10% is still to much and alot of people. I was just expecting they percentage to be way higher.
Ohh, man! Just thinking about it bring me chills. I'm not condoning abuse, but a good beating can prevent a lot of things. And like I said, cultural things, before anyone gets mad.Yeah, the concept of stealing my parents' CC would literally be unthinkable to young me, because the consequences would be dire. I got my $10/week allowance (later increased to $20), occasionally got some money for birthdays or whatever, and that was it.
Consoles have the means to control these kinds of purchases, which is on the parents. That isn't to absolve the game makers of their role in creating mechanics to "hook" kids into obsessive, addictive loops like this - or suggest there shouldn't be a conversation around their regulation - but seriously, take responsibility for your kids. If it's gotten to the point where they are stealing your CC, there's a problem that needs your attention.
And yes, loot boxes should be controlled. I'm actually not in favour of outlawing them or whatever, but I do think they should result in a game being potentially rated M for Mature.
I just want to say this is a very well put and concise post that I feel really paints the phrase in a digestible manner and covers many much needed bases. Thank you for this.Apologies in advance for what it's certainly going to seem like an unwarranted picking apart of your post; I'm not aiming the following specifically at you, but at the sentiment you express, one perpetually echoed over and over in lootbox threads, and in my opinion, one of the biggest hurdles in the discussion.
You see, "I don't understand people that fall for this" is really shorthand for a variety of different but related sentiments:
- "I can't empathize with (put myself in the place of) these people."
- "I don't much care to empathize with these people."
- "These people have mental issues that make them different from myself."
- "These people behave irrationally, and therefore deserve what happens to them."
- "I don't care for learning about the multiple psychological traps that these games exploit (because I will never be in a position where that matters specifically to me)."
This separation of "us" from "them", and the implication that they are fundamentally alien, irrational agents (as opposed to perfectly normal people that have fallen into an addiction), leads to a very convenient compartimentalization that allows us not to care about what happens to them in the least.
In a fundamentally visceral way, I can't understand why people get into smoking, knowing as they do what it does to you. But on a rational level I can understand that people fall into addictions for all sorts of environment factors like social pressure or emotional vulnerability; and having understood that, I can at least empathize with them and wish to help them instead of blaming them.
But then they would have to abide actual regulations.Despicable practice.
Hey publishers if you want to get into gambling, start a casino for, you know, adults.
Parents should get an Apple Card, kids can't get the number off of it because it has no number lol
I just want to say this is a very well put and concise post that I feel really paints the phrase in a digestible manner and covers many much needed bases. Thank you for this.
So you're telling me Konami is ahead of the curve on this one?Despicable practice.
Hey publishers if you want to get into gambling, start a casino for, you know, adults.
A young (12-13 ish) family member stole credit cards from adults in our extended family to buy vbucks and other dumb shit for over 4 grand. The idiot didn't really think it through, because it took under five minutes to prove it was him.
I was genuinely shocked when it happened, because he didn't seem the "type", if that is even a thing anymore.
Good for you. Keep it that way for as long as you can.
It is known to and has been reported in the past, yes. But more people just like cool stuff and like their avatars to look cool. That's why the skin/cosmetic market exists.
Are you sure they were buying loot boxes? Fortnite Battle Royale has never featured loot boxes, and Save the World's loot boxes had the blind element removed years ago. Unfortunately while loot boxes are the most problematic style of monetisation, it's more than possible to get addicted to buying items without the random element.
A young (12-13 ish) family member stole credit cards from adults in our extended family to buy vbucks and other dumb shit for over 4 grand. The idiot didn't really think it through, because it took under five minutes to prove it was him.
I was genuinely shocked when it happened, because he didn't seem the "type", if that is even a thing anymore.
Ohh, man! Just thinking about it bring me chills. I'm not condoning abuse, but a good beating can prevent a lot of things. And like I said, cultural things, before anyone gets mad.
Yeah, comparing a megalomaniac to a parent disciplining their child... Again, cultural.I'm sorry, but this is a disgusting thing to say. Not only is it horrific on its face, but years of studies have continually disproven it.
And using culture as a defence doesn't work either. You can say it happened, but I draw the line at advocating its efficacy.
"Say what you will about the Mussolini, but the trains ran on time!"
(They didn't: https://www.snopes.com/fact-check/loco-motive/ )
Yeah, comparing a megalomaniac to a parent disciplining their child... Again, cultural.
Apologies in advance for what it's certainly going to seem like an unwarranted picking apart of your post; I'm not aiming the following specifically at you, but at the sentiment you express, one perpetually echoed over and over in lootbox threads, and in my opinion, one of the biggest hurdles in the discussion.
You see, "I don't understand people that fall for this" is really shorthand for a variety of different but related sentiments:
- "I can't empathize with (put myself in the place of) these people."
- "I don't much care to empathize with these people."
- "These people have mental issues that make them different from myself."
- "These people behave irrationally, and therefore deserve what happens to them."
- "I don't care for learning about the multiple psychological traps that these games exploit (because I will never be in a position where that matters specifically to me)."
This separation of "us" from "them", and the implication that they are fundamentally alien, irrational agents (as opposed to perfectly normal people that have fallen into an addiction), leads to a very convenient compartimentalization that allows us not to care about what happens to them in the least.
In a fundamentally visceral way, I can't understand why people get into smoking, knowing as they do what it does to you. But on a rational level I can understand that people fall into addictions for all sorts of environment factors like social pressure or emotional vulnerability; and having understood that, I can at least empathize with them and wish to help them instead of blaming them.
Yeah, comparing a megalomaniac to a parent disciplining their child... Again, cultural.
A few slaps to the butt, never killed anyone, again you may see it wrong, but where I'm from, it works. Clearly better than what those parents are doing that those kids are stealing from them repeatedly.Saying, and I quote, "a good beating can prevent a lot of things" is one hundred percent "condoning child abuse". And "cultural" is not the free get out of jail card that you seem to think it is.
A few slaps to the butt, never killed anyone, again you may see it wrong, but where I'm from, it works. Clearly better than what those parents are doing that those kids are stealing from them repeatedly.
Where do you live where being short of killing the child is a good enough argument for it?A few slaps to the butt, never killed anyone, again you may see it wrong, but where I'm from, it works. Clearly better than what those parents are doing that those kids are stealing from them repeatedly.
Where do you live where being short of killing the child is a good enough argument for it?
the answer is yes, people buy the skin they want, but they will buy dozens of loot boxes to get the specific skin they want.This doesn't go into paid skins at all, does it? I've seen people argue that outright purchasing of skins is more reasonable, but every single time a new skin pops up in Fortnite, even people on Era are opening their wallets to look like Batman for $20. In Warzone, the skins are now approaching $30, and if I recall, Apex also had some gaudy price points when I paid.
I agree that the gambling mechanics of loot boxes need to go, but I also wonder if people are more likely to spend more money on boxes than they are on direct, overpriced skins.
I'd still like to see data on it rather than conjecture, though. I think the outlier / high volume consumers are going to be spending WAY more on loot boxes (the ones that literally ruin themselves financially). But I do wonder if the mean experience has a consumer spending more money on direct skins than loot boxes. For the record, I think both need to be redesigned. For loot boxes, that would mean a completely elimination.loot boxes need to be killed.
the answer is yes, people buy the skin they want, but they will buy dozens of loot boxes to get the specific skin they want.