point I deleted then game because I don't want to be
       | _gamed_ by a mega corp. I'm not a money bag to be tracked and
       | siphoned.
        
         | vhgyu75e6u wrote:
         | I found most of your complains either false or non issue:
         | 
         | 1. Ok, maybe a bug.
         | 
         | 2. Given that is a mobile game and most people will no have the
         | volume up, it is ok to have subtitles. Not to mention that
         | games that start with subtitles are more accessible and the
         | majority of players actually don't mind them and find them
         | useful.
         | 
         | 3. Fair, but given that this is a mobile game, V-sync can be a
         | problem for lower end devices too.
         | 
         | 4. False? I cleared the first mission and had no prompt for
         | that and has not requested tracking at all. Android.
         | 
         | 5. The hell you talking about? When you start you get a small
         | cut scene and are given full control when they drop you off the
         | ship.
         | 
         | 6. The game is mostly online for what I can tell so updates are
         | a given (and you can download areas separately)
        
         | shrimp_emoji wrote:
         | > _you're treated to a low quality game_
         | 
         | You're not only playing a modern Blizzard game, but a _mobile_
         | one. This should go without saying. :p
         | 
         | > _Two tracking and notification permission prompts_
         | 
         | Is one of those the face tracking they put in there to satisfy
         | Chinese government regulations?
        
       | xyst wrote:
       | Gamers of todays generation have been slowly taught to accept
       | this as the new norm. IAPs, DLCs, "pay to win", and Battle Passes
       | are just acceptable now.
       | 
       | Release a half assed game in a few months. Complete the rest of
       | the game on relaxed timeframe and release them as DLCs. Continue
       | to milk the consumer for more $$$.
       | 
       | Honestly the entire concept of IAPs is predatory. Consumer
       | protection agencies need to regulate these companies.
        
       | reggieband wrote:
       | I know this is a crazy thought and not inline with a lot of the
       | blizzard hate - but why don't games like this allow more gifting
       | style mechanics?
       | 
       | I consider the Twitch gift sub market. And I consider that weird
       | crypto game Axie Infinity. It seems we are only considering the
       | purchasing power of whales that want to flex. What about whales
       | that want to collaborate. Whales that want to demonstrate their
       | generosity.
       | 
       | I remember a reddit post about a guy who had a rich friend that
       | would constantly take him on wild adventures that the poorer
       | friend couldn't afford. The rich guy didn't care about spending
       | the money and the poor guy was good company.
       | 
       | I think an interesting monetization mechanic would be a game
       | where the pay-to-win aspect was in the recruitment and outfitting
       | of other players. So as a poor player I could have the
       | opportunity to earn high-level gear based on the spending of a
       | whale whose campaign I was joining.
        
         | minimaxir wrote:
         | There are a few F2P games which offer a wishlist/gifting
         | mechanic. (I know Path of Exile does).
         | 
         | Unclear how successful it would be.
        
           | duskwuff wrote:
           | Even Path of Exile only allows gifting microtransactions
           | through explicit interactions with support, and they're
           | somewhat picky about verifying that you're buying the items
           | for someone you know personally -- they're going out of their
           | way to avoid letting players trade in-game equipment for paid
           | cosmetic items.
        
         | shpx wrote:
         | When I was 11 some guy randomly gave me like 20k gp and
         | dragonhide in RuneScape and I haven't forgotten that moment in
         | the mines outside of Varrock since.
        
         | TrapLord_Rhodo wrote:
         | Whoa, very interesting! i'd love to play this game.
         | 
         | > spending of a whale whose campaign I was joining.
         | 
         | Also, for me very punishing mechanics with high risk, high
         | reward games have had an underserved market place. I love pking
         | on a variety of different MMO's and sometimes when you are
         | pking in max gear you are risking 10g's IRL. Full Torva on
         | runescape is 6g's and once you add up the rest of the rings and
         | amulets, you can easily be risking $15,000.00 IRL money.
         | 
         | However, there is no benefit to anyone besides yourself. Clans
         | are 'superficial' as there is no real 'shared loot' system,
         | clan building requirements outside 'daily's', but being the
         | biggest clan doesn't give you 'benefits' outside a few dailys
         | and some xp.
        
         | cableshaft wrote:
         | This was one thing I appreciated about Pokemon Go! when it
         | first came out and everyone was playing it. It's one of the
         | only free-to-play games that got me happily buying the in-game
         | currency to buy items, because I could buy and use the (don't
         | remember what it was anymore, too long ago, I'm sure someone
         | else here remembers) item that attracted Pokemon to my area for
         | a half hour at a time, and all players in the region
         | benefitted.
         | 
         | So I was buying and deploying these things over and over again
         | just so my wife and kids in the area could have more fun. I
         | specifically remember we attended a wedding at Disney World and
         | my wife (girlfriend at the time) couldn't move around because
         | of a recent surgery (I pushed her around Disney World in a
         | wheelchair the whole time), so me buying those things let her
         | capture Pokemon from our hotel room, and I could see a bunch of
         | other people in the area playing as well. I hope I helped
         | several kids enjoy playing the game more during that time.
         | 
         | I'd love more games to have something similar. If something
         | only benefits me in a game I don't feel too motivated to buy
         | it, as I can usually just deal without and progress slower, of
         | just play a different game altogether.
         | 
         | It doesn't have to be specific to your physical region
         | (although I think that helps, it was cool to think I was
         | helping people near me), but maybe just where you're at within
         | a game world, or something.
        
         | [deleted]
        
         | wbobeirne wrote:
         | You end up with a huge security incentives problem. If there's
         | a way to extract the value from one account and give it to
         | another, you massively increase the incentive to phish users,
         | set up black markets for buying items off of a hacked account,
         | or just transfer it to your own.
        
           | matthewfcarlson wrote:
           | Why not steal the idea of Pokemon go? Transfer doesn't go to
           | a person but to an area or group of people. You could pay to
           | unlock an area and take a group of people on a quest. Or
           | perhaps a boost or buff in an area.
        
           | snek_case wrote:
           | You could set up a payment system to buy items that's not a
           | player account. You buy an item just to give. There's still a
           | phishing incentive, but is it worse than any of the other
           | content you can buy online?
        
             | Jenk wrote:
             | Credit Card theft/fraud is why. If it was possible to
             | "transfer" funds like this then mechanisms for fraudulent
             | purchases will increase dramatically. Eve Online introduced
             | purchasing in-game currencies because it was rife on the
             | "black market" anyway and they also saw a huge number of
             | fraudulent purchases and/or charge backs. 3rd party grey
             | "broker" sites popped up with way below market rate prices,
             | 99% of which are using fraudulent CCs to fund them, and bot
             | accounts to transfer the in-game stuff.
        
         | snek_case wrote:
         | If you can't gift items, it seems like a huge missed
         | opportunity because I feel like there's a lot of things people
         | don't buy for themselves but they might be willing to buy for
         | other people as a gift.
         | 
         | For instance I don't think I would ever spend 30 dollars on a
         | bottle of wine to drink at dinner, but I could pay 50 or 60 to
         | buy a bottle of wine as a special gift to a friend.
        
       | ajnin wrote:
       | I hope more country follow suit of Belgium and The Netherlands
       | and classify loot boxes with a random drop element as gambling,
       | and as such make it heavily regulated and banned to kids. This
       | kind of practices are evidently predatorial and manipulative and
       | should be greatly discouraged.
        
         | qball wrote:
         | >classify loot boxes with a random drop element as gambling
         | 
         | Most people who talk about this tend to have no idea what laws
         | already cover gambling.
         | 
         | I think that, in this case, loot boxes should be treated like
         | slot machines as far as minimum payout goes; in Nevada (for
         | example) this is minimum 75% by law- meaning that the house
         | must ultimately return 75% of the value it takes in as winnings
         | to its gamblers.
         | 
         | As these systems are effectively slot machines (put coin in,
         | pull handle, get box), not much more needs to be done other
         | than applying the law as written.
         | 
         | It might be tricky to establish a dollar value for the digital
         | assets paid out, and would add overhead to assets distributed
         | in this manner (how one would put a price on "asset that
         | changes the way the game works" is, of course, an open
         | question), but provided it's done properly should clamp down
         | significantly on the anti-consumer aspects of these practices-
         | which is, I suspect, the real reason everyone complains about
         | this in the first place.
        
           | fatbird wrote:
           | Kids aren't allowed to play real world slot machines either,
           | are they?
        
             | qball wrote:
             | The last time I went to Dave & Busters, they didn't seem to
             | have an entrance policy.
             | 
             | People don't seem to have a problem with this even though a
             | minority of their games are ultimately slot machines (the
             | simplest of which is the "time the light" game, but the
             | coin stackers count as this as well given that they also
             | appear in real casinos).
        
           | callamdelaney wrote:
           | There is 0 value to things that can be generated with in
           | games like the 'loot' from lootboxes. Value is based on a
           | limit in supply, not only demand. The massive possible amount
           | of supply puts the value at $0. It's worse than gambling.
        
             | qball wrote:
             | >There is 0 value to things that can be generated with in
             | games like the 'loot' from lootboxes.
             | 
             | But that's false, on its face in fact- there was
             | development and artist time involved in every step of the
             | process, and that time has a value (and an auditable one,
             | at that).
             | 
             | So now that we know what the value is, taking into account
             | that the house can only pay out in those assets, we can in
             | effect determine a maximum profit per asset (as far as the
             | house-player transaction is concerned)- casinos close their
             | doors when the house is no longer able to pay out, and it's
             | no different here.
        
           | IncRnd wrote:
           | In most cases there is no market for the digital assets from
           | a loot box, and many game operators aggressively crack-down
           | on anyone attempting to setup such a market. The digital
           | assets from these loot boxes have no value. These are not
           | lotteries or slot machines as these are currently defined in
           | Nevada, which you quote.
        
       | DaveSapien wrote:
       | There will be, for sure, lives ruined because of this game's
       | predatory practices. It really sickens me.
       | 
       | To quote myself from a previous thread:
       | 
       | "If you could hear the contempt that "some" game devs have for
       | their customers, you might never buy a game ever again. It really
       | is quite shocking...and the contempt exists from top to bottom,
       | its everywhere. That isn't to say there's not a vast number of of
       | honourable people in the industry, not at all. It's only to say
       | that we as a whole are allowing the demons run amok.
       | 
       | I have seen the damage that compulsive behaviour can do to our
       | most vulnerable in society. Lives ruined, homelessness, suicide,
       | familial dissolution, the list goes on. Children, people with
       | mental dysfunctions, suffers of brain injuries, even people with
       | Parkinson's disease (on l-dopa for example)"
        
         | ModernMech wrote:
         | > There will be, for sure, lives ruined because of this game's
         | predatory practices. It really sickens me.
         | 
         | What else is new from Blizzard?
         | 
         | My roommate in college was addicted to WOW. He'd lock himself
         | in his room for days, failed his classes, and eventually
         | dropped out of school. He finished it later, but only after
         | getting over the WOW addiction. Back then (circa 2005) I
         | remember reading stories about how Blizzard was hiring
         | psychologists to make players more addicted _ahem_ I mean
         | "engaged" to WOW. Really, I guess that was just the start of
         | it.
         | 
         | Blizzard has a long and sick history of hijacking human
         | psychology for profit. Really glad I stopped buying games from
         | them after Warcraft III.
        
           | DaveSapien wrote:
           | That has been my impression of the company's games, but only
           | an impression as I don't play their games.
           | 
           | I might check out this new mobile game for study though.
        
         | [deleted]
        
         | curiousgal wrote:
        
           | arkitaip wrote:
           | Why?
        
             | curiousgal wrote:
             | Is it really a sickening issue? Like come on. I am not
             | saying this predatory behavior isn't an issue but it is far
             | from sickening in the grand scheme of things.
        
               | skohan wrote:
               | It might not be the greatest evil on earth, but knowingly
               | preying on vulnerable people in society, and causing harm
               | for your own benefit, to me is sickening and evil.
        
               | curiousgal wrote:
               | That's the thing though, vulnerable people in society
               | don't have access to $110k.
        
               | fsloth wrote:
               | Sure they do. Not on a one go, maybe, just wait for the
               | interest to pile up. Shor-term unsecured loans are
               | notorious for trapping people into financial ruin. Their
               | legality depends on jurisdiction but the last time I
               | checked they were present in many first-world economies.
               | 
               | Easy access to high-interest loans is what makes
               | deliberate addiction mechanics for mass consumption
               | entertainment truly insidious.
               | 
               | Gambling used to be branded as gambling with strict state
               | controls, and you could expect people to recognize it as
               | a morally questionable endeavor in which only consenting
               | adults should dabble. Games that utilize the same
               | psychological switches as gambling and allow
               | microtransactions that link to these psychological
               | switches are similar enough to gambling in my books that
               | they should be treated as such.
        
               | MereInterest wrote:
               | I think a financial situation needs to be evaluated with
               | future needs as well as current assets. Due to the US's
               | general lack of social safety nets, retirement is
               | primarily funded by savings of the person who is
               | retiring. The recommended amount of savings to have by
               | the time of retirement is 10 times your salary [0]. So by
               | actively cultivating an addiction and leeching away
               | retirement savings, this could easily be removing the
               | possibility that somebody will be able to retire at all.
               | 
               | I might agree with you in countries that have a more
               | reasonable and less individualistic approach to social
               | welfare, but not in the US.
               | 
               | [0] https://www.fidelity.com/viewpoints/retirement/how-
               | much-do-i...
        
               | skohan wrote:
               | But it's not just harming people who spend $110k. All
               | sorts of people will end up spending money they shouldn't
               | because they've been trapped by an addictive product.
        
               | kareemm wrote:
               | We're talking about addiction. Last I checked addiction
               | doesn't discriminate based on socioeconomic status.
        
               | curiousgal wrote:
               | Okay, would there have been an outrage if it "only" cost
               | $1000 to full gear-up in the game?
        
               | Spoom wrote:
               | > Okay, would there have been an outrage if it "only"
               | cost $1000 to full gear-up in the game?
               | 
               | Yes, since AAA games are typically $60 - $70. The amount
               | here just highlights that they have no real ceiling to
               | the amount of money they'll try to extract from someone.
               | It's the behavior people are complaining about, not the
               | amount.
        
           | MereInterest wrote:
           | I'm not seeing the connection here, and don't see any mention
           | of country of origin in the parent's post. Can you explain
           | further?
        
             | 2muchcoffeeman wrote:
             | I suppose it's a bit of a first world problem to be able to
             | spend 100K on a game. But I'm not sure why this isn't a
             | legitimate problem for people in "first world" countries.
             | Why shouldn't be allowing companies to capitalise on
             | people's addictions. I'm not sure why the existence of
             | people who have it even worse off should compel us to do
             | what we can to prevent people from not ruining their lives.
        
               | MereInterest wrote:
               | Thank you, and that was my guess, but I had been hoping
               | the parent poster had a better reason for it. I get
               | rather frustrated with the "first-world problem"
               | argument, as it can be used to dismiss almost any problem
               | at all. So long as there exists a worse problem
               | somewhere, every other problem can be dismissed as
               | irrelevant. What started as a way to dismiss complaints
               | of minor inconvenience ballooned out into a dismissal of
               | major systemic problems.
        
           | sirtaj wrote:
           | People in the third world are hardly immune to compulsive
           | behaviour and the associated risks.
        
             | afarrell wrote:
             | Neither are people who move from the third world hoping to
             | make money to make a better life for their (now distant)
             | families.
        
         | maccard wrote:
         | Are "game devs" any different to any other category of product
         | developers? You can say the same about tech, design, fashion,
         | really any industry. There's assholes in every industry, you
         | don't tar an entire industry by its worst offenders.
        
           | DaveSapien wrote:
           | Yes. No, each industry has its special flavour of abhorrent
           | behaviour.
           | 
           | I'm not 'taring' the entire industry at all. Indeed I said,
           | "vast number of honourable people in the industry", what I am
           | concerned with is just how wide spread the contempt is for
           | customers that play these games. And what the contempt does
           | in allowing utterly contemptible business practices.
        
       | kybernetyk wrote:
       | I'm glad I don't have time to play video games. The industry is
       | getting worse and worse every year. (I thought my WoW addiction
       | back in the day was bad - but at least the spending was capped at
       | 13 Eur/month).
        
       | [deleted]
        
       | Havoc wrote:
       | This sort of stuff reminds me that I've got 200+ unplayed games
       | in my steam library.
       | 
       | Of which presumably at least 10 are excellent, so think I shall
       | pass on this slot machine game and play something else.
        
       | mywaifuismeta wrote:
       | I regularly play games with gambling (gacha) mechanics and I love
       | them. The short bursts of fun are exactly what I'm looking for in
       | my current busy life. I have nothing against this model of
       | monetization. Gambling is fun. Casinos are fun. I am not a big
       | spender by any means, but I've probably spent ~$2k on these kind
       | of games over the past two years or so. I don't regret it, and
       | for me the fun is in figuring out how to maximize the value of my
       | spending by doing the math for different types of purchases,
       | sometimes even coding up simulations.
       | 
       | The problem starts when it's unregulated and you are tricking
       | kids, or people who are not educated about probability, into
       | spending their money in casinos, and use dozens of psychological
       | tricks to do so and obfuscate purchases. Just like it's easy for
       | kids to get addicted to social media like Instagram, it's easy
       | and dangerous to get addicted to gambling (especially when you
       | see your friends or popular streamers doing it). I believe all of
       | these games should be 18+, at the very least, and come with a big
       | warning sign.
        
         | michaelmrose wrote:
         | You can run the same kind of analysis on different game
         | mechanics and strategies on games not designed to rip you off.
         | They actually tend to be far more interesting because gambling
         | games rarely have any meaningful degree of complexity and the
         | singular strategy you are actually optimizing for is how much
         | you have to sink into the game to succeed something you can
         | probably figure out for a given game in about 30 seconds of
         | analysis.
         | 
         | Basically you have a bad habit not that far off from smoking
         | cigarettes that will probably eventually lead to dangerous
         | overspending the first time you have an economic downturn at
         | the same time as emotional stress. Despite such games being in
         | general tasteless and boring you have convinced yourself its
         | "fun" because you have trained your brain to release dopamine
         | when you do it and can't tell the difference being joy and
         | dopamine the same way a crack addict can't tell the difference
         | between chemical stimulation and actual joy.
        
         | Ekaros wrote:
         | At least with actual gambling I have theoretical chance, at
         | least momentarily to actually win money... With lootboxes
         | outside Valve and maybe some others there is no chance to get
         | it back.
        
         | still_grokking wrote:
         | With $100 a month you can do a lot of things. (And I'm not even
         | talking about the regions of the world where you could survive
         | a month with that amount). Just think how may games you could
         | have bought on Steam for that money!
         | 
         | Those gambling games are extremely overpriced in comparison!
         | 
         | But they still make that money. Guess how: By addiction, and
         | other psychological tricks to make the price seem OKisch, even
         | it's absolutely not.
         | 
         | Even the most expensive game productions could make a good
         | revenue back than just by charging a _one time fee_ of $40 to
         | $60.
         | 
         | Now with those gambling games they made $100 a month on you...
         | Continuously.
         | 
         | The whole business model is a ripoff, clearly immoral, and
         | should get banned completely ASAP.
        
           | mywaifuismeta wrote:
           | > Just think how may games you could have bought on Steam for
           | that money!
           | 
           | I don't see the difference. Whether I pay a "subscription
           | fee" of $100 per month or I buy two new games per month, why
           | does it matter? Why do you think that buying two games a
           | month is necessarily more fun than paying a subscription fee
           | for the same 2-3 games? For me it isn't, and there aren't
           | even enough games I would be interested in buying in the
           | first place.
        
         | scotty79 wrote:
         | I don't mind existence of those games. But I hate how this
         | single mechanics floods the market and makes everything else
         | harder to find.
         | 
         | I don't mind casinos in Vegas but I would mind if grocery store
         | around the corner was replaced with small, low quality casino.
        
         | BiteCode_dev wrote:
         | Heroin is fun too, at least at first.
         | 
         | The problem with gambling is that it taps into the dopamine
         | system in ways that people are not aware of, even if they know
         | about probabilities.
         | 
         | The effect is cumulative, and the more the person gambles, the
         | more they will gamble, take risks, create unbalance and spend
         | money.
         | 
         | Now, just like with anything related to dopamine, many people
         | will only have a mild effect. E.G: I've played dota for a
         | while, and never went into full spending mode.
         | 
         | Like you, I think it's ok to gamble once in a while, to pay for
         | the game. After all, it's fun, and the game provides
         | pleasurable moments, but does cost a lot of resources to
         | develop. It's fair to give money to the company making it:
         | after all, other games may be paid up to $60, DLC not included,
         | while free to play are always up to date.
         | 
         | Yet, it's very difficult to evaluate if the tactics used by the
         | game for gambling are twisted or not, and if the game target is
         | going to be abused or not.
         | 
         | For this reason, I do think they should be heavily regulated,
         | not just about the age, but about the nature, and intensity, or
         | the gambling mechanism in place.
        
           | erulabs wrote:
           | How do you stack up this opinion (ban 'immoral' video games)
           | with the idea that drug prohibition is widely considered a
           | spectacular failure?
           | 
           | Banning games like this will only drive the whales into black
           | markets, which are more expensive, more dangerous, and
           | benefit criminal enterprises by definition.
           | 
           | Many of the deaths from heroin, for example, are due to
           | contamination with fentanyl (which boosts the potency). A
           | company who was liable to their customers (ie: not a criminal
           | enterprise) would be much less incentivized to lace their
           | product, and if they did, there would be someone to prosecute
           | instead of an entire black market to wag a finger at.
           | 
           | Anyways, I agree, this is an extremely exploitative design.
           | What I don't agree on is using legal regulation to shape
           | society into something moral. Historically, that's only made
           | things worse.
        
           | yuzugit wrote:
           | 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 a
           | 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
           | retention 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.
        
             | maccard wrote:
             | > Features like battle pass for example are pretty moral
             | and a good balance between making the game profitable,
             | having a retention 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.
        
             | pezezin wrote:
             | 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.
        
           | mywaifuismeta wrote:
           | I don't think you can compare these mechanics to heroin,
           | which is physically addictive. A fairer comparison is social
           | media and timelines/newsfeeds, which use very similar
           | mechanics, including randomness, to give people their
           | dopamine rush and make them come back. Hence all this social
           | media addiction we have. The main difference is that no money
           | is (directly) involved there, only indirectly through ads.
        
       | dumpsterdiver wrote:
       | I've played a bit, and the reason I don't mind the p2w model is
       | because I've never tried to compete at that level. Let's be real,
       | even if it wasn't pay to win there are still people out there who
       | will be so far ahead of me that it nights as well be.
       | 
       | When I played D3 I actually played solo most of the time, really
       | only competing against myself and enjoying the game. One time
       | someone gave me a weapon that let me one shot everything and it
       | honestly ruined the game for me. I deleted and started over
       | because for me the fun is in the journey.
        
       | jack_pp wrote:
       | I've watched a lot of discussions about this from twitch
       | streamers and I'm not sure where I stand.. On the one hand I'm
       | amazed at how good this game looks on mobile and if you're just
       | the type to casually play a game not really caring about being
       | the best at it you could have fun playing it for free or for very
       | cheap. On the other hand this game is clearly exploitative and
       | while other games like Hearthstone or Clash Royale have similar
       | pay to win mechanics they also have ways for you to enjoy the
       | game competitively without spending a whole lot of money.
       | 
       | I know some countries banned games like this but I wonder, if
       | these games get banned why not ban casinos too?
        
         | ImaCake wrote:
         | The state of Western Australia has banned poker machines. We
         | have a single casino in the capital which is the only
         | sanctioned gambling establishment. So our pubs and clubs are a
         | bit poorer and there are less of them. But they are not ruined
         | by the horrible rooms full of sad people playing poker machines
         | that you see in other states. I grew up on the east coast and
         | whenever I walk into a pub in Perth I am always surprised by
         | how authentic and nice the place feels compared to those that
         | have poker machines.
        
         | ptilt wrote:
         | Casinos asks for your ID card, and are regulated to protect
         | people banned from gambling (at least it is the case in France)
        
         | scotty79 wrote:
         | I had a ton of fun with Clash Royale for many months (even
         | years at this point) without spending exactly zero money. I
         | think the way they mix free players with paying players is
         | absolutely brilliant (from a perspective of free player).
         | 
         | If I go against a player two levels ahead of me, I can be
         | pretty much sure that he bought his deck and since he's going
         | against me not some higher rank I know I have chance of winning
         | if I can outwit materially stronger opponent.
         | 
         | When I'm going against someone with lower level then I can be
         | sure that this guy has very carefully crafted deck and is a
         | very skilled player.
        
         | rightbyte wrote:
         | Casinos are banned in many places and also banned for kids in
         | most places.
         | 
         | Clash royale is sad, becouse it is a extremely good game if it
         | were not for the pay to win leveling mechanics. I used to play
         | it alot but it became too frustrating meeting bad players with
         | low ELO but high level cards that you essentially couldn't win
         | over unless they messed up bad.
         | 
         | Edit: To level up all cards in Clash Royale you also have to
         | spend a silly amount of money. Exponential costs.
        
           | Marazan wrote:
           | Clash Royale is way more generous with free gold to level up
           | cards these days.
           | 
           | Far, far, quicker to get cards to tournament standard.
        
           | monkey_monkey wrote:
           | I've played Clash Royale since almost when it was launched,
           | and I've spent about $10, mainly for a couple of months of
           | Pass Royale.
           | 
           | My secondary clash account is staying as Level 1, ie with no
           | upgraded cards at all, and I regularly beat level 10/11
           | players.
        
             | Marazan wrote:
             | Yeah, skill is the dominant factor in Clash Royale right up
             | into 5000+
        
           | jack_pp wrote:
           | I just started playing it after a long break. I remember you
           | used to need to upgrade your cards to challenge level in
           | order to be competitive in challenges but now they give you
           | all cards in challenge mode at the standard level, even cards
           | you haven't found yet
           | 
           | It costs 10 gems to play a challenge and you can buy 500 gems
           | for 5$ so that's 50 challenges, say you get at least 7 games
           | per challenge so 350 games for 5$ where only skill matters.
           | I'd say that's not exploitative.
           | 
           | Of course if you care about your rank and having a Big Number
           | in a silly mobile game then yes you either have to play a lot
           | or pay a lot of money.
        
             | rightbyte wrote:
             | Oh ok. Sounds like a good play mode. Maybe they themself
             | realized how silly it was.
        
         | solar-ice wrote:
         | Casinos and machine-based gambling are fairly heavily regulated
         | in a lot of places, requiring a license with auditing, with
         | rules on everything you can possibly think of. The mobile
         | gaming industry has so far avoided this body of law by never
         | providing anything of value in return.
        
           | chii wrote:
           | > by never providing anything of value in return.
           | 
           | you could argue they provided entertainment in return.
        
             | badkitty wrote:
        
         | doix wrote:
         | Look at this guy [0], he is the rank one monk in PvP and PvE
         | and spent 0 dollars.
         | 
         | I played a wee bit and it didn't seem that bad. You can pay to
         | upgrade your gear, but that seems entirely pointless in an
         | ARPG. The whole game is a grind to get better gear! Once you
         | actually have perfect gear, why keep playing?
         | 
         | My issue with the game is that it lacks depth after having
         | spent far too much time playing Path of Exile. There aren't
         | that many possible builds, and the game basically tells you
         | exactly how to build if you want to do PvP or PvE. As far as I
         | can tell, those builds are the meta ones, so the designers are
         | forcing the meta.
         | 
         | But as a game to run in and kill some monsters without thinking
         | too much, it seems fine. Which makes sense since it's a mobile
         | game.
         | 
         | [0] https://www.twitch.tv/wudijo
        
           | jack_pp wrote:
           | interesting, so if you can be no1 while free to play is every
           | streamer lying?
           | 
           | Edit: Or right now since it's early you can out-skill other
           | people while they're figuring it out and soon the people who
           | spend more will have both skill and raw power and will
           | dominate
        
             | doix wrote:
             | I don't understand the comment, sorry. I don't think other
             | streamers are lying, you can pay to get stronger, easily
             | verified by opening the shop and looking at what is
             | available. But it looks like if you play the game as your
             | job, you can still be competitive.
             | 
             | Does it suck that you can pay to get stronger and make the
             | game unfair? Yep, but I'm not convinced it matters if
             | you're playing casually. None of the pay to win stuff
             | changes the game play drastically. You're only really
             | increasing the amount of damage you do, it's not like Path
             | of Exile where some of the really rare items can enable a
             | new type of build or trading card games where certain cards
             | let you build different decks with different playstyles.
             | 
             | Personally, I see no incentive to buy anything. I can clear
             | a level 12 challenge rift, grind slowly and slowly clear
             | higher level ones. Or I could spend a bunch of money and
             | get to do level 20 challenge rifts or whatever. At which
             | point you hit the wall and either pay money or keep
             | grinding. But since the game is all about grinding, why pay
             | to skip forward and grind more?
        
               | jack_pp wrote:
               | I understand your point but Asmongold and Shroud are
               | saying it isn't worth playing the game unless you plan to
               | spend a couple thousand dollars on it so that's where I'm
               | coming from.
        
               | hw wrote:
               | Do yourself a favor and play the game instead of trusting
               | the words of streamers. You can get a ton of enjoyment
               | without paying anything. If you want to be ultra
               | competitive then it is a different story
        
             | [deleted]
        
         | throwuxiytayq wrote:
         | I don't buy the "we have ways to play the game without spending
         | lots of money" excuse these companies are constantly peddling.
         | I refuse to accept this new default of "games" explicitly
         | designed to abuse children and addicts.
        
           | jack_pp wrote:
           | Children don't have access to a credit card unless you give
           | it to them. If in 2022 you're giving a kid a device where he
           | can make payments without your input then you're responsible
           | for it.
           | 
           | If you're addicted to spending money online irresponsibly I
           | doubt there is any law that will protect you, there's
           | millions of ways to spend money to get gratification online.
        
             | dtech wrote:
             | "We shouldn't restrict heroin, if you're prone to addiction
             | you can get a candybar in any supermarket"
             | 
             | These games are explicitly designed to prey on people prone
             | to gambling-like addictions.
        
               | jack_pp wrote:
               | Not quite the same thing as heroin as you can easily
               | drown your sorrows in any number of cheap video games and
               | I'm of the belief that if you are prone to addictions the
               | only way to evolve passed them is to go through them. I
               | am against putting laws up against these games but I am
               | for the community warning and talking about this so
               | people know what they're getting into.
               | 
               | I'm also for legalizing all drugs but that's another
               | discussion
        
       | AdvicePlz wrote:
       | I knew someone who worked for EA as a UX researcher. He said that
       | games like these are primarily targeting whales who will drop
       | $10k on a game. They are the real money earners. The really sad
       | part was the he said the most whales aren't super rich, they're
       | just people with an addiction.
        
         | tjpnz wrote:
         | Time to start regulating these games in the same way we
         | regulate gambling.
         | 
         | They shouldn't be sold to children. They're not Kinda eggs nor
         | LOL Surprise and should never be brushed off as surprise
         | mechanics. They're glorified slot machines, through and
         | through.
        
           | bsnal wrote:
           | That's not a problem since children don't have access to
           | credit cards or any other means to pay for in-game items.
        
             | ClumsyPilot wrote:
             | This is not only morally abhorrent, but also factually
             | wrong - you can have a proper bank account with card from
             | 16, and you can have pre-paid cards even earlier
        
             | [deleted]
        
             | wincy wrote:
             | My nephew stole my sister's credit card and made $2000 in
             | Fortnite purchases before he was caught. What's insane is
             | after the chargeback they DIDN'T revoke the items. He got
             | to keep them. Then his account got stolen later because
             | he's a dumb kid but that's a different story. Such a bad
             | lesson to teach a kid.
        
             | saiya-jin wrote:
             | Until they steal their parents credit card, or somebody
             | else's. Addicts tend to di desperate moves. Happened to
             | friends, their son spent half of their montly salary in
             | some stupid mobile game, took too long for them to find out
        
               | bsnal wrote:
               | Why is that Blizzard's problem?
        
               | ClumsyPilot wrote:
               | Why do you go to jail for selling alcohol to kids?
        
               | bsnal wrote:
               | Because you know that they are kids. Blizzard has no way
               | to know that some players might be kids.
        
               | ClumsyPilot wrote:
               | If you don't ask for ID, you don't know for sure - maybe
               | they are adults with impaired growth.
        
               | enneff wrote:
               | Except they market their games to kids in myriad ways.
        
           | ArmandGrillet wrote:
           | Diablo Immortal is not available in Belgium and the
           | Netherlands due to that: https://www.pcgamer.com/diablo-
           | immortal-wont-be-released-in-...
        
             | droopyEyelids wrote:
             | What allows these countries to stand up for their
             | population against billion dollar corporations?
        
           | xuki wrote:
           | Apple/Google revenue will see a big decline if those games
           | are regulated. Most if not all the top grossing games on
           | mobile follow the same spending pattern, and a big chunk of
           | app stores' revenue come from those games.
        
             | martin-adams wrote:
             | It does sadden me that Apple/Google are happy to take that
             | revenue
        
             | ajsnigrutin wrote:
             | Oh no!
             | 
             | Anyway...
        
               | weberer wrote:
               | The point is that those companies give millions of
               | dollars to politicians per year, so they're seen as
               | somewhat "untouchable"
               | 
               | https://www.opensecrets.org/orgs/alphabet-
               | inc/summary?id=D00...
               | 
               | https://www.opensecrets.org/orgs/apple-
               | inc/summary?id=D00002...
        
             | caf wrote:
             | _" Apple and Google are really gambling companies"_ was not
             | exactly the hot take I expected to see today (I am not
             | disagreeing!).
        
               | realusername wrote:
               | That's exactly what they don't want you to realise, they
               | are doing a lot of branding to try to make politicians
               | forget that they get most of their appstore/playstore
               | money from glorified gambling.
        
             | still_grokking wrote:
             | And that's exactly the reason almost all mobile game are
             | utter trash.
             | 
             | Of course that was caused because the app-"economy" was
             | broken from day one on: You couldn't and still can't call
             | out fair prices on mobile software. People weren't and
             | aren't willing to pay those. So you have to make the
             | software "free" and sell your user's data, or charge one or
             | two bucks and use some other immoral scheme to get your
             | actual costs covered.
             | 
             | On a broken market there are only broken products... Simple
             | as that.
        
               | ThatPlayer wrote:
               | My thoughts on the mobile gaming market are similar.
               | There's great plenty of good ports of games like Slay the
               | Spire, Civ VI, or even XCOM II. Problem is the majority
               | of interested parties already have 'better' devices
               | they'd prefer to play it on, so the prospect of paying
               | even the discounted price that these ports have is too
               | much.
               | 
               | So now you're left with people who haven't tried better
               | games, and with all the good-enough free ones, how can
               | even a discounted price full game compete?
        
               | wincy wrote:
               | Absolutely, I own Civ 6 on mobile because it was
               | discounted on Christmas or something. I got most of the
               | expansions for cheap on my PC/MacOS hybrid purchase from
               | Steam. Then I'm expected to pay the full fat $40 for the
               | "new" (came out in 2019) Civ 6 expansion on mobile. No
               | way.
        
               | xenadu02 wrote:
               | > You couldn't and still can't call out fair prices on
               | mobile software. People weren't and aren't willing to pay
               | those.
               | 
               | I'm not sure if that is strictly true. Prices did vary a
               | lot in the beginning. However scale created a race-to-
               | the-bottom situation for the exact reason you cited: most
               | people wanted to pay less. The market was flooded with
               | apps and games at the minimum price which created a
               | strong expectation among the bulk of buyers.
               | 
               | Consumable IAP is what really enabled the gambling-like
               | mechanics. That was discovered not long after the
               | implementation of IAP and very quickly the game devs that
               | converted to free + consumable IAP started making all the
               | money. IIRC it was an open secret in mobile games many
               | many years ago that the optimal strategy was to make the
               | early game easy to cast a wide net, then slowly ramp up
               | the pay-to-win mechanics to milk the whales as much as
               | possible. You don't really care if everyone else quits -
               | so long as most people get X% of the way through before
               | they do. Then you tweak X% to optimize for catching the
               | most whales.
               | 
               | The super critical aspect is the deliberate ramp. You
               | _have_ to get as many people into the early part of the
               | funnel as possible so some of them will become invested
               | enough to become whales. This also means you absolutely
               | must make the game miserable for 90% of your players but
               | only _after_ they 've made a significant investment.
        
           | moomin wrote:
           | Not being funny, but I won't buy my kids LOL surprise and
           | they know exactly why.
           | 
           | Whether or not this choice of mine is useful is hard to tell.
        
             | bcrosby95 wrote:
             | They're not much different than receiving a present.
        
             | wincy wrote:
             | You have to be vigilant as a parent. I didn't realize until
             | my late 20s that Diablo 2 primed me to love slot machines
             | and gambling. It's something I have to avoid.
        
               | SalmoShalazar wrote:
               | Funny you say this. I've been playing a bunch of D2:R
               | lately and it is honestly pretty miserable. It is full
               | stop gambling. Grinding out mephisto runs over and over
               | again, hoping for that nice drop, getting a minor rush of
               | excitement when an unidentified ring drops or whatever.
               | Just totally mindless nonsense.
        
         | lordnacho wrote:
         | Are there enough of those guys vs people who will spend 10? I
         | guess you need 1k of those people to make up one whale, but
         | aren't there more little players by a lot?
         | 
         | I guess I don't have the data. Also maybe you can get both at
         | once by targeting the big guy.
        
           | Hendrikto wrote:
           | The vast majority of users do not spent anything. This is no
           | problem for the game developers, as they can serve as cannon
           | fodder for the few who do invest money.
        
         | [deleted]
        
           | [deleted]
        
         | seydor wrote:
         | 10k over a long period is very small compared to what one can
         | lose in a casino night, and casinos do exist.
         | 
         | What kind of game was your friend working on? Whales do exist
         | but they are not the bulk of the revenue
        
           | black_puppydog wrote:
           | > 10k over a long period is very small compared to what one
           | can lose in a casino night
           | 
           | that's a very low bar to set...
        
           | throw_m239339 wrote:
           | > 10k over a long period is very small compared to what one
           | can lose in a casino night, and casinos do exist.
           | 
           | Casinos are highly regulated. Lootbox are not in most
           | countries. And I'm pretty sure minors can't enter a casino
           | even with their parent's credit card...
           | 
           | Made videogames with paid lootboxes 18+ only, problem solved.
        
             | seydor wrote:
             | is there evidence that any of the whales are kids? i guess
             | there are exceptions , but most kids have a highly
             | regulated budget, adults do not
        
               | ClumsyPilot wrote:
               | We are discussing damage to the kids psycology, and if
               | they spend 100% of theie lunch money on a game thats as
               | bad as adults spwnding EUR10k
        
           | gspr wrote:
           | > casinos do exist.
           | 
           | In many jurisdictions they don't. And where they do, they're
           | often very heavily regulated.
        
             | charlieyu1 wrote:
             | While the stock market is much more accessible, operates in
             | a less transparent way, and ruins more people for life than
             | an actual casino.
        
               | [deleted]
        
               | elif wrote:
               | The stock market, by inflationary design, rewards >50% of
               | the time.
               | 
               | Gambling, by regulated design, rewards 45-49% of the
               | time.
               | 
               | Diablo Immortal, by comparison, is designed to reward 0%
               | of the time.
        
           | mafaa wrote:
           | Under 1% of users for over 50% of your mobile gaming revenue
           | with a not single purchase model has been a good general
           | estimate since 2010; I invite you to google an publicly
           | available data on that. From what I've seen privately 50% is
           | a vast understatement. And no, most of those users cannot
           | afford what they spend.
        
         | Ekaros wrote:
         | I wonder what we could do to legally balance this. Out right
         | banning is bit questionable. But weekly or monthly spending
         | reports? Some total number shown regularly to players?
        
           | doctor_eval wrote:
           | You could just cap the maximum spend of any one player in any
           | game (or group of players). Even if it was some stupid high
           | number like $1,000, it would limit the blast radius. Also,
           | banning loot boxes of course. Totally can be done.
        
           | Andrew_nenakhov wrote:
           | I think that the option in appstores to completely hide all
           | games with in-app purchases would be enough. Like, if you
           | don't know they exist, you can't get hooked. Probably banning
           | advertising such games anywhere but on the AppStores, too.
        
             | Ekaros wrote:
             | I'm all for advertisement ban. Or at least limiting periods
             | allowed. It gets either really funny, sad or scary however
             | you take it when you see some games like Raid Shadow
             | Legends advertised for years extremely prominently. At
             | least when comparing to most other mobile titles... And
             | then the places it is advertised. Like cooking channels...
        
         | wincy wrote:
         | I uninstalled Diablo Immortal last night as the pull to spend
         | money was getting greater in my mind. I've been very sick for a
         | couple weeks and basically bed bound, so this game was mindless
         | and seemed fun. I got to "max level" (which is nothing of the
         | sort the game essentially has infinite progression), and Back
         | when I worked a dead end call center job working 80 hours a
         | week I spent basically $100 a day on a Japanese free to play
         | mobile game. It consumed my life and I was super depressed
         | anyway. I felt that same feeling last night to just spend $100
         | "for fun" and realized how bad this game was going to be for
         | me. These games manage to tickle that hyper competitive part of
         | my brain that wants to "win at any cost". So I'll spend money I
         | shouldn't on a game.
        
           | jules wrote:
           | It's not just the money though. Even if you remove pay-to-win
           | and move to an ad supported model, these games are still
           | engineered to maximally waste your time.
           | 
           | In fact, even games that are not designed to maximize your
           | time spent in the game can be bad. The reward hits you get
           | from games make you less likely to seek out other types of
           | reward in your life. And even when you're not playing the
           | game, your brain will be running a background task
           | strategising how to maximize your results in the game.
        
         | therouwboat wrote:
         | I used to play a MUD thats been around for 30 years and has
         | active playerbase of maybe 1-4k people and there were some
         | players who would pay 20-40k for special wizard made items. It
         | was run by a non-profit, so all that money went to keep the
         | game running, but yeah, some people put a lot of money on these
         | games.
        
         | Krasnol wrote:
         | Star Citizen isn't even a proper game and still works perfectly
         | living mainly from whales.
         | 
         | We've passed some really unhealthy point in game development
         | with this bonus money making...
        
         | phpisthebest wrote:
         | Rich people are rich because they do not spend $10K on a
         | digital downloads that have no actual value...
         | 
         | The ONLY people that would do that, are people with an
         | addiction
        
           | [deleted]
        
           | thrwyoilarticle wrote:
           | There are a lot of famous rich addicts. Or were.
        
           | concordDance wrote:
           | Tell that to the oil shiek's family...
        
         | baby wrote:
         | I think it depends, I know a lot of rich people who spend a lot
         | on skins and others. Like, a lot.
        
         | charlieyu1 wrote:
         | People who will throw massive money in games, won't be happy
         | about Blizzard.
        
         | jiggawatts wrote:
         | I've seen similar comments by several game devs, but at least
         | some of them said that they make most of their money from the
         | kids of the ultra-wealthy. Think of some oil Sheik's son bored
         | to death at home because it's too hot to go outside.
         | 
         | But yeah, the "loot boxes" that are mostly gambling have been
         | banned in many countries because they're targeted at young
         | children.
        
           | spoiler wrote:
           | > I've seen similar comments by several game devs, but at
           | least some of them said that they make most of their money
           | from the kids of the ultra-wealthy.
           | 
           | This seems like naive speculation to me. Think about the
           | number/scaling of this. It would give them a few months worth
           | of income at best?
           | 
           | The sadder truth is that they're exploiting escapism and
           | maladaptive coping (addiction, gambling) in people who also
           | use escapism to cope/relax. Often times, those same people in
           | desperate need of escapism are there because they struggle in
           | real life, often financially too.
           | 
           | So, the little reprieve they get from gaming negative impacts
           | their physical lives.
           | 
           | Diablo Immortal is a caricature of the depravity most games
           | have become. A few games like Overwatch are not P2W, but even
           | they have lootbox mechanics for cosmetic skins (you get boxes
           | for leveling up and challenges, as you play, though).
           | Blizzard _literally_ can 't help themselves.
        
             | kuang_eleven wrote:
             | The interesting thing is that you would think Blizzard
             | would have known this. Literally the last game in the
             | _same_ Diablo series launched with a much-hated Real Money
             | Auction House, which was eventually removed.
        
           | j_4 wrote:
           | To me this "ultra-wealthy" thing has always sounded like a
           | convenient lie whale-game devs tell themselves to sleep
           | soundly at night. These dark pattern black holes are made
           | purely to form an addiction and turn it into profit, they
           | don't care about who's on the receiving end.
           | 
           | There's an increasing number of players who expect that
           | either a) a game will take unlimited money and feed them
           | dopamines in return, or b) they never have to pay a dime for
           | anything because they're fully subsidized by the addicts. I
           | have conflicted feelings about administrative regulation of
           | this stuff, I just hate that things are this way, especially
           | as an independent game dev.
           | 
           | (I'll do the hustle - my first game Pawnbarian is a chess-
           | flavored puzzle roguelike. On mobile it's an ad-free demo
           | with a single $7 IAP for the whole thing. Out on Steam and
           | Android, iOS will follow soon. j4nw.com/pawnbarian)
        
             | Karrot_Kream wrote:
             | It's hard for a person in the throes of addiction to last
             | as a whale for long. Most long lived whales are likely to
             | be from wealthy families, or the fun side addiction for a
             | very wealthy individual. That doesn't change the fact that
             | there are addicted people who spend a large percentage of
             | their income on a game. Whales are one thing and addicted
             | players are another.
        
               | cycomanic wrote:
               | Why do you think the mechanics of nonchemical addiction
               | are different to chemical addiction? I certainly see
               | plenty of nonrich people being addicted to drugs and
               | essentially spend everything they have on drugs (the
               | proximity to crime is obviously an additional factor)
        
               | patrec wrote:
               | > It's hard for a person in the throes of addiction to
               | last as a whale for long.
               | 
               | They don't have to. Repeatedly unearthing cow-clickers
               | whom you can milk for $10'000 before sending them into
               | financial ruin sounds like a much more viable business
               | strategy to me than trying to build a portfolio of people
               | both rich and dumb enough to sustainably cow-click.
        
               | j_4 wrote:
               | I don't necessarily disagree, but for the purpose of my
               | argument this is splitting hairs. Both audiences are
               | functionally the same from the game design standpoint.
        
             | jayd16 wrote:
             | A lot of the whales and leviathans have some kind of online
             | presence so it's really not hard for a game dev to know
             | them by name, or even invite them to the studio.
        
             | seventytwo wrote:
             | Totally agree. I'd love to see any hard data for that
             | claim.
             | 
             | Does the same pattern hold true for casinos? Or are the
             | bulk of the profits coming from the poor SOBs who blow
             | every paycheck there?
        
           | aliswe wrote:
           | > but at least some of them said that they make most of their
           | money from the kids of the ultra-wealthy.
           | 
           | sorry, but that's just sickening.
        
           | hackernewds wrote:
           | Reminds me of EA Sports FIFA. The whole Build a team process
           | is predatory and based on gambling + micro transactions
        
         | ekianjo wrote:
         | > they're just people with an addiction.
         | 
         | Everyone has an addiction to something. You are lucky if its to
         | something thats cheap and legal.
        
           | xmodem wrote:
           | It depends on the timeframe obviously, but $10k is hardly
           | cheap.
        
             | chii wrote:
             | it is cheaper than drugs. If you got to be addicted to
             | something, i don't think these mobile games are the worst
             | out there.
             | 
             | Of course, the best outcome is not to be addicted.
        
               | Panoramix wrote:
               | What a strange logic. You can be addicted to hundreds of
               | things a the same time, it doesn't justify what these
               | videogames are doing.
        
               | xmodem wrote:
               | I'm not sure that "this thing isn't as bad as illegal
               | drugs" is a winning argument.
               | 
               | (I'm also not sure it's actually true, either - would
               | depend on what metric you use)
        
             | ekianjo wrote:
             | Where did I mention its cheap, exactly?
        
             | charlieyu1 wrote:
             | 10k a year is hardly a lot...
             | 
             | As a Japanese gamer says, paying for games is like dining
             | out. You get nothing useful after a good meal, and paying
             | for games may as well be more useful.
        
               | allarm wrote:
               | > 10k a year is hardly a lot
               | 
               | In my country 16k/y is a median salary. It's heavily
               | influenced by 1 or 2 major cities - the rest of the
               | country earns much less, 10k/y is considered to be a
               | decent salary. So no, it is a huge amount of money.
        
               | ryl00 wrote:
               | > You get nothing useful after a good meal
               | 
               | Uh... the nutrition that your body needs to keep going?
               | Is this a trick question?
        
               | asutekku wrote:
               | Compared to $10 meal, nutritionally $100 meal is not
               | worth it.
        
         | bloodyplonker22 wrote:
         | Right, most "super rich" people don't get "super rich" by doing
         | super stupid things.
        
           | lozenge wrote:
           | The Chinese proverb "rags to rags in three generations" says
           | that family wealth does not last for three generations. The
           | first generation makes the money, the second spends it and
           | the third sees none of the wealth.
        
             | bobnamob wrote:
             | That phenomenon probably has more to do with wealth being
             | spread increasingly thin across ever-larger generations
        
               | usrusr wrote:
               | Another element is how ambition to have your own
               | achievement can team up with risk taking. It's usually
               | not the humble playboy who consumes away the fortune,
               | it's one who tries to step out of the shadow cart by
               | inheritance by growing the fortune through a series off
               | get-richer-quickly schemes.
        
               | scoopertrooper wrote:
               | Probably less so in China given that, until recently,
               | they had severe restrictions on the number of children
               | per a family.
               | 
               | Though your point is valid it's only part of the story.
               | 
               | I've seen many scions from China attending western
               | universities in a state of decadence, barely focused on
               | their course work, all too willing to live off their
               | parents' past efforts, while driving expensive cars and
               | walking around in clothes and accessories worth tens of
               | thousands of dollars.
        
               | bbarnett wrote:
               | Maybe?
               | 
               | Certainly more offspring was normal, the further back you
               | go. So wealth division could more easily happen.
               | 
               | But most cultures had the idea of the "first born", the
               | official heir... for this very reason! Most of the loot,
               | holdings, tended to go the eldest.
        
               | algorias wrote:
               | This is no longer legal in many jurisdictions. Family
               | members often have a minimum allocation of the
               | inheritance (e.g. 25% must be equally split among all
               | children)
        
               | ntoskrnl wrote:
               | What jurisdiction is this?
        
               | plonk wrote:
               | France has a floor on the percentage each descendant
               | gets.
        
               | bbarnett wrote:
               | Interesting, and most places it is culturally
               | unacceptable regardless.
               | 
               | Yet the proverb is historical, as all proverbs are, and
               | my response was intended to refute the dissolution of
               | wealth, historically, by spreading it too thin.
               | 
               | Our ancestors didn't do that.
        
           | forty wrote:
           | Most super rich get super rich by having super rich parents.
           | It doesn't say anything about how they act.
        
           | taotau wrote:
           | True...ish, but i bet a percentage of them get rich by
           | focussing on what they are good at and neglecting their
           | families, just making piles of money available. There's
           | probably enough kids getting 10K a month pocket money to make
           | GPs stragetgy viable.
        
         | matheusmoreira wrote:
         | > they're just people with an addiction
         | 
         | Yes. These games are straight up designed to be habit forming
         | and should be regarded as equivalent to gambling and addictive
         | drugs. I've been down that rabbit hole myself.
         | 
         | Daily tasks and rewards offer positive reinforcement. Timers
         | create a schedule for players, place a cap on their progression
         | and establish negative reinforcement by punishing days of
         | inactivity. Player groups reinforce each other's behavior. The
         | goal is to get them to log in every day and invest in the game.
         | 
         | People pay money to uncap their progression. This turns these
         | games into spending competitions: whoever spends the most money
         | wins the game. The corporation is the only true winner of
         | course.
         | 
         | I managed to cure myself of this addiction by... cheating. I
         | reverse engineered the game and wrote a bot for it. All those
         | silly tasks were now getting done automatically, my progression
         | was assured and the game's hold over me was destroyed. The best
         | part was my bot was statistically indistinguishable from a
         | sufficiently addicted player due to the game's own design. I'd
         | like to believe I helped destroy that game.
        
           | chii wrote:
           | so the question becomes whether people should be allowed to
           | spend money any way they see fit, even if that spending isn't
           | great for themselves.
           | 
           | Like someone who's very invested in their hobby, they could
           | be dropping tens of thousands of dollars into it (depending
           | on the hobby of course). Why are those not considered the
           | same as wasting money on mobile games?
        
             | hombre_fatal wrote:
             | Even if you thought that being addicted to gaming or
             | gambling is no different for the creature than any other
             | hobby, like kayaking, it might help you to look at the
             | other side of the question:
             | 
             | How much should we allow others to enrich themselves off
             | the addictions/compulsions of others?
             | 
             | I always thought that was a compelling point even when I
             | was a libertarian for one year as a uni freshman. That
             | people should be able to consume what they want doesn't
             | finish answering the question.
        
               | chii wrote:
               | > How much should we allow others to enrich themselves
               | off the addictions/compulsions of others?
               | 
               | the current line is drawn at 18+ and non-chemical
               | addiction, or light chemical addition like nicotine. It
               | is worthy of debate, whether psychological addiction
               | ought to be included.
               | 
               | My guide would be that if it causes external harm, then
               | it should be regulated, where external harm is defined as
               | harm that, while undertaking said activity, would befall
               | a third, unrelated party.
        
               | enneff wrote:
               | Nicotine is not lightly addictive.
        
             | matheusmoreira wrote:
             | Hey, I love video games. They've given me thousands and
             | thousands of hours of fun. Awesome games like Subnautica
             | can bring joy to the world.
             | 
             | The problem is the one time I tried mobile games I
             | eventually started waking up at 3 AM because that's when
             | some timer resets. At some point I started wondering where
             | my life went so wrong.
             | 
             | Then I started studying the design of these games and I
             | realized they are _designed_ to cause this sort of
             | addiction and harm. They employ the same strategies as
             | casinos and drug dealers. They straight up subvert the
             | reward center of people 's brains to the point they harm
             | themselves and even destroy their own lives.
        
               | iancmceachern wrote:
               | Just like much of social media
        
               | matheusmoreira wrote:
               | Yes. Social media is the exact same brand of brain-
               | hijacking dopamine dripfeed. They too want their apps to
               | be habit forming in order to maximize the amount of user
               | attention they're capturing so they can make more money
               | on advertising. Every time you see someone talking about
               | "engagement" this is what it means.
               | 
               | Software like uBlock Origin is so world changing they
               | should be built into our operating systems in order to
               | help destroy the revenue of these abusive corporations.
        
             | martinko wrote:
             | > so the question becomes whether people should be allowed
             | to spend money any way they see fit
             | 
             | Cant believe you actually want to debate this.
        
             | Termitiono wrote:
             | Because a normal hobby is not designed to be addictive.
             | 
             | A hobby like wood working doesn't push you to do
             | woodworking every day and there are not people behind this
             | non existing mechanism who design it like it.
             | 
             | Also normally a hobby costs money due to physical parts of
             | that hobby. A software engineer as a hobby only needs some
             | computer, would worker needs a metal saw.
        
               | usrusr wrote:
               | Fitness hobbies also punish you for taking some time off.
               | But they still just happen to be that way, instead of
               | being deliberately designed, and that's a distinction
               | that should very much be allowed to make a difference.
               | It's not unusual at all for intent to carry legal
               | significance.
        
               | matheusmoreira wrote:
               | The risk/benefit calculation of fitness activities is
               | overwhelmingly positive. Their health benefits of
               | exercise might as well be infinite. Even such a benign
               | activity can be pathological though: accidents and
               | lesions during training, anabolic steroid abuse, body
               | image issues...
               | 
               | The risk/benefit calculation of predatory gambling video
               | games is overwhelmingly negative. It's really no big loss
               | if they were to be outlawed straight up. We have much
               | better games available for our enjoyment.
        
               | viraptor wrote:
               | There was a leaderboard posted in the local gym. It was
               | for the most frequently coming members. Some of them
               | regularly racked up >400 visits a year. I didn't even
               | realise at the time that it was weird until a doctor
               | mentioned that these are likely people with addiction or
               | body image issues. I guess you can overdo anything.
        
               | elif wrote:
               | That's the important part. Not only are these games
               | "designed for addiction," they are written as if someone
               | opened up a psychology textbook on manipulation and
               | implemented every chapter.
               | 
               | It is human abuse.
        
               | donatj wrote:
               | > A hobby [...] doesn't push you to do [it] every day
               | 
               | Look at organized sports, if you don't show up enough
               | times, you don't get to play anymore.
        
               | [deleted]
        
             | jhrmnn wrote:
             | Never thought of that, good point. I guess in the end if we
             | wanted to find the boundary for harmful/tolerable
             | addiction, we might not be able to find it, it's a
             | continuous spectrum. I guess in the end _intent_ would need
             | to decide the ethics--is the product designed to leverage
             | addiction or is it designed to enable people to have fun,
             | which might lead to addiction?
        
               | donatj wrote:
               | I think there is a very blurry line between non-chemical
               | addiction and just liking something very much. Say a
               | person spends thousands on audiophile equipment where the
               | layman couldn't hear the difference, and often even a
               | double blind of audiophiles can't, is that spending an
               | addiction? Or do they just enjoy chasing that dragon?
        
               | viraptor wrote:
               | Isn't addiction diagnosis usually about "does this
               | negatively impact your life and relationships"? Basically
               | on the level of "would you get into risky debt or skip on
               | necessities for yourself or family by buying more
               | equipment? "
        
               | matheusmoreira wrote:
               | > Isn't addiction diagnosis usually about "does this
               | negatively impact your life and relationships"?
               | 
               | Yes. This is more or less standard criteria for
               | diagnosing mental disorders.
               | 
               | A. Persistent and recurrent problematic gambling behavior
               | leading to clinically significant impairment or distress,
               | as indicated by the individual exhibiting four (or more)
               | of the following in a 12-month period:
               | 
               | 1. Needs to gamble with increasing amounts of money in
               | order to achieve the desired excitement.
               | 
               | 2. Is restless or irritable when attempting to cut down
               | or stop gambling.
               | 
               | 3. Has made repeated unsuccessful efforts to control, cut
               | back, or stop gambling.
               | 
               | 4. Is often preoccupied with gambling (e.g., having
               | persistent thoughts of reliving past gambling
               | experiences, handicapping or planning the next venture,
               | thinking of ways to get money with which to gamble).
               | 
               | 5. Often gambles when feeling distressed (e.g., helpless,
               | guilty, anxious, depressed).
               | 
               | 6. After losing money gambling, often returns another day
               | to get even ("chasing" one's losses).
               | 
               | 7. Lies to conceal the extent of involvement with
               | gambling.
               | 
               |  _8. Has jeopardized or lost a significant relationship,
               | job, or educational or career opportunity because of
               | gambling._
               | 
               | 9. Relies on others to provide money to relieve desperate
               | financial situations caused by gambling.
        
               | ClumsyPilot wrote:
               | There is a very blurry line between chemical addiction
               | and non-chemical addiction
        
             | ZeroGravitas wrote:
             | This is a good question.
             | 
             | Golf seems very similar to me. There's the random element.
             | A friend described it as a feeling of continual frustration
             | followed by a high when he hits a good shot.
             | 
             | You similarly can buy your way to 'success' with gadgets
             | and training or investing more time.
             | 
             | There's the community of similar addicts that gather
             | together and provide a social element and re-inforce each
             | others addiction. People's marriages suffer to the degree
             | that there is a term "golf widow" for someone who's lost
             | their partner to the game.
             | 
             | But I can still see clear differences between golf clubs
             | and casinos, and there's also similar differences between
             | different mobile games. I feel it's worth delineating them,
             | particularly as golf isn't constantly being replaced with a
             | slightly modified version of golf that takes it 2% closer
             | to being a Casino and casino's are heavily regulated for
             | good reasons.
        
               | elif wrote:
               | Wait, what's the random element in golf? I play weekly
               | and the only random element I can think of are maybe cars
               | and animals distracting me?
               | 
               | Golf is a game of 3D localization and mapping, wind
               | analysis, projectile estimation, and fine-tune physique
               | control...
               | 
               | If you are treating those elements as "random" you are
               | missing large aspects of the game.
        
               | sandworm101 wrote:
               | It is about hitting a very small/light ball very far. It
               | is about interaction with natural elements in real time
               | (wind/grass etc). It may be physics but it is physics in
               | the real non-vacuum world. Even a perfect robot could not
               | place a golfball in the same spot repeatedly. That is the
               | unescapable random element.
        
               | elif wrote:
               | i havent seen a robot capable of reading wind patterns
               | from tree movement as well as humans.. again you are
               | minimizing the deterministic factors where humans have a
               | compelling advantage by over-essentializing perception
               | beyond your personal capability as "random"
        
               | sandworm101 wrote:
               | Look to artillery, where billions are spent on robots
               | throwing an object through the air as accurately as
               | possible. Randomness is still there.
        
               | elif wrote:
               | you're just making the same argument with a different
               | subject... the same "random" argument can be applied to
               | home runs in baseball if you wanted. hopefully you can
               | see the ridiculousness of that example... I've researched
               | your artillery example enough to know that artillery fire
               | is done with a human wind calculation based upon one
               | direction of wind... not at all comparable to human eye
               | perceiving strength of gusts, wind alleys, etc. based
               | upon personal experience with a certain course... but i'm
               | not really interested in 1000 red herring discussions.
               | please stick to golf if you really care about this.
        
               | ZeroGravitas wrote:
               | I'm obviously not a golfer, but here's a write up from
               | someone who is, that explores the topic in depth:
               | 
               | http://www.limitlessperformance.ca/blog/the-mental-
               | patters-o...
               | 
               | > But the most accurate and refreshing response received
               | to this day has been... addictive! And if you think about
               | it clearly, what better one-word description encompasses
               | all that we know of this exhilarating sport known as
               | Golf. There is no description more encompassing of a
               | sport such as golf!
               | 
               | > And this is best described by a psychological principle
               | referred to as "intermittent reinforcement". Intermittent
               | reinforcement is the formula foundation for all forms of
               | addition. Take gambling with a slot machine as an
               | example. You lose, lose, lose, lose and suddenly you win!
               | And yet, despite the guaranteed repetitive loss and the
               | incidental win, people love to play slot machines for
               | hours. Why is intermittent reinforcement so powerful? In
               | its simplest translation, the reinforcement pattern that
               | blooms into addiction must entail of high levels of
               | reward and amusement without the predictability factors
               | which can trigger boredom. It"s the unpredictability of
               | when the reward arrives that draws and engages people
               | into the activity. The rewards that are distributed
               | intermittently trigger and release significantly higher
               | doses of a pleasure inducing hormone known as dopamine,
               | than the same rewards distributed on a more consistent
               | (predictable) basis.
               | 
               | > Can you think of another activity that features in more
               | intermittent reinforcement than golf? No matter what
               | level of golf you are playing, it is guaranteed that you
               | are going to hit more shots that feel miss-struck than
               | well-struck. Some may argue that the pros hit the ball
               | well on almost every shot, but on the contrary the better
               | you are the higher the standard to what constitutes a
               | shot that delivers maximum satisfaction and reward. To a
               | highly skilled golfer, maximum satisfaction is gained
               | through a perfectly struck and executed shot. While by
               | the same token, for the double-bogey player, a drive that
               | is struck decently and stays in the fairway is also a
               | cause for celebration.
        
             | phpisthebest wrote:
             | The deflection point for me on Regulation is purchases vs
             | loot boxes
             | 
             | If the game is implimenting direct purchases, where you buy
             | Item X for Y price then I feel regulation is unwarranted
             | even in the context of harmful levels of purchasing
             | 
             | However if the game is using a loot box system where the
             | play buy a "chance" to "win" an item they desire, then I
             | think that should be considered a "game of chance" like a
             | lottery or slot machine, under which there should be some
             | regulation to require the disclosure of odds, how many
             | times their is a payout, etc etc etc
             | 
             | Diablo seems to use a Loot Box system, not a direct pay
             | system
        
               | algorias wrote:
               | To be fair, many such games _do_ disclose the odds.
               | 
               | The difference to older tech like mechanical slot
               | machines is that the game records everything the player
               | does, and can then drop a "discounted" special offer at
               | the right time to maximize the likelihood of keeping the
               | player hooked.
        
               | phpisthebest wrote:
               | While some games do, the few that do those odds are not
               | predominantly displayed nor they are externally validated
               | as being accurate.
               | 
               | There is also no disclosure as to if the odds are
               | manipulated on a per player basis, which I believe there
               | are a few patents related to changing the "drop" rate
               | based on player behavior, this is similar and can be
               | combined with your comment about monitoring to drop a
               | discount at the right time
               | 
               | In the context of Diablo, I can not find the Odds of
               | their loot boxes anywhere published.
        
               | matheusmoreira wrote:
               | I wouldn't be surprised if these predatory games lowered
               | the odds for big spenders in order to trick them into
               | spending even more.
        
             | ClumsyPilot wrote:
             | > so the question becomes whether people should be allowed
             | to spend money any way they see fit
             | 
             | You are allowed to be in any number of relashionships with
             | other people, and some of them can be pretty weired.
             | 
             | However when someone is manipulating you and pimping you
             | out, thats different.
             | 
             | You have the rirgt not to be stabbed, stolen from, or
             | manipulated.
        
             | doctor_eval wrote:
             | > so the question becomes whether people should be allowed
             | to spend money any way they see fit, even if that spending
             | isn't great for themselves.
             | 
             | This is an incredibly simplistic view of the problem, on
             | multiple dimensions.
             | 
             | On one dimension, a question of to what length should we
             | give companies the right to harm people. Because if
             | something is knowingly designed to take advantage of the
             | study of psychology to hurt people then that's what this
             | is.
             | 
             | On another dimension, the person spending the money is
             | typically hurting others (spouse, kids... business
             | partners) at least as much, but frequently more, than they
             | hurt themselves.
             | 
             | Giving companies the freedom to do things like this takes
             | away our freedom to live without others harming us. Its
             | really hard to understand why this is even debatable.
        
               | mensetmanusman wrote:
               | I agree with you, but it's interesting that everything
               | you say applies to the sugar industry, and that industry
               | has harmed far more people (and our healthcare system).
        
               | ZeroGravitas wrote:
               | Sugar taxes are a thing for this very reason:
               | 
               | https://news.sky.com/story/sugar-tax-consumption-of-
               | sugar-fr...
               | 
               | It wasn't liked by the right-wing government, even though
               | they implemented it in the first place. They financed a
               | report that investigated it's effectiveness, and then
               | tried to bury it because it showed it worked as intended.
        
               | kergonath wrote:
               | > It wasn't liked by the right-wing government, even
               | though they implemented it in the first place.
               | 
               | Quite the conundrum. On one hand, it's a neat tool for
               | class warfare, an occasion to have a laugh about those
               | bums who cannot control themselves, and drone on about
               | Protestant values and work ethic. On the other hand, some
               | chums would make less money, and we cannot have that.
        
               | kergonath wrote:
               | And it should be regulated as well, for the reasons you
               | mention. At the very least a tax to partially offset its
               | effects on public health.
        
           | xenator wrote:
           | When Facebook introduced games on their site I used to play
           | one game. It was some stupid game with limited energy, but
           | for me mechanics was pretty new. So I created Selenium bot
           | that on schedule do some simple tasks. Since I was little
           | addicted to game I created club and invite people to join it.
           | 
           | And I shared my bot with them. Reaction was very negative.
           | People blame me for "hacking" and ruining game.
           | 
           | So I made my conclusion and never shared my bots
        
             | matheusmoreira wrote:
             | I never shared or published my bot either. Gaming
             | communities will never understand. They wouldn't even
             | entertain the notion that anti-cheating software could have
             | false positives.
        
           | makeitdouble wrote:
           | This picture is too black and white. I have no interest in EA
           | games so I don't know if it appliesto them, but most "social"
           | games make the bulk of their revenue from players paying
           | small amounts every now and then, or ideally on a regular (a
           | bit every events) shedule. The main target is not the whales,
           | it's the sustainable long tail (though paying players stay a
           | small minority, even 4~5% of hundreds of thousands of users
           | is a big pool).
           | 
           | This is basically the "recurring revenue" model, it's the
           | monthly packages sold in Yostar or Mihoyo games.
           | 
           | Sure, people who get easily caught in competitive schemes
           | will have a hard time to stop, and will get caught in
           | nightmarish situations. The same as people who can't stop
           | drinking and become alchoholic over time. This is a nefarious
           | effect that we should pay attention to, but a super small
           | minority becoming alcoholics doesn't mean alcohol industry
           | itself is a conspiracy to produce them. Moderate people
           | exist. We should find ways to to protect the vulnerables, but
           | it also means coming to terms with the nuances of the
           | situation.
        
             | JohnJamesRambo wrote:
             | Do you have any data to support this assertion? It goes
             | against everything I've ever read about how games like this
             | make money.
        
               | makeitdouble wrote:
               | I kinda find it surprising to assume a company like
               | Mihoyo consistently makes record profits from just a few
               | whales addicted to gambling. It litteraly makes no sense.
               | 
               | I also don't see these companies disclose their revenue
               | per user statistics, could you share some of what you
               | read positing current gatcha games are sustained by
               | whales ?
        
               | JohnJamesRambo wrote:
               | https://then24.com/2021/09/23/the-whales-from-the-app-
               | store-...
               | 
               | https://www.gamedeveloper.com/business/report-whales-
               | gobble-...
               | 
               | https://www.adweek.com/performance-marketing/infographic-
               | wha...
        
               | makeitdouble wrote:
               | Thanks! To TLDR my answer, the first link gives
               | interesting numbers but are very generic, and as the top
               | gatcha devs won't give breakdown numbers of user spending
               | patterns, in the end it doesn't tell that much more.
               | 
               | I should disclaim I do play gatcha games on a somewhat
               | regular basis (I need to know how they work for various
               | reasons) and follow the different communities around.
               | 
               | On the first link:
               | 
               | > Whale game users: 1% of the players, generate 64% of
               | the income spending 2,694 dollars per year. > Medium-high
               | game users: 3% of the total, generate 20% of income
               | spending 373 dollars a year. > Average game users: 2% of
               | the total, generate 4% of income and spend $ 104 per
               | year.
               | 
               | First, that 1% of "whales" at 2,694$ per year is
               | interesting, as it puts it around the 2,482$ said to be
               | spent on entertainment on average in the US [0], which
               | doesn't seem to be freakish in context.
               | 
               | Then there's also no breakdown of social games and
               | "normal" games, like Minecraft which for instance has
               | monthly subscriptions for online services, and other
               | games who have season passes or allow to buy in-game
               | contents like songs, levels etc.).
               | 
               | Sure social games must have a decent share, but right now
               | for instance I see in my [edit to US ranking] Roblox,
               | Apex, Pokemon Go in the free app ranking and they aren't
               | gatcha. The above number must also including straight
               | purchaseable games.
               | 
               | It's interesting numbers, but don't tell us much about
               | gacha games in particular (though the author has opinions
               | on the subject, which I mostly agree with).
               | 
               | The second link is from 2015, that's almost the beginning
               | of the field, the candy crush days and developpers not
               | understanding clearly what is ok and what is not. A lot
               | has changed since.
               | 
               | I don't have access to the third link, it asks me to pay
               | to become premium (the irony), and it's also from 6 years
               | ago...
               | 
               | [0]
               | https://www.thesimpledollar.com/banking/savings/a-look-
               | at-th...
        
           | ramshanker wrote:
           | Same for me. 2015 or so. FarmVille addiction. Once I clicked
           | 1200 times straight to farm/plaugh/seed, my fingers heart. So
           | searched for a solution and found click recorders . Not
           | exactly cheat but once I started using the auto click, I was
           | out of addiction within a month and left game in Two month.
        
             | matheusmoreira wrote:
             | Awesome. In these cases, bots are not really cheating,
             | they're legitimate self-defense against shitty repetitive
             | addictive games. They are addiction prophylaxis and
             | treatment.
        
               | safety1st wrote:
               | This is really insightful. Things in 2022 are so bad that
               | the manufacturer of this addictive product is not only
               | unregulated, but has actually banned the therapy in its
               | ToS.
               | 
               | (If you think about that a bit it follows that the
               | smartest course of action is to break the ToS early and
               | often!)
        
               | matheusmoreira wrote:
               | Yeah. The thing about these little agreements is they're
               | all about what's good for the company, never what's good
               | for us. They are inherently abusive and it's in our best
               | interests to subvert them as much as possible.
        
               | yurishimo wrote:
               | I think it's okay to label it as cheating and not feel
               | like you're breaking some moral code. If the game is
               | rigged, then the only way to win is to "cheat". When the
               | hero in a story does it, we call them clever.
        
           | azeirah wrote:
           | > I managed to cure myself of this addiction by... cheating.
           | 
           | Oh yeah that works so incredibly well! I get addicted to
           | idle/tap/infinite progression types of games every now and
           | then.
           | 
           | At one point I got sick of it and I wrote a program that taps
           | my phone with an axidraw robot. Seeing the progression happen
           | without my own input totally broke the addictive cycle for
           | me.
           | 
           | And I got to play with the axidraw :D
        
             | SapporoChris wrote:
             | I'm sure you know there are other ways. Android phone
             | emulator on a PC and scripting the mouse is one of the
             | easiest. However I'm incredibly impressed that you used a
             | software/hardware solution.
             | 
             | Thank you for mentioning the hardware, I looked it up and
             | it looks affordable and interesting.
             | https://www.axidraw.com/
        
           | nonrandomstring wrote:
           | > I managed to cure myself of this addiction by... cheating.
           | I reverse engineered the game and wrote a bot for it. All
           | those silly tasks were now getting done automatically, my
           | progression was assured and the game's hold over me was
           | destroyed.
           | 
           | This is absolutely fascinating. It's something I kinda missed
           | from Digital Vegan, thinking that extrication would be a
           | matter only of self-mastery and access to good information
           | rather than fighting back. Most people do not have that
           | capability.
           | 
           | But _fighting back_ is exactly what you 've done, and it's
           | worked for you. I wrote earlier that the relationship between
           | users and developers is increasingly an adversarial one [1].
           | Things like "right to repair" have become an open battle
           | between ecological common-sense and pure greed. Where your
           | health, wealth and environment is under attack from rampant
           | greed a legitimate (moral/ethical) response to hostile
           | technology is obviously hacking back.
           | 
           | But it's not a universalisable moral principle, unless we
           | want a descent into chaos and digital "civil war". Therefore
           | the proper solution is to start recognising what some of
           | these companies are doing as _crimes_. You need the law on
           | your side when you act in self-defence.
           | 
           | [1] https://news.ycombinator.com/item?id=31626063
        
             | matheusmoreira wrote:
             | EFF calls this adversarial interoperability:
             | 
             | https://www.eff.org/deeplinks/2019/10/adversarial-
             | interopera...
             | 
             | A digital civil war is preferable to surrendering to the
             | designs of exploitative corporations. We _should_ fight
             | back on principle. We _should_ block ads and tracking,
             | scrape websites, reverse engineer private APIs, violate DRM
             | technology, replace their proprietary apps with our own
             | free software that we control, feed them false data to
             | poison their data sets... We should do _everything_ we
             | possibly can to defeat any attempt to exploit us. We don 't
             | need their permission to do it either.
             | 
             | Turning things into crimes is the corporation's game.
             | They're the ones with billions of dollars and expensive
             | lobbyists. We shouldn't be trying to beat them in this
             | space. We need ubiquitous subversive technology that
             | neutralizes their exploitation whether the laws allow it or
             | not. It shouldn't matter whether it's legal or illegal. We
             | need technology that makes it _impossible_ for them to
             | exploit us in any way, and _we_ define what is and isn 't
             | acceptable or exploitative.
        
               | geysersam wrote:
               | That sounds like an arms race that's both wasteful and
               | difficult to win. Why should we not use the tools
               | democracy provides to shape society? These corporations
               | are not out to get us. They maximize profit constrained
               | by the regulatory environment. We have to guide them, and
               | channel their capacity for good.
        
               | _jal wrote:
               | > Why should we not use the tools democracy provides to
               | shape society?
               | 
               | Turns out that's also a Red Queen's race. And if you look
               | at the lobbying costs vs. potential rewards, there's a
               | lot of room for escalation in US politics.
        
               | matheusmoreira wrote:
               | > That sounds like an arms race that's both wasteful and
               | difficult to win.
               | 
               | It is.
               | 
               | > Why should we not use the tools democracy provides to
               | shape society?
               | 
               | We should, if we can. I'm just not holding my breath.
               | 
               | I think copyright should be abolished but the trillion
               | dollar companies that depend on it will never allow that
               | to happen. So we're better off _de facto_ abolishing it
               | by making copyright unenforceable and eliminating
               | consequences for copyright infringement.
               | 
               | I think advertising should be illegal but companies like
               | Google will never let that happen. So I use software like
               | uBlock Origin to block ads whenever I can.
        
               | sbarre wrote:
               | >I think advertising should be illegal but companies like
               | Google will never let that happen. So I use software like
               | uBlock Origin to block ads whenever I can.
               | 
               | Honest question (and I am not fan of advertising here and
               | not trying to be an apologist)..
               | 
               | What business model replaces it, in your mind?
               | 
               | In the world that exists today, how do companies who
               | provide free services online (including the creation of
               | information) pay their staff and their operational costs,
               | if not through being paid to display ads or sponsorships?
               | 
               | Do all websites become subscriptions?
        
               | wahnfrieden wrote:
               | The replacement is not another business model
        
             | skohan wrote:
             | I agree regulation is needed. I think these situations are
             | also partially due to a failure of anti-trust. In many of
             | these cases, there is insufficient competition for these
             | companies to be forced to act in the user's best interest.
             | 
             | Addictive products are another case where the user is
             | unable to choose in favor of their own self-interest,
             | because the product is exploiting weak points in human
             | psychology.
        
             | sandworm101 wrote:
             | It is an alcoholic leaping over the bar to start drinking
             | directly from the tap. It is a violation of the rules and
             | will get you banned, but it will not cure a true addiction.
             | Some gamblers are addicted to the game, but some are
             | actually addicted to the money they want to win from
             | gambling. Gaining access to free ingame stuff by cheating
             | might mitigate some harmful economic effects but it wont
             | necessarily allow an addict to stop. Making the beer free
             | might stop kids from thinking it cool. It wont stop someone
             | actually addicted to beer.
        
               | matheusmoreira wrote:
               | > Gaining access to free ingame stuff by cheating might
               | mitigate some harmful economic effects but it wont
               | necessarily allow an addict to stop.
               | 
               | The free stuff exists to instill an habit in players.
               | People literally force themselves to log into the game
               | and do daily tasks because otherwise they're missing out
               | on daily rewards.
               | 
               | My bot completely nullified their little scheduled
               | rewards design. I was now free to play the game whenever
               | I actually felt like playing. Then I discovered I didn't
               | actually feel like it, I was just going through the
               | motions due to negative reinforcement.
               | 
               | Don't underestimate the power of software. It can
               | literally liberate us.
               | 
               | > It is a violation of the rules and will get you banned
               | 
               | Whatever. No big loss.
        
             | q-big wrote:
             | > Therefore the proper solution is to start recognising
             | what some of these companies are doing as crimes. You need
             | the law on your side when you act in self-defence.
             | 
             | The only difference is _who_ does the _concrete fighting_ :
             | you by yourself, or let the police and criminal prosecution
             | do the fighting.
        
               | nonrandomstring wrote:
               | Good question. I'm not sure which would be faster and
               | fairer. Police and courts have enough to do dealing with
               | reality, without getting involved in our messy hacker
               | games. So long as the law is clear, we should want people
               | to help themselves first and foremost. The key is really
               | dismantling protectionist laws that enable powerful
               | aggressors, not arming the people with more protectors.
               | On what the law cannot speak it should remain silent, and
               | I do believe that vast tracts of so-called "cyber-law"
               | are absolute rubbish - utterly unfair, bought by
               | lobbyists and written by incompetents to defend the
               | barons' castles. Take this down and let nature run its
               | course to restore the proper balance.
        
       | balaji1 wrote:
       | It's similar to TAM of a customer's wallet within a game - how
       | much max value a user is to the company. Like LTV, "max customer
       | value".
        
       | holoduke wrote:
       | Lootbox games: I don't understand why these kind of games are not
       | getting banned or heavily restricted. There is absolutely not a
       | single positive thing about these games. Moral doesn't matter.
        
         | snikeris wrote:
         | If you walk around a low income area in the US, you'll find
         | loot boxes littered on the ground. We call them scratch off
         | tickets. Getting the okay from the government to prey on your
         | fellow citizens has precedent here.
        
         | jimbob45 wrote:
         | It seems like the online discourse stalled out at, "Well
         | Pokemon cards are legal, aren't lootboxes basically the same
         | thing?". I have my own opinion on that but I never saw a
         | consensus rebuttal form against that point.
        
           | mywaifuismeta wrote:
           | Add to that lotteries, or pretty much anything that has
           | random outcomes. Even if you don't gamble with cash, but
           | something like Pokemon cards or digital items, there will
           | always be secondary markets that let you cash out. If you
           | want to ban these things, you'd have to ban all randomness.
        
           | InvOfSmallC wrote:
           | Yes and no, they're collectibles and there is a market. So
           | not exactly the same but I see the point in a way.
        
         | matwood wrote:
         | You mean pay for loot box games? I ask because Diablo is one of
         | the original grind for random drop games. At its core, Diablo
         | has always been a gambling game even before micro transactions.
        
           | 2muchcoffeeman wrote:
           | Diablo was still enjoyable without the best stuff. And they
           | never forced you to pay for anything to progress.
           | 
           | Diablo III made it even easier to get all the set gear (I
           | have several sets on Switch and I only play casually) and it
           | became about designing builds around gear that could survive
           | the highest torment difficulties.
           | 
           | Other games like Borderlands with similar item systems also
           | don't rely on the player getting the absolute best gear to
           | progress either.
           | 
           | These pay-to-play games on the other hand, force you to hand
           | over cash to progress and the fun often stops if you try to
           | play for free.
        
           | 2OEH8eoCRo0 wrote:
           | Yes, paying out of game currency for in game rng loot.
           | 
           | It has always had the gambling element though. While doing
           | Meph runs I came to the conclusion that I wasn't playing
           | because I was having fun, I was playing for the thrill of the
           | loot drop rng.
        
         | [deleted]
        
         | paradite wrote:
         | China regulates lootbox games. Here's a Cambridge research
         | article on the topic:
         | 
         | https://www.cambridge.org/core/journals/behavioural-public-p...
        
         | taurath wrote:
         | Investors love the monetization model and they get to decide
         | what is just right and moral in our system of economics. The
         | "fiduciary duty" to investors means sociopathy is the only way
         | that businesses are allowed to conduct themselves.
         | 
         | If you can make money, you MUST make it.
         | 
         | Someday I hope we find some way as a society to give value to
         | other things. Its not really working out.
        
           | tyrfing wrote:
           | > The "fiduciary duty" to investors means sociopathy is the
           | only way that businesses are allowed to conduct themselves.
           | 
           | Larry Fink disagrees, and companies like Exxon have learned
           | that not only is it not the only option, it's not an option
           | at all. In fact, it's to the point that politicians like Mike
           | Pence are talking about the big bad shareholders terrorizing
           | companies.
           | 
           | > If you can make money, you MUST make it.
           | 
           | This is a common sentiment at all levels. Who wants to do
           | good if they can make 3 times as much helping big tech sell
           | ads?
        
             | humbleMouse wrote:
        
           | diffeomorphism wrote:
           | > you MUST...
           | 
           | Common myth but utterly false:
           | 
           | https://www.nytimes.com/roomfordebate/2015/04/16/what-are-
           | co...
        
             | 7sidedmarble wrote:
             | There's a difference between what the law says they can and
             | can't do, and what the forces of capital are set up to
             | encourage them to do. The law may say you can't avoid
             | costly waste disposal by dumping it into the rainforest,
             | but the incentive (ie the profit motive) is there to skirt
             | as close to breaking the law, and often blowing right past
             | it.
             | 
             | I mean I don't think I even need to give examples of
             | corporations breaking the law because they thought they
             | could get away with it. Corporations, like any group of
             | people, can fail to see the big picture. Short term profits
             | for the risk of a big slap on the wrist is a gamble a lot
             | of companies take.
        
           | michaelmrose wrote:
           | > sociopathy is the only way that businesses are allowed to
           | conduct themselves.
           | 
           | It would be great if we could stop spreading this
           | misunderstanding. Fiduciary duty is a duty not to
           | deliberately destroy shareholder value. Basically you can't
           | set it on fire or loot it. It is not and has never been a
           | duty to do absolutely anything anyone can possibly conceive
           | of that will enrich the shareholders. Leaders are free
           | morally and legally free to consider intangible factors that
           | bear on the long term health and viability of the company and
           | indeed do so every day.
        
             | doctor_eval wrote:
             | Correct. Actually, the directors and shareholders are both
             | bound by the company constitution or charter, as well as
             | the various agreements between them. None of these
             | documents ever say "make money at any cost", and I suspect
             | this whole fiduciary duty nonsense was pushed down from
             | Wall Street, who of course stand to profit from the
             | concept.
             | 
             | You just got to look at a company like Boeing and how it
             | changed over the years. The fiduciary duty of the directors
             | didn't change; but the directors certainly did.
        
             | [deleted]
        
             | kybernetyk wrote:
             | > It is not and has never been a duty to do absolutely
             | anything anyone can possibly conceive of that will enrich
             | the shareholders.
             | 
             | This. Otherwise Apple and Disney would be forced to sell
             | porn. But they don't because of their moral (one could
             | argue prude) stance which makes less money for the
             | investor.
        
               | KingMachiavelli wrote:
               | Both companies target demographics that would oppose
               | that.
               | 
               | Also the PR storm of such a reversal would significantly
               | damage their stock prices. More importantly, stockholders
               | suing either company to force them to reverse the policy
               | would be an even bigger story.
               | 
               | It's not a fiduciary responsibility to make as much money
               | as possible, it's to maximize value for shareholders
               | which means stock price rivals revenue.
        
               | ClumsyPilot wrote:
               | > PR storm of such a reversal would significantly damage
               | their stock prices.
               | 
               | Like the PR storm from searching the customer's device
               | for evidence of illegal material they could pass on to
               | the police?
               | 
               | > stockholders suing either company
               | 
               | What would be the basis for the lawsuit, prudishness is
               | not codified in law.
        
             | taurath wrote:
             | So then they exploit workers and customers because they
             | choose to rather than being forced to, which sorta makes it
             | worse.
        
               | doctor_eval wrote:
               | Yep, definitely this.
        
               | felipelemos wrote:
               | They do because they enrich themselves, but not because
               | of any 'duty' whatsoever.
        
               | taurath wrote:
               | End result is you still have a society run by sociopaths
               | then.
        
               | ClumsyPilot wrote:
               | Ye but you dont need to make up excuses for why poor
               | sociopaths have no choice.
        
         | paol wrote:
         | They are: https://www.theverge.com/2022/6/1/23149771/diablo-
         | immortal-l...
         | 
         | More countries need to adopt similar laws.
        
         | MrOxiMoron wrote:
         | it won't be available in the Netherlands or Belgium, because we
         | have laws against them, now they just don't release the games
         | here. I hope more of the EU will join us with similar laws so
         | it will become impactful.
        
         | pototo666 wrote:
         | Not to defend lootbox game. But some positive thing: it makes
         | some people's life less boring. Lootbox doesn't make games
         | interesting. But lootbox generates money to hire good designer,
         | programmer to create interesting games, at least for some
         | players.
        
           | stingraycharles wrote:
           | A more cynical perspective is that the designer and
           | programmer are tasked with using all tricks possible to
           | coerce their players to pay money. While the players spend a
           | lot of time and money on it, their life is only less boring
           | akin to an addict's life being less boring when they're on a
           | high.
        
           | pawelmurias wrote:
           | Actually it's the opposite, the mobiles games are less fun
           | for playing because they are optimized for addiction rather
           | than fun.
        
             | pototo666 wrote:
             | Sometimes it is difficult to differentiate addiction and
             | fun.
             | 
             | I am addicted to Dota2. Good game. I spent little money on
             | it. I play for more than 3000 hours. I wish I didn't.
        
         | bsnal wrote:
         | It's your choice whether to install them or not. Let's stop
         | treating people like children please.
        
           | stavros wrote:
           | If this were true, people wouldn't literally die of
           | addiction. Addicts aren't reasonable adults, addiction is a
           | condition.
        
           | x3ro wrote:
           | You mean like... all the actual... children who play these
           | games? Should we stop treating those like children too?
        
             | bsnal wrote:
             | Children have parents who know what their children are
             | doing online. In any case, children don't have access to
             | credit cards or any other means to pay for in-game items.
        
               | dymax78 wrote:
               | There are plenty of children whose online behavior is
               | oblivious to their parents, or they circumvent
               | restrictions their parents placed.
        
               | bsnal wrote:
               | That seems like a problem with those parents, not
               | blizzard or the government.
        
               | fizzynut wrote:
               | It's like selling cigarettes to children using
               | manipulative marketing specifically aimed at children
               | like cute characters on the box and blaming the parents.
        
               | ClumsyPilot wrote:
               | Every single statement in this post is a lie, its a bit
               | of an achievement
               | 
               | 1 - some children have no parents
               | 
               | 2 - we have data to prove that parents don't know what
               | their children do online, and never did. This is a
               | complete fabrication
               | 
               | 3 - children do have access to creditcards, both legally
               | from the age of 14 or 16 depending on jurisdiction, and
               | illegally
               | 
               | 4 - there are many non-credit-card ways of paying for
               | ingame items, including crypto
               | 
               | Anyway, given your views, I presume you are in favour of
               | legalising cocaine and other drugs? Otherwise this whole
               | line of argument would be hypocritical.
        
               | bsnal wrote:
               | Yes of course I am.
        
               | anon2020dot00 wrote:
               | "The hope you feel when you are in love is not
               | necessarily for anything in particular. Love brings
               | something inside you to life. Perhaps it is just the full
               | dimensionality of your own capacity to feel that
               | returns." - Susan Griffin
        
           | Ekaros wrote:
           | True, why have drug restrictions anyway... Or many other
           | things. Let adults be adults and have whatever they want.
        
             | kybernetyk wrote:
             | Yes, but then we should stop socializing the costs of their
             | actions.
        
             | Fornax96 wrote:
             | Welcome to Rapture
        
       | richardfey wrote:
       | Are other articles there paid advertorials? Like this one:
       | 
       | - https://gamerant.com/diablo-immortal-new-players/ "Why Diablo
       | Immortal Is The Best Franchise Jumping On Point"
        
         | seattle_spring wrote:
         | No? Longtime Diablo franchise fan here. Immortal has been a
         | blast without spending any money at all.
        
         | de6u99er wrote:
        
         | [deleted]
        
       | narrator wrote:
       | Sometimes I see ads for mobile games and I get curious about
       | them. Then I go to youtube and watch the playthrough videos and
       | realize just how much of my life and money I could waste on what
       | turns out to be 100s of hours of mostly random button mashing.
       | The Kim Kardashian video game playthrough is a good one if you
       | really want to dig deep into the depths of consumerist
       | nihilism[1].
       | 
       | Anyway, doing the playthrough, or watching a video game speed run
       | is enough to spoil the whole game for me and make me not want to
       | play it. Problem solved. Also, there's all the free to play
       | retrogames out there which are great if you just have endless
       | amounts of free time. I guess I just don't get gambling,
       | especially when you can't actually win money.
       | 
       | [1]https://www.youtube.com/watch?v=HhizrsqMV8A&list=PL9aL0Ok5ss..
       | .
        
         | [deleted]
        
       | elif wrote:
       | It's like, gaming used to have some gambling flavor elements to
       | it, but since ~2020 they gave up moderating it and everyone
       | decided to go all-in on gamba. CSGO skin cases were meme-ably
       | game-able, and I'm sure some people lost their livelihood, but it
       | certainly wasn't conditioning EVERY CHILD that played to casually
       | walk that line deeper and deeper... What we have now is
       | sickening.
       | 
       | The stance of NL and belgium of just banning all games that have
       | gambling elements, is truly the only path forward. There will be
       | no self-regulation. The studios have to be stopped from selling
       | to care anymore.
        
         | davidweatherall wrote:
         | Gambling in the gaming world is even more prominent on Twitch
         | and it's not even pretending to be gaming related anymore.
         | 
         | An incognito screenshot of Twitch I captured just now
         | https://i.imgur.com/fgXDAHB.png - The biggest streamer on the
         | platform is currently streaming real money (crypto) online
         | Slots gambling to 100k+ viewers, and a second streamer in the
         | top 5 category is also streaming Slots.
         | 
         | Supposedly these streamers make millions per month from these
         | gaming sponsorships to pretend to lose their own money in order
         | to convince their already primed audience to become addicts to
         | these same sites.
         | 
         | Children brought up on gaming have been conditioned into
         | becoming the perfect audience for unregulated crypto gambling
         | companies to advertise to and ruin their lives
        
           | weberer wrote:
           | I remember before 2005 or so, the term "gaming" was
           | exclusively used by casinos. We've come full circle.
        
           | balefrost wrote:
           | Munecat made a pretty good video on this topic:
           | 
           | https://www.youtube.com/watch?v=YGfW5U7d8sc
        
           | api wrote:
           | My take on cryptocurrency has become: it's also all gambling,
           | and for that reason I no longer think there is any chance of
           | it going to zero. Absent regulation there is a simply massive
           | market for gambling. It's shameless exploitation but people
           | will do it (on both ends).
           | 
           | Most of this stuff is actually worse than casinos. Casinos
           | have a social component, employ people, and are often at
           | least a little regulated so that the odds can't be absolutely
           | 100% toward the house. Also you win actual money not a
           | virtual game item.
        
             | dylan604 wrote:
             | >My take on cryptocurrency has become: it's also all
             | gambling
             | 
             | I have the same feeling towards the stock market. Sure, it
             | can be well researched information on the stock in
             | question, but it's all a bet your interpretation of that
             | stock is right.
        
               | Archelaos wrote:
               | The difference is that the expectation value is positive.
        
               | dylan604 wrote:
               | Which one are saying then that the expectation is not
               | positive?
        
               | jules wrote:
               | The stock market can be gambling, but if you put money in
               | an index fund and don't look at it for 30 years, that's
               | psychologically and financially very different from
               | gambling.
        
               | neogodless wrote:
               | In other investments, you can pick an asset allocation,
               | buy index funds of each asset, dollar cost over time,
               | rebalance, invest over a long time.
               | 
               | Maybe some of that is available now with crypto? Index
               | funds? But with how heavily the bigger cryptocurrencies
               | are price-correlated, I don't think you get good intra-
               | asset diversification benefits.
               | 
               | Personally within my asset allocation, crypto is a tiny
               | fraction of a percent.
        
               | api wrote:
               | If you are doing much other than value investing long
               | term you are gambling.
        
             | skohan wrote:
             | Long term, Casinos absolutely have odds slanted toward the
             | house. With the exception of a very few games, like
             | blackjack, which can be effectively gamed, a gambler will
             | statistically be guaranteed to go broke as the number of
             | games approaches infinity.
        
               | sokoloff wrote:
               | That's true of pit and slots games, but there are people
               | who make a living playing poker in casinos. (It's a
               | player-vs-player hosted game with the casino taking a
               | rake or seat charge rather than a player-vs-house game.)
        
               | paxys wrote:
               | Some difference in the mechanics, but the overall concept
               | is the same. An individual player might be able to win
               | money in poker (with some combination of luck and skill),
               | but a group of players will always lose to the house.
        
               | GavinMcG wrote:
               | Poker isn't played as a group. The "overall concept" is
               | whether an individual player can profit over the long
               | run, and in poker but not (say) roulette, the answer is
               | yes.
               | 
               | Your approach reminded me of a joke:
               | 
               | Three statisticians go deer hunting with bows and arrows.
               | They spot a big buck and take aim. One shoots and his
               | arrow flies off three meters to the right. The second
               | shoots and his arrow flies off three meters to the left.
               | The third statistician jumps up and down, yelling "We got
               | him! We got him!"
        
           | lupire wrote:
           | Why aren't they pretending to _win_ money? Is losing money so
           | attractive?
        
         | [deleted]
        
           | [deleted]
        
         | RGamma wrote:
         | I remember when we used to decry the "miniaturisation of addon
         | content" with the DLC craze (instead of proper expansions) and
         | then the preorder boni and season passes and what not (oh, the
         | simple days).
         | 
         | Turbo capitalistic exploitation of games is festering; and now
         | it's more important than ever to support the good-spirited
         | studios.
        
         | Aerroon wrote:
         | > _The stance of NL and belgium of just banning all games that
         | have gambling elements, is truly the only path forward._
         | 
         | It means that you, the user, don't get to play the games _you_
         | want to play or it will have no effect. Publishers will figure
         | out ways around it and you 're never going to stamp it out as
         | long as there is demand for it.
         | 
         | I don't like Diablo Immortal's monetization, so I don't play
         | it. I suggest everyone else should do the exact same thing. If
         | you're a parent then you should forbid your kid from playing
         | games like that too.
         | 
         | Getting lawmakers involved in regular video games is just going
         | to end in disaster. They're not exactly known for making
         | sensible laws or even understanding the subject matter.
        
           | _ph_ wrote:
           | Anti-gambling laws are not vidoe-game specific, at best they
           | just have to be adjusted to cover them correctly. And these
           | kind of laws are pretty obvious so I don't see why there
           | shouldn't be sensible working laws. There are several reasons
           | for such laws. First of all, not everyone is good at self-
           | control. Then, there is the big problem of this kind of games
           | making so much money, that the alternatives are dying out. In
           | my eyes, mobile gaming already is pretty much dead. There is
           | too much money being made by games which coerce the user into
           | spending more money. This limits the choices and drives more
           | people into these games, even if they have some resistance.
        
           | DandyDev wrote:
           | "Going to end in disaster" -> that's hyperbole
           | 
           | The fact that the Belgian and Dutch governments label these
           | predatory microtransaction schemes as gambling, shows that
           | they understand the subject matter perfectly fine.
           | 
           | Yes, you and I can sensibly choose not to play those games or
           | spend money on them. But lots of people can't. That's why
           | laws regulating gambling exist.
           | 
           | Nobody is saying that you can't play these games. Those
           | gaming companies just have to accept that their products are
           | a form of gambling and will be regulated and taxed as such.
        
             | Aerroon wrote:
             | > _Nobody is saying that you can 't play these games._
             | 
             | The Dutch and Belgian government quite literally are saying
             | that you can't though. Of course, in practice it just means
             | Dutch and Belgian players will pretend they're from another
             | European country via VPN.
             | 
             | > _Those gaming companies just have to accept that their
             | products are a form of gambling and will be regulated and
             | taxed as such._
             | 
             | I'm not sure if you're saying this in bad faith, are
             | ignorant of gambling laws or truly believe this. If you
             | were to regulate video games with gambling laws then that
             | video game ceases to exist.
             | 
             | Nobody can afford to publish even a remotely complex game
             | while following gambling regulations, because every single
             | country makes their own rules on that. You would
             | essentially be creating a game _for one country only_. And
             | at that point why bother? Just push out another actual
             | slotmachine. You cut development costs by multiple orders
             | of magnitude and increase accessibility of the game.
             | 
             | Of course, in practice the countries that regulate it would
             | just be banned. And the players would play the game via
             | VPN.
             | 
             | Also, what I'm saying is that when dozens of countries come
             | up with new rules some of them are going to do something
             | stupid with them. You're asking for legally mandated region
             | locks in gaming.
             | 
             | Just to be clear, I don't like these games either. I _hate_
             | that game companies do this.
        
               | throwaway17_17 wrote:
               | I truly do not mean this as a flippant response to your
               | comment, but there is a very simple solution to the
               | problem you are envisioning coming from these
               | regulations. Developers could just make a game with no
               | micro transactions. The only way your 'issues' exist, is
               | if these games are only made to make money via the
               | gambling mechanics that are being regulated. Want your
               | game available everywhere ... just make a game that
               | people can pay for and play.
        
               | Aerroon wrote:
               | I understand what you're saying, and I don't think it's a
               | flippant answer at all, but that's only something the
               | game developer can do. Ultimately, they're running a
               | business and will make choices that make them money. If
               | that means they don't publish their game at all in Europe
               | or North America then that's what they're going to do.
               | They won't be poorer for it, it'll be us, Europeans, who
               | can't play their games (or we get to play some heavily
               | Americanized version of the game, because that's the
               | company that ends up publishing the game in Europe with
               | lots of American changes).
               | 
               | My problem with this is that ultimately it ends up
               | limiting _my_ choices _because_ I happen to live in
               | Europe. I can choose not to play games that I think are
               | trying to take too much advantage of me (or complain
               | about ones that try to), but it 's much more difficult to
               | play a game that isn't permitted to be playable in my
               | region.
        
           | ZeroGravitas wrote:
           | This is obviously not going to work. You'd have to be
           | thoroughly conditioned against government intervention to
           | even briefly entertain the notion that it might.
           | 
           | "Well, if I just don't buy any drugs, that'll take care of
           | the problem."
           | 
           | Obviously, government interventions can have negative impacts
           | (see drugs parallel again) but the answer is encouraging
           | sensible regulation, not pretending, against all evidence,
           | that it can't work.
        
             | Aerroon wrote:
             | What is "all the evidence that it can work"? Drugs are a
             | perfect example where governments have spent _a century_
             | destroying people 's lives with harebrained regulation. And
             | yet all that it has done is empowered bloodthirsty cartels
             | in developing countries. It hasn't improved the drug
             | situation at all, regardless how much money we've poured
             | into it.
             | 
             | As far as I can tell, gambling laws don't stop gambling
             | either. In fact, it's usually the government that's the
             | biggest provider of gambling services (the lottery). It
             | seems like it's more about eliminating competition than
             | anything else.
        
               | ZeroGravitas wrote:
        
         | gonzo41 wrote:
         | It's kind of sad really, because the generation that's talking
         | about this here are the same the people that had the best, and
         | least adulterated versions of gaming growing up. So the grew up
         | and ruined games going forward by making them only about money.
        
           | dylan604 wrote:
           | Who did it? The gamers playing those games you just
           | steamrolled, or the investors in the gaming companies that
           | mandated to do whatever to make games more profitable? What
           | generation those investors came from isn't relevant as these
           | types of investors are in every generation as investors were
           | not required to be gamers but just "savvy" business types.
        
             | gonzo41 wrote:
             | Truthfully, its on the developers. Developer Talent could
             | walk, but I suspect golden handcuffs and willful ignorance.
        
               | mLuby wrote:
               | I don't think _game_ developers have golden handcuffs.
               | Quite the opposite is what I hear, that they 're often
               | laid off after a game is released.
        
         | EricMausler wrote:
         | Nothing has really improved upon csgo skins either. People
         | forget that csgo skins were _tradeable for currency_. Not a USD
         | type currency without breaking terms, sure, but steam bucks
         | have some liquidity.
         | 
         | If I got lucky on a csgo case, _I could go buy a different
         | video game_
         | 
         | Now if I get lucky in most of these other models, _I can 't
         | even use that luck to buy more cases_
        
         | seventytwo wrote:
         | > There will be no self-regulation.
         | 
         | The idea of self-regulation is a lie told by corporations who
         | don't want regulation.
         | 
         | Corporations will do literally anything to maximize their
         | profits.
        
           | zeroonetwothree wrote:
           | Maximising profits is literally the entire goal of
           | corporations. Why would that be surprising?
        
           | sicp-enjoyer wrote:
           | Video games are generally upheld as an example of good self
           | regulation. In the US the ESRB review system was created
           | entirely by the industry. It has universal adoption and is
           | enforced by almost every retailer (despite being a diverse
           | group). Futhermore the ESRB has much clearer standards than
           | the equivalent for films.
           | 
           | Is it impossible to imagine the industry creating a similar
           | system around online transactions or gambling?
        
           | mromanuk wrote:
           | Goes deeper. Self-regulation is sold by hyper liberals and
           | libertarians as the pinnacle of freedom in capitalism. From
           | individuals to corporation, where any form of regulation or
           | control should be excluded
        
             | withinboredom wrote:
             | Self-regulation lasts for half a generation, at most. Then
             | people take over who wonder why they are doing the
             | regulating in the first place and/or see how to game it for
             | profit. I think it does work, just not for long enough to
             | matter.
        
         | eurasiantiger wrote:
         | They will just move on to countries with less regulation, which
         | usually means poorer countries with less educated people. You
         | can probably see where this is going.
         | 
         | Banning rarely accomplishes anything, it just moves one
         | appearance of the problem out of sight for a period of time.
        
           | skohan wrote:
           | You don't think sparing hundreds of thousands of children
           | from harm in the Netherlands accomplishes anything?
           | 
           | Is it useless to ban children from using cocaine and rocket-
           | propelled grenade launchers in the US just because they're
           | not banned in Somalia?
        
             | paulryanrogers wrote:
             | The Internet does make a country's regulations of such
             | services weaker, yet does provide some barrier. Businesses
             | will weigh the risks of being discovered and banned if they
             | don't comply.
        
             | jakogut wrote:
             | Rocket propelled grenade launchers are federally legal [0]
             | in the United States. Furthermore, there are no federal
             | restrictions on children using legal firearms under adult
             | supervision.
             | 
             | I don't think it affects the point you're making, I just
             | thought it might be interesting to share.
             | 
             | [0] https://otbfirearms.com/airtronics-llc-rpg-live-dd-
             | modernize...
        
           | zamadatix wrote:
           | > They will just move on to countries with less regulation
           | 
           | If there is worthwhile money to be made they'll already be
           | going to those countries regardless what countries with
           | regulation do.
        
           | leodriesch wrote:
           | Maybe if it's just two countries right now, but if this ban
           | would become EU wide gaming companies would have to care.
        
             | Aerroon wrote:
             | Why would they have to care?
             | 
             | They could just block the EU region and publish to other
             | countries instead. Plenty of games, especially from Asia,
             | already block all EU countries from playing. Usually
             | they're looking to sell a license or don't know how to
             | enter the market. Nevertheless, they are absolutely willing
             | to block the EU region.
             | 
             | I see so many Europeans repeating the line that if Europe
             | regulates X together, then companies will have to care,
             | because they can't ignore the European market. This might
             | be true in other industries, but it's not true in gaming. I
             | would even say that it's more common for the European
             | market to be treated as second class than not when it comes
             | to online games.
        
               | synu wrote:
               | Isn't that mission accomplished from the EU perspective,
               | though? Whether they don't care very much and left, or
               | whether they care a lot and left, as long as the level of
               | caring was sufficient that they were forced to take the
               | gambling for kids stuff with them that seems like a win.
               | The alternative is to not care at all and keep selling in
               | the EU anyway even if it's made illegal, which seems
               | unlikely at the level of scale it's happening today.
        
               | Aerroon wrote:
               | Because I like playing some of these games. I don't want
               | to be stuck with the 5 games that are officially EU
               | approved. Asking for this kind of regulation is basically
               | asking for legally mandated region-locks for online
               | games. It's back to being a second class player in
               | another region, where technically you're not allowed to
               | play via VPN and you might get randomly banned.
               | 
               | Also, it's not about the children. Children don't make
               | their own money - they only have money that parents give
               | them. Even if these games banned children from playing
               | them, a lot of the people complaining about it still
               | wouldn't stop. The problem for them is that _they_ can 't
               | make their friends stop playing these games, so they want
               | the government to stop them instead.
               | 
               | I don't like when games monetize stuff like Diablo
               | Immortal does. I hate it. But I'm certain that when
               | legislation does arrive it'll be broad enough that other
               | stuff gets caught up in it and the people advocating for
               | it will just shrug their shoulders and go "lol i didn't
               | care about games anyway".
        
               | synu wrote:
               | If it went like how nicotine and cigarettes stopped being
               | marketed to kids, I'd be ok with that. Adults did
               | complain that their right to smoke candy flavored
               | cigarettes was being taken away, or that kids don't have
               | money for cigarettes anyway, but I think it was a net
               | benefit. I do understand the point you're making though
               | and bad regulation certainly exists.
        
               | eurasiantiger wrote:
               | Did it really stop, or did it just take another form?
        
           | mejutoco wrote:
           | > Banning rarely accomplishes anything, it just moves one
           | appearance of the problem out of sight for a period of time
           | 
           | If the ban is easy to enforce I do not think this is true.
           | IMO it is when the ban is next to impossible to enforce when
           | the crime just shifts (drugs, for instance)
        
           | swayvil wrote:
           | It's a good point, but unpopular.
           | 
           | It's obnoxious how unpopular points get censored around here.
        
           | nanna wrote:
           | > They will just move on to countries with less regulation
           | 
           | This knee-jerk application of libertarian ideology makes even
           | less sense in this situation than usual. The gaming industry
           | is dependent on improving computer hardware hardware, in-game
           | sales rely on consumers with at least a certain degree of
           | expendable capital. The core markets will always be countries
           | that are well off, companies cant 'just go elsewhere' without
           | significantly sacrificing their potential income.
           | 
           | Also you do realise that the wealth of a country does not
           | correlate directly to it's levels of education?
        
           | JaimeThompson wrote:
           | So why don't cars and trucks still use leaded gasoline?
        
             | eurasiantiger wrote:
             | They do in many countries.
             | 
             | Edit: Not any more. Even Algeria finally got their show
             | together in 2021.
        
           | horsawlarway wrote:
           | I don't understand this comment at all.
           | 
           | > They will just move on to countries with less regulation,
           | which usually means poorer countries with less educated
           | people. You can probably see where this is going.
           | 
           | Great - they've moved on from my country because of the ban.
           | 
           | > Banning rarely accomplishes anything, it just moves one
           | appearance of the problem out of sight for a period of time.
           | 
           | Just above you told me what it was accomplishing. And if it
           | "just moves one appearance of [capitalism making it so that
           | businesses have desirable incentives that would make them
           | willing to literally instill gambling problems in children]
           | out of sight for a period of time" then also GREAT! That's
           | what the legislation was FOR.
           | 
           | If the legislation stops working, we can discuss again then.
        
             | ZeroGravitas wrote:
             | This is a common trope. When you're arguing against
             | something that is obviously good, there's not many avenues
             | left, so you hit the same three again and again:
             | 
             | * According to the perversity thesis, any purposive action
             | to improve some feature of the political, social, or
             | economic order only serves to exacerbate the condition one
             | wishes to remedy.
             | 
             | * The futility thesis holds that attempts at social
             | transformation will be unavailing, that they will simply
             | fail to "make a dent."
             | 
             | * Finally, the jeopardy thesis argues that the cost of the
             | proposed change or reform is too high as it endangers some
             | previous, precious accomplishment.
             | 
             | https://en.wikipedia.org/wiki/The_Rhetoric_of_Reaction
        
               | eurasiantiger wrote:
               | None of those apply here.
        
           | jmuguy wrote:
           | If you believe that, I have some leaded gasoline to sell you.
        
             | hprotagonist wrote:
             | at the airport?
        
         | discardable_dan wrote:
         | This is, honestly, why I'm focusing my children on Nintendo
         | products. They do sometimes charge for skins, but by and large
         | they don't succumb to the same "pay me to play" traps as other
         | platforms.
        
           | eknkc wrote:
           | I have a Switch (got it when I had a surgery to ease the long
           | recovery). The Nintendo IP is almost completely bullshit
           | free. The success of Switch is nice too.
           | 
           | FromSoftware is another bastion of hope. The popularity of
           | Elden Ring is no coincidence.
        
             | azalemeth wrote:
             | Honestly, I shamelessly took a switch into hospital and it
             | was an absolute god-send. I couldn't manage it while on a
             | fentanyl infusion, but combined with the drugs it was
             | perfect - episodic gameplay, pick up and put down, and a
             | wonderful form of escapism. The Witcher and Skyrim come
             | highly recommended, after BOTW.
        
             | Foomf wrote:
             | Why did you feel the need to justify your Switch purchase?
             | Do people judge others over that sort of thing?
        
               | hprotagonist wrote:
               | this is gaming we're talking about: yes, of course.
        
           | exdsq wrote:
           | 100%, I'd do the same if I had children and honestly try to
           | do the same for myself. It's the only console that keeps
           | gaming simple and fun - no achievements, less cosmetic driven
           | games, etc...
        
           | aclelland wrote:
           | Amazon Kids+ is also a really good option for younger kids.
           | Got a large number of games for a few pounds a month.
           | 
           | All the games are ad free and IAP free.
        
             | chucknelson wrote:
             | Yeah, we tried going to iPad for our kids but it's so full
             | of free to play junk.
             | 
             | Even with Amazon Kids, though, the games are still their
             | free to play selves without purchases, so I still see these
             | games where dopamine hits (get coins!) are a main mechanic
             | :(
        
               | mwarkentin wrote:
               | Apple Arcade has a bunch of good games without any of
               | this junk (there are some "+" versions of some of the f2p
               | games like Jetpack Joyride but lots of other good stuff).
        
           | Spoom wrote:
           | Just be very careful in the third party realm of the store.
           | There have been a lot more "free to play" games released
           | recently on Switch.
        
           | michaelbuckbee wrote:
           | Another really great service is XBox Gamepass - you pay a
           | monthly fee and just get the games. There's occasionally DLC
           | for something but not the voracious grubbiness of the free to
           | play and mobile space.
        
           | RicoElectrico wrote:
           | All you said is true, but they have gotten lazy and
           | complacent these days. Not sure I would support them. They
           | have become the Disney of video games. Family friendly, but
           | at what cost?
        
           | pid-1 wrote:
           | Nintendo also went full cassino with their mobile games.
           | Pokemon Go, Mario Kart Tour... Huge cash grabs.
        
             | latexr wrote:
             | Nintendo's mobile games aren't developed in-house[1]. Not
             | that it excuses it[2], but it does create a clear line for
             | your parent commenter: as long as the focus is on playing
             | Nintendo games on Nintendo platforms, the plan makes
             | sense[3].
             | 
             | [1]: Niantic for Pokemon Go, DeNA for Mario Kart Tour.
             | 
             | [2]: Nintendo is bound to have the final say.
             | 
             | [3]: For now?
        
               | vlunkr wrote:
               | They tried a more traditional payment model with Super
               | Mario Run and it didn't do well. Sadly I doubt they'll
               | try again soon.
        
             | weberer wrote:
             | Yes, its unfortunate. But at least its just constrained to
             | their mobile phone games for now.
        
             | paulryanrogers wrote:
             | Considering they began as a playing card company perhaps
             | it's not so surprising.
        
               | kibwen wrote:
               | Not just any playing cards, but hanafuda cards, which
               | fascinatingly evolved alongside government gambling
               | crackdowns specifically to be resistant to gambling: _"
               | Though they can still be used for gambling, its structure
               | and design is less convenient than other decks such as
               | Kabufuda."_
               | https://en.wikipedia.org/wiki/Hanafuda#History
        
         | ascar wrote:
         | This effectively needs at least the same kind of regulation as
         | Casinos. It's nothing else than gambling, arguably much worse
         | and predatory in luring you in and making you spend money.
        
       | tekbog wrote:
       | I don't understand why people are still surprised about Blizzard
       | shenanigans. The golden era was 20 years ago, let it go.
       | 
       | Every new game from the last five years has been a disaster in
       | one way or the other. They are even managing to slowly kill their
       | never-ending holy cow: World of Warcraft.
        
       | 29athrowaway wrote:
       | It is almost as if it was an offseason April's fools joke.
       | 
       | It needs a review like this: https://youtu.be/GpdoBwezFVA
        
       | swarnie wrote:
       | Anyone who buys from EA/Blizz at this point should know what to
       | expect and should be punished for their appalling life choices.
       | 
       | Game company does something shitty > You all still buy it anyway
       | like good little sheep > Repeat...
       | 
       | Source: I had to credit card charge back sim city 5 in 2013 and
       | never dealt with this joke company again.
        
       | workingon wrote:
       | Anyone play WOTV?
       | 
       | It's a gacha that seems slightly less gacha then a lot of these.
        
       | wly_cdgr wrote:
       | Eh, whatever. It's not like it's an esport. Let the whales
       | subsidize everyone else if they want
        
       | gambiting wrote:
       | The thing is - is it necessary to have the best gear to enjoy the
       | game?
       | 
       | As a different example - I'm sure it would cost tens of thousands
       | of dollars to max out your characters and gear in Genshin Impact,
       | but I've played very enjoyable 100h+ and it's perfectly fine even
       | if you don't have the max ascended characters and gear, I have a
       | feeling those are there basically for the wales to spend money on
       | but aren't necessary for gameplay in any way(well maybe for some
       | crazy hardcore end game content, but as always, that seems to be
       | something 0.0001% of the playerbase enjoys).
       | 
       | My point is - the game can still be enjoyable and worth playing
       | even if you can't get the endgame gear. Is that the case here? I
       | don't know.
        
         | ValentinPearce wrote:
         | A big part of Diablo (or at least of Diablo 3) once the story
         | is finished is to go as far as possible in the post game
         | features.
         | 
         | Most people I know who have played Diablo would tell me their
         | rift tier, paragon level (might be a different term in English
         | but they play in french so that's the term I know).
         | 
         | So for new players, it might not be that big of a deal, but for
         | players wanting to play more Diablo the game is telling them to
         | cough up as much as they can
        
           | gambiting wrote:
           | Well yes, the question is, when is a hardcore player going to
           | run into this limit? After 20 hours? 50? 200? The further it
           | is along the line, the fewer people it's going to affect. If
           | you can have a great experience for the first 100 hours,
           | that's still pretty good in my book.
        
         | pastacacioepepe wrote:
         | > The thing is - is it necessary to have the best gear to enjoy
         | the game?
         | 
         | It maybe not, the same way it's not necessary to own a yacht
         | IRL to enjoy life, but why should we bring inequality in games
         | as well?
         | 
         | Multiplayer games are a meritocratic dream that is probably
         | unattainable IRL, as only the most skilled (cheaters aside) get
         | to the top of the scoreboard.
         | 
         | It kills my fun to know that even this small haven of
         | meritocracy is changing to become like the real world: the
         | wealthy have better opportunities than I do, independently from
         | skills or talent.
        
         | gryn wrote:
         | in this game ? absolutely game progress is limited by it. can't
         | complete a quest if your combat rating is not high enough and
         | the only way to improve it is to upgrade your items.
         | 
         | how do you upgrade your items ? by upgrading their rank and the
         | rank of the gems they have attached to them.
         | 
         | so how do you do that ? well either directly pay money, or pay
         | money for for stuff needed to to challenge elder rift so that
         | you can drop the resources necessary. or if you really don't
         | want to do that challenge the rift without the resources and
         | have a really shitty drop rate of alternative resources that
         | can be converted into runes that can be used to make said gems.
         | that would mean that you needs months of repetitive farming.
         | 
         | oh an the first fixes of the paid drug is handed to you for
         | free so that you get a taste of how great of a drug it is. then
         | once you're dry of it they'll keep giving it you at ever
         | decreasing doses to keep you crazed for you fix until you crack
         | and give in.
         | 
         | my experiences with game is that it was enjoyable until lvl 35
         | which you hit in 2 days of playing and just hit an impenetrable
         | wall at lvl 42 where it meant full time grinding or paying in
         | order for the story to progress at an acceptable pace.
         | 
         | I'll just remove it from my phone or maybe play with reverse
         | engineering it to see how hard it is to make a bot. (on the
         | first day there was already one spamming chat)
        
         | nickjj wrote:
         | > The thing is - is it necessary to have the best gear to enjoy
         | the game?
         | 
         | Technically no but Diablo and ARPGs in general are all about
         | items and for a very large class of players who enjoy this
         | genre it's all about min / maxing your character, or at the
         | very least getting improved items / skills / kill speed as you
         | progress. Tying items into a cash shop in the way it's been
         | done here feels really dirty, like it's going against the
         | entire ethos of the genre.
         | 
         | This is partly why Path of Exile has been wildly successful for
         | almost 10 years (it's another ARPG). Their cash shop is focused
         | on cosmetics and quality of life improvements. You can't just
         | buy items or things that make your character more powerful.
         | 
         | The only reason I bring up PoE is to demonstrate it's possible
         | to create a long running profitable ARPG with cosmetic cash
         | shop items in a free to play game. I do know things like stash
         | tabs are borderline and debatably a kind of essential item but
         | I'm ok with that, you can get very far without thinking about
         | them and you purchase them once and you're good to go for
         | years. It was also like $15 from what I remember, it's been a
         | bunch of years since I played so I forgot. I do know I spent
         | around $40-50 total on that game on various quality of life
         | things and it felt like money well spent. I was happy to
         | support GGG. In fact, I ran into a billing situation once and
         | they gave me free coins to compensate a customer support pain
         | point (which I didn't ask for) but I didn't want their work to
         | go unpaid so I ended up purchasing more to match what they gave
         | me.
         | 
         | Not nickel and diming your customers and not preying on
         | weakness goes a long ways for building up a loyal fanbase. I
         | haven't played PoE in years but I feel like they won me over as
         | a customer for life. I didn't think it was possible to ruin the
         | Diablo franchise more than the original release of Diablo III
         | but I think Diablo Immortal may have won in that department.
        
           | lcw wrote:
           | This take seems off to me specifically in you last paragraph.
           | Whether it is MTX in the form of cosmetics or p2w mechanics
           | both are predatory to people with addictions to games and
           | kids.
           | 
           | I feel like people are upset about p2w mechanics in the game
           | but at the same time say "I'm fine with cosmetic mtx" which
           | makes the whole argument read to me as you are upset that
           | people want to use money to win and that means they shouldn't
           | so you will virtue signal like I care about people spending
           | $10k. If you as an individual don't like p2w that's fine. I
           | get that, but let's stop acting like we care about the
           | virtues of it when kids are spending $1k on worthless Marvel
           | skins in Fortnite or Roblox and there is little uproar about
           | it... We just don't like going into a game where a rich
           | person can beat us, which is understandably frustrating. The
           | other virtue outrageous is just disingenuous imho.
        
             | badkitty wrote:
        
             | pdimitar wrote:
             | Your take is even more off since you didn't see the
             | blindingly obvious difference: having a choice in your game
             | progression.
             | 
             | - Cosmetics are a choice. They don't affect your progress
             | in any way.
             | 
             | - Bought character power is not a choice. You can happily
             | play X amount of hours but at one point you'll hit a brick
             | wall you can't overcome without money. And no don't tell me
             | that "eventually you will", because elementary psychology
             | says people get discouraged and quit if their effort isn't
             | rewarded until a certain time threshold. That time is much
             | less than what a F2P will allow you.
             | 
             | I don't know if you deliberately missed the point or you
             | can't see something that's easy to notice.
        
               | lcw wrote:
               | What point are you making? I'm making a point that you
               | can spend $100k on cosmetics in Roblox or Fortnite, and
               | people do spend thousands of dollars over time almost
               | unknowingly. I assume you would think this is bad right?
               | 
               | If manipulative psychology is the issue at hand than
               | quantitatively speaking if you spend 10k on cosmetics or
               | 10k on p2w through manipulative psychology what is the
               | ethical difference?
               | 
               | If you think I'm arguing for a side you are mistaken. I
               | just don't think people actually care about people who
               | are victims of this. They just don't like p2w games, and
               | that's fine. I'm just calling a spade a spade.
               | 
               | Also I feel like you are going down a rabbit hole of
               | being gated on a game from being top 10 on a leaderboard,
               | because the story mode and making it to level 60 seem
               | completely accessible with no money. This is kind of a
               | crazy path to walk down especially for PC gamers, who
               | seem to be the most outraged, where affluence is
               | definitely an advantage even if the game isn't the one
               | making the money off it. For instance, the difference
               | between a refresh rate of 250hz vs 60hz on a competitive
               | FPS game. Try and tell me there isn't an advantage
               | between a $800 gaming rig vs a $10k gaming rig...
        
               | pdimitar wrote:
               | > _I assume you would think this is bad right?_
               | 
               | Of course I agree with that. I was under the impression
               | that we're not discussing whether addiction is bad --
               | it's widely known that it is.
               | 
               | I was arguing that "Minecraft and Roblox and millions of
               | other games feed off the weak minds of virtual cosmetic
               | addicts" does not at all make the pay-to-win model of
               | other games okay. Because it did seem like you went off
               | on a whataboutism road.
               | 
               | That the world is screwed up doesn't mean we have to give
               | up. We can try and improve little corners of it.
        
               | lcw wrote:
               | Yeah I feel you. I don't think I was whataboutism-ing.
               | The parent comment said PoE is fine because it's just
               | cosmetics in game that you can buy. I guess I should have
               | said you could spend thousands of dollars on PoE on
               | cosmetics, but I'm just stating that one isn't better
               | than the other. The main topic to me is that people are
               | saying they don't like p2w games, and it feels like a
               | weak argument if you say you don't like manipulative
               | psychology in MTX but you actually are fine with it in
               | regard to cosmetics because it doesn't impact your
               | experience.
               | 
               | I just get this vibe that people don't think through
               | their stance these days. They just want what they want,
               | and use ethics to support their point when they don't
               | really have a consistent sense of morality to speak of.
        
               | nickjj wrote:
               | > I just get this vibe that people don't think through
               | their stance these days. They just want what they want,
               | and use ethics to support their point when they don't
               | really have a consistent sense of morality to speak of.
               | 
               | I thought it through and my stance is I do think there's
               | a very big difference between p2w and cosmetic only cash
               | shops from a moral stand point in the context of Diablo
               | Immortal and PoE.
               | 
               | I never felt like PoE was trying to push me into buying
               | something. The purchases I've made (0 cosmetic btw, it's
               | been all quality of life things) were on my own terms, I
               | didn't feel manipulated in the slightest. There was no
               | gambling mechanic, it was a straight "I give them money
               | and they give me stash tabs" transaction, there's no
               | catch. I don't need to login every day to keep them, they
               | exist until PoE decides not to run PoE anymore.
               | 
               | The above is a lot different than Diablo Immortal trying
               | its hardest to convince you to buy something because it
               | directly alters the core mechanics of an ARPG which is to
               | make your character stronger by trying to get you to
               | purchase items that make your character stronger. The
               | whole system is set up to make you constantly evaluate
               | "well, should I grind this out 8 hours a day for 4 months
               | or spend $50 to have it in a few days?", and it's
               | painfully obvious.
               | 
               | These elements are also pushed into the game's UI so it's
               | in your face all the time. They also took it 1 step
               | further and introduced a lot of randomness into your real
               | money purchases and they self destruct if you stop
               | logging into the game. I was trying to compare this to a
               | "real life company" like a casino or car salesman but
               | somehow even they seem better from a morality standpoint
               | when compared directly to Diablo Immortal.
               | 
               | So yes, in my mind there is a big morality difference
               | between these 2 games in how they operate their cash
               | shop. One of them feels like inconceivably high pressure
               | sales tactics designed to maximize profits at no cost
               | while the other feels like a game that does everything in
               | its power to kill you with kindness by providing value
               | through entertainment in the game so you end up making
               | purchases because you like the game and want to support
               | the developers, what you get out of that is more like
               | warm fuzzies and some quality of life enhancements (or
               | cosmetic things if that's what you like).
        
               | pdimitar wrote:
               | MTX are not inherently evil, for example I fully support
               | one-time unlocks with MTX. It's a fair business model.
               | (Although in these cases they might not be called MTX at
               | all; probably "expansions" or "DLCs".)
               | 
               | And the thing with cosmetics is that they're opt-in;
               | whoever decides to never buy will also never be
               | negatively affected -- which is not true for pay-to-win.
               | 
               | I guess that's why there's this "evilest, eviler, evil
               | and less evil" scale of game MTX.
               | 
               | I personally would prefer all cosmetics be farmable but
               | I'm okay with having those be also available for buying.
        
               | jamespo wrote:
               | You might not be negatively affected by not having
               | cosmetics but evidently lots of players are.
        
         | kybernetyk wrote:
         | > The thing is - is it necessary to have the best gear to enjoy
         | the game?
         | 
         | Yes, at least in those types of games. Gear improvement is a
         | big part of the game progression. Before microtransactions that
         | just meant spending ungodly amounts of time in those games.
         | Nowadays it means bankrupting yourself.
        
           | gambiting wrote:
           | But it still doesn't answer my question - obviously you have
           | gear progression without spending any money, just like there
           | is in Genshin Impact. So at what point do you reach a point
           | where you literally can't enjoy the game any more without
           | spending any money? Because if it's 100h+ like for me in
           | Genshin, then I don't think there's any problem for 99.999%
           | of players. Yes the option to spend money and get crazy high
           | gear is there for the wales, but is the game itself enjoyable
           | even if you don't do this? Because I know as a fact that
           | Genshin is. Would love to know if the same applies to Diablo.
        
             | gryn wrote:
             | if doing the same exact rift over and over for weeks in
             | order to unfreeze your game progress is something you find
             | enjoyable then yes. but realistically I don't think there
             | exist that much people who would enjoy this.
             | 
             | oh and every 15 min or so you're spammed with a
             | notification telling you take this one is lifetime
             | opportunity to help if only for give them your credit card!
             | if you don't hurry you'll miss out on this offer forever.
             | 
             | I've played less than an hour of genshin so I can't compare
             | it since I don't know much about it. but as someone who
             | played other games where you might need to farm for better
             | stuff, this is nothing like that.
        
               | matwood wrote:
               | > if doing the same exact rift over and over for weeks in
               | order to unfreeze your game progress is something you
               | find enjoyable then yes. but realistically I don't think
               | there exist that much people who would enjoy this.
               | 
               | It's been awhile since I played D3, but hasn't this been
               | the model for years?
        
               | fernandotakai wrote:
               | i mean, that's d2 gameplay in a nutshell. i mean, cow
               | farming, baal farming, diablo farming... if you played
               | any diablo, you had to do the same content non stop to
               | get better gear. and sometimes that means weeks of
               | farming for a small upgrade.
        
           | BlueTemplar wrote:
           | I disagree, the most enjoyable experience in Diablo 2 is
           | probably during lvl 25-40 (/99), roughly corresponding to the
           | acts 4 and 5 of the story of the first difficulty level and
           | the 2nd difficulty level (out of 3).
        
         | havblue wrote:
         | I gave up on plants versus zombies 2 quickly when it became
         | obvious the game was just prompting me to spend money at every
         | turn. Granted, some people say this was mitigated eventually.
         | 
         | I think games where you have an option to pay for dlc at the
         | start screen are fine. It's being constantly pressured that I
         | consider to be a breach of trust.
        
           | grayfaced wrote:
           | Every game menu feels like a casino now. Even the ones with
           | no microtransactions put the trapping of P2W in. Cluttered
           | flashy menus. When you get a drop instead of just giving you
           | the item, they give you a chest with an unskippable flashy
           | animation when you open it. P2W Casino is a horrible art-
           | style, I don't know why conventional games are copying it.
           | I've refunded games on steam after just seeing the menu.
        
             | havblue wrote:
             | I think we just aren't the intended customer for a lot of
             | games. I mean, the casino style is used because it works
             | for casinos as well. I'd rather just drink while watching
             | sports in the comfortable leather chairs than playing slots
             | and waiting forever for a drink on the casino floor,
             | personally.
             | 
             | Which ones did you return? I think there are a decent
             | number of single a developer games out there that have good
             | progression systems. Hades, Dicey Dungeons, Golf Story...
        
           | JonathanFly wrote:
           | >I gave up on plants versus zombies 2 quickly when it became
           | obvious the game was just prompting me to spend money at
           | every turn. Granted, some people say this was mitigated
           | eventually.
           | 
           | The funny thing is the _unmitigated_ , most pay2win version
           | of Plants Versus Zombies 2 - the game at launch - was
           | accidentally one of the most amazing and intense gaming
           | experiences for people who never spent anything. For people
           | who just really enjoyed a vastly more challenging version of
           | PvZ.
           | 
           | I loved the first game but it was never a challenge, it was
           | rare to fail a level more than once. But the levels in the
           | second were passable if you spent zero premium currency (even
           | not spending any of premium currency they gave you for free
           | for logging in) - they were just very very challenging.
           | Passing every single one required novel strategies and slowly
           | revising, eking out a few more tiny edges each time you try,
           | combined with absolute precision in execution, until somehow
           | the level was passable.
           | 
           | I'm not actually sure every single level was passable by not
           | even spending the currency they gave you for free, I never
           | quite finished it, but I got through most of them! When I
           | logged in to finish the remaining levels later, they had made
           | them all way easier in an effort to respond to p2w criticism
           | so I never had a chance.
        
             | havblue wrote:
             | I think that's a testament to how micro transactions can
             | ruin the balance of a game as you never know who the
             | difficulty is designed for. With SMTV, Atlus added a dlc to
             | make it easier to level your characters. So did they
             | deliberately pad the leveling in order to make you buy this
             | dlc? Or are you paying for an easy mode? Who knows.
        
             | BlueTemplar wrote:
             | Except they later screwed it up by adding plant and zombie
             | level ups. And you can't even play the old version any more
             | ! That's another issue with those "pay not to grind"
             | games...
        
         | luckluckgoosed wrote:
         | I've played about 12 hours of Diablo Immortal. I haven't spent
         | any money, but also haven't really looked into why I would want
         | to do it. The game is already pretty easy, and I feel like
         | spending for better gear would make it almost non-sense, where
         | I can just stand around while my minions kill the enemies. If
         | they wanted to encourage micro-transactions, they should have
         | made it a lot more challenging, so that you'd actually you
         | know, die sometimes.
        
         | matwood wrote:
         | I'm wondering the same. D3 was seasonal grinds, and this new
         | game seems to capture the same season grind. So far at least,
         | it looks like paying lessens the grind, but rift grinding is
         | what Diablo has been about for years.
        
       | Grollicus wrote:
       | The worst thing (for me) about this is that whenever I go to the
       | Apple App store I get bombarded will all these "games" that just
       | try to make my life actively worse.
       | 
       | I don't understand why they pollute their brand like that.
        
         | Hermel wrote:
         | That's the key!
         | 
         | The Play Store and the App Store do not even have a search
         | filter for games without in-app purchases. I'm sure that is on
         | purpose.
        
           | thebigspacefuck wrote:
           | Usually paid games don't have in-app purchases. This site is
           | also helpful: https://nobsgames.stavros.io/
        
           | chii wrote:
           | it would make sense to scrape the data, and create an
           | alternative search engine with such filters imho...
        
           | voganmother42 wrote:
           | Apple arcade seems to fulfill this function ( albeit
           | subscription cost instead of in app purchases )
        
           | snikeris wrote:
           | The trouble is that sometimes in-app purchases means the game
           | is a demo, and you use the in app purchase to buy the full
           | game. There are good games that follow this model that you'll
           | miss out on if you filter out in app purchases.
        
             | toxik wrote:
             | Perhaps they would stop doing that if such a filter existed
             | in the first place.
        
           | TheRealDunkirk wrote:
           | Good point. I get upset with Hulu because they won't
           | distinguish ad-supported titles in their apps.
        
         | languageserver wrote:
         | This is made by the company that gave us Warcraft III reforged.
         | A money grab that made the game worse and ruined the already
         | existing game. they have no goodwill.
        
           | creakingstairs wrote:
           | It was very surprising how bad reforged was when brood war
           | remake was excellent. Even Diablo 2 remake was great.
        
         | tomwilson wrote:
         | It's a huge chunk of their "services revenue". It's their dirty
         | little secret.
        
         | Joeri wrote:
         | Because of the money. Games account for approximately 70
         | percent of the entire App Store's revenue, and 98 percent of
         | in-app purchase revenue. Apple is not very motivated to stop
         | these practices because it makes them many billions of dollars.
        
         | [deleted]
        
         | thejosh wrote:
         | I really like the concept of
         | [Playpass](https://play.google.com/intl/en_au/about/play-
         | pass/), for Android, it gives you a tonne of really good games
         | that aren't pay to win, have offline support and are fun. I
         | don't really play many games anymore, especially on mobile, but
         | I found a few when I went away on holiday and wanted to play a
         | few games here and there when travelling.
        
       | sbagel wrote:
       | Loot boxes/gacha games are the modern day cigarettes. Harmful,
       | addictive, marketed to minors and very lucrative. Rest of the
       | world needs to catch up to Belgium and Netherlands in banning
       | these.
        
       | pototo666 wrote:
       | As someone used to work for Chinese mobile game companies. $110k
       | sounds average for a pay-to-win game. But the game is new.
       | Designers would create other slots to make money.
        
         | forgotpwd16 wrote:
         | >average for a pay-to-win game
         | 
         | What games are above this average?
        
           | wincy wrote:
           | I played a game called Kingdom Conquest then Kingdom Conquest
           | 2 that I could see exceeding this. The game reset every few
           | months and you'd have to spend the money all over again. I
           | quit after my "kingdom" and all the other English speaking
           | people got brutally subjugated by our Japanese counterparts.
           | We just didn't spend nearly as much money as them and totally
           | lost.
        
           | mlindner wrote:
           | They're incredibly popular in east asia in general. It's
           | practically taken over the game markets over there.
        
             | mlindner wrote:
             | Why the downvotes?
        
           | pototo666 wrote:
           | Many mobile games made by Chinese, especially Net Ease, who
           | also makes Diablo Immortal. Net Ease is notoriously good at
           | sucking money from whales.
        
       | phantomathkg wrote:
       | At the end, it is a NetEase game with Diablo skin. So do expect
       | it use all the horrible trick from China mobile game company.
        
       | uejfiweun wrote:
       | I put this game in the same category as Anthem, Fallout 76, and
       | unfortunately many others. No fans wanted it, no developers
       | wanted to make it, nobody cares about it. The only people excited
       | about this are the executives who saw how much money other Mobile
       | / Co-op Multiplayer / Arena shooter / Battle Royale / etc games
       | were making, and are hopeful they can get a piece of the pie.
       | This sort of thing never seems to end well for the game companies
       | that push it.
       | 
       | Sometimes though, companies seem to learn from their mistakes on
       | these. EA went from a straight awful company to producing one of
       | my favorite games, Star Wars Jedi Fallen Order, with no forced
       | multiplayer, no microtransactions, no DLC, just a great game out
       | of the box. So although Blizzard franchises are certainly hurting
       | right now, sometimes the night is darkest just before the dawn,
       | so to speak.
        
         | [deleted]
        
         | lithos wrote:
         | Anthem would have been great if it was finished. Core movement
         | systems were good, and theming of power armor was great.
        
       | coolgoose wrote:
       | This somehow makes me happy that it's banned in the Netherlands
       | as gambling.
        
       | rvba wrote:
       | I wonder if there is some board / book where you can find those
       | psychologists hired to milk money from whales. Nearly all those
       | predatory companies have those desingers / psychologists who try
       | to invent varioua tricks to get money from whales.
       | 
       | Obviously they also need to make the game fun enough so new
       | players come and are converted to whales.
       | 
       | Are there any resources that show player churn?
       | 
       | Blizzard allready has/had Hearthstone that was very expensive
       | (500 dollars per quarter to have most cards), but Im not sure if
       | this didnt kill the game for 'average' players.
        
       | friendlypeg wrote:
       | I have been playing and enjoying the game for the past few days.
       | The P2W gem system can be ignore entirely by most players unless
       | you want to become the best in leaderboard. Overall the
       | monetization is on par with other mobile games. The only reason
       | this gets so much attention is because Blizzard is a easy target
       | to generate outrages and clicks these days.
        
         | devoutsalsa wrote:
         | Does it get ridiculously hard or monotonous without purchasing
         | add ons?
        
           | heretogetout wrote:
           | Diablo is the king, or at least a well-placed prince, of
           | monotonous gameplay.
        
             | GekkePrutser wrote:
             | True, this seems to be Blizzard's thing. I also hated WoW
             | for this reason, I played along with friends but it took me
             | 3 years to teach level 60
        
               | BlueTemplar wrote:
               | WoW is _much_ worse than Diablo on that front...
        
               | Skunkleton wrote:
               | Is it though? Diablo 100% grind after the story (which
               | can be completed in a few sittings).
        
         | BlueTemplar wrote:
         | Are you saying that "pay not to grind" games should _not_ get
         | negative attention ?
        
           | friendlypeg wrote:
           | It should, but the negative attention this game is getting is
           | not proportional to the degree of awfulness of the
           | monetisation. I am just jaded by the misinformation and
           | double standard the Internet have these days, when you see
           | some content creators even proclaiming this game the
           | greediest game ever made! [0] which is objectively not true.
           | Will these creators dare to critize other mobile games like
           | Genshin Impact and Clash of Clans? No, because these games
           | have ten times bigger fanbase than Diablo Immortal and
           | Blizzard is a easy target.
           | 
           | [0] - https://www.youtube.com/watch?v=z6lAfEanRsQ
        
         | xmprt wrote:
         | I think the problem is that you've only been playing for a few
         | days. Usually these kinds of games are actually fun for the
         | first few days or weeks. It only gets back once you've already
         | invested a lot of time and effort into the game and are hooked
         | onto it.
         | 
         | Of course you may have the self control to pull out when you
         | notice it becoming less fun but that's not easy for everyone
         | which is why this model is quite predatory.
        
         | calibas wrote:
         | > on par with other mobile games
         | 
         | That bad, eh?
        
         | Ruthalas wrote:
         | Several of the reports I've read indicate some p2w mechanics
         | don't even unlock until higher levels, and so are not
         | immediately apparent. How far in are you?
        
           | friendlypeg wrote:
           | Granted I am 15 or so levels away from max level and haven't
           | touched any endgame activities. Still I am not denying the
           | game is not P2W.
        
             | rng_civ wrote:
             | If the game's endgame monetization issues are as bad as
             | I've heard, then this is a classic example of luring
             | players in and then suddenly smacking them with a paywall.
             | 
             | Not to bash you in particular, but it always amazes me that
             | people can judge a game's pacing and monetization without
             | including the endgame (if it even had a start or middle in
             | the first place; endgame can be a nebulous concept). As the
             | game ages, that is what the majority of players will be
             | doing for the majority of the time and that's where the
             | game will reveal it's true colors.
             | 
             | In my most recent memory, this happened with New World and
             | its lack of endgame content at release. People defended the
             | game as fun then most apparently quit in the levels 20-30
             | range because they realized the game was nothing but the
             | same anemic game loop.
             | 
             | Now it's down from 900k peak players to 22k peak players,
             | which may be a nice number for some games, but it is
             | already deader than some older MMOs with no signs of player
             | growth (according to Steam Charts).
        
       | dt3ft wrote:
       | ...aaand this is exactly why I refuse to "play" such "games".
        
       | somehnacct3757 wrote:
       | Honestly that's pretty cheap for a F2P game. The most financially
       | successful F2P games will have planned for spend to 'go
       | infinite'. This may be by setting up money fights on a ranked
       | ladder, or constantly rotating out characters so that spenders
       | have to reset progress.
       | 
       | The fact that you can max out in Diablo Immortal, and so cheaply,
       | shows Blizzard still hasn't learned what F2P is all about. They
       | are listening too much to their Gamer customers who are a
       | microscopic piece of their TAM and unlikely to source many
       | whales. Whales are incredibly wealthy people for whom $110k is
       | weekend fun money. Gamers are a cohort that like to brag about
       | fun hours per dollar. They're budget customers.
       | 
       | Blizzard thinks that you make console & PC games on mobile and
       | you make mobile money. A lot of game companies from the before-
       | mobile-times think this is a formula. And their customers egg
       | them on. But if you build the mobile game those customers want,
       | you will lose money at worst and leave money on the table at
       | best. Talking 90% of the money still on the table.
       | 
       | Blizzard's biggest problem is perhaps that their IP appeals only
       | to Gamers, who as a culture resist F2P business models (budget
       | customers.) This article is one such example, meant to stoke
       | outrage within that group. The people who are going to spend
       | $110k on Diablo Immortal don't read Gamer media, or even consider
       | themselves Gamers. They've never been on Twitch and they don't
       | have Steam accounts. Gamers think they are the center of the
       | gaming universe but mobile gaming audiences have turned them into
       | a niche audience in less than a decade.
       | 
       | I think Blizzard should give up at this point and keep making
       | games mech-aesthetically tailored for the budget Gamer audience.
       | Blizzard and Gamers alike think WoW was a huge gaming phenomenon
       | but on the mobile scale it registers somewhere around Subway
       | Surfers. Blizzard IP does not splash with mobile audiences. When
       | a Gamer brand enters the mobile market it's akin to releasing a
       | video game movie in theaters. Diablo Immortal is a lot closer to
       | Mario Bros Movie than Sonic Movie in that analogy.
        
         | Ruthalas wrote:
         | This comment makes me sad.
         | 
         | Primarily because you are correct.
         | 
         | I think a nice addition at the bottom would be the addendum,
         | "if the goal is maximise profit at all costs and there is no
         | regard for their customer-base beyond how effectively they can
         | be exploited."
        
         | friendlypeg wrote:
         | They also have very tame monetization in their upcoming
         | Warcraft mobile game when compared to the game it's cloning -
         | Clash Royale. There are no loot boxes and you can buy character
         | outright. Still the announcement was met with mixed reactions.
         | 
         | Maybe Blizzard's reputation has been so tarnished that even
         | that is not enough and they need to forgo any mechanism that
         | can be remotely considered giving paying customer advantages.
         | 
         | The thing is Activision has already successfully brought its
         | flagship title Call of Duty to the mobile with only cosmetic
         | store and making banks with it. So I disagree with you that
         | Blizzard will be leaving money on the table by following that
         | route.
         | 
         | It would be interested to see how well Diablo Immortal is going
         | to do considering how much bad press it gets. Like you said the
         | mobile gaming population is so much bigger than the PC one, but
         | I question if the former are really immune to the opinions from
         | YouTuber, social media and word of mouth from their friends.
        
       | calibas wrote:
       | Being a heroin dealer is such a good business model. Give people
       | a little bit for free until they get addicted, then you start
       | gouging them.
       | 
       | If that sounds appealing to you, but you're scared of getting
       | arrested, you can just develop "free to play" games instead.
        
       | supernes wrote:
       | Fans have dubbed it "Diablo Immoral" and say that it goes far
       | beyond what other mobile titles infamous for their monetization
       | have done.
        
         | elif wrote:
         | Lost Ark was really the "we don't give a shit anymore" moment.
         | Blizzard is just following up behind them with a bigger bag.
        
           | FreezerburnV wrote:
           | The funny part about that statement, is my understanding of
           | the international release of Lost Ark is that it's actually a
           | lot friendlier than the original Korean version. You should
           | really look into how Asian MMOs (especially Korean ones, and
           | I think I've heard Chinese ones can be pretty bad too) work
           | with monetization. This stuff is hardly new, and what we see
           | internationally is generally tame in comparison. I remember
           | almost 2 decades ago playing an international version of a
           | Korean MMO (Dungeon Fighter Online) that had blatant "Buy
           | this loot box to get cosmetics which give large stat buffs".
        
             | elif wrote:
             | i spent $10k on a kickstarter game as far back as 2013, but
             | i viewed it as an investment at the time. investing in the
             | developers of the game being able to continue, as well as
             | the assets maintained ~60-80% resale value for a time
             | period. Sure it gave advantages in the game, but the game
             | wasn't /designed/ around those advantages.
             | 
             | I think the part that's a relatively recent phenomenon is
             | that games are designed with "free play" as an afterthought
             | or even the game designed to push you away from it, instead
             | of "free play" being the main design focus.
        
           | zeroonetwothree wrote:
           | LA is a PC game, DI is a mobile game
           | 
           | The standards for the two are quite different.
        
         | tuvan wrote:
         | It really doesnt. Fans are just upset the Diablo name was
         | stained with this practice. You are looking at this level of
         | spend required for pretty much any mobile gacha game
        
           | jayd16 wrote:
           | I would have thought so but it does seem to be on the worse
           | end. Battle passes aren't even account wide. You need to buy
           | per server.
        
           | makeitdouble wrote:
           | > As of right now, F2P players cannot earn top-rated
           | Legendary Games, which are only available via some of the
           | game's monetization options,
           | 
           | This was true for earlier games that have been burned to the
           | ground at that point.
           | 
           | From the arricle:
           | 
           | > As of right now, F2P players cannot earn top-rated
           | Legendary Games, which are only available via some of the
           | game's monetization options
           | 
           | Which of the current major mobile gacha games does have this
           | kind of exclusive pay-only items mechanics ?
        
             | tuvan wrote:
             | Thats true. This is extra scummy. I was just talking about
             | the cost to max out mobile gacha games.
        
           | supernes wrote:
           | It's not just the amount of money they try to get people to
           | spend, it's some really obnoxious tactics, like NPCs telling
           | you they "don't run a charity" (i.e. steering you into
           | spending real money) and _paid_ bonuses that you lose if you
           | don 't login daily (as opposed to free ones in most other
           | games).
        
             | mynameisvlad wrote:
             | Neither of those sound unique to Diablo Immortal. Several
             | games employ the "purchase a daily bonus" mechanic. Diablo
             | also has several free login bonuses, like the daily kills
             | and the blue crest (which granted, is a way to push purple
             | crests, but it's still a daily free item).
        
         | [deleted]
        
       | eterm wrote:
       | And it's barely even a new game, an absolute ton of assets are
       | immediately obvious as very lazily recycled from diablo 3.
        
         | throwuxiytayq wrote:
         | Reminds me of Bethesda's Blades, an even lazier p2w mobile
         | title which reuses a lot of Skyrim assets. (Don't check it out,
         | it's not worth your time.)
        
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