Yes, that's how gambling laws work.
You don't create laws to cover things that can be covered by existing legislation.
You were called to give evidence, there was no need for them to actually use it, especially if you had no actual professional merit to your arguments.
Being involved in gaming stuff doesn't make your views on legal matters valid. Do you have any professional capacity to fall back other than "I write about games and stuff".
This is a legal matter, not "well I've been involved in games and this is totally not gambling because reasons".
What was your actual argument made to committee?
The main reason why EA defends these lootboxes anyway is because they can't make games what people want, they make games what they want. We already saw how the Battlefield 5 demo bombed as it is basically 100% the same as Battlefield One. So, as EA can't make games many people want to buy anymore, they have to rely on people getting addicted to lootboxes and grind them down.
Both.
My credentials, I used to be press, still ocasionally write but the last years I have been more involved with helping out local indiedev, organized game jams, was involved in festivals like Screenshake and now with our upcoming 1up conference.
I have been part of the games industry in one way or another since 92.
Feel free to google my name.
So you want to try to undermine a countries gambling commission because they didn't listen to you but you're not willing to state what your argument actually was or why it should have any legal weight?An entire days talk with their lawyers and director is not something I will sumarise here. And as for my expertise, well they were the ones who contacted me so they clearly thought I knew my stuff.
That is literally the due process. They listen to the opinions and arguments of those they deem necessary. Just because they listen to the arguments doesn't mean that they need or even will take it into account. In this case it clearly sounds like they weighed their opinions and followed their current interpretation of law. Just because you disagree with them, doesn't mean that they are wrong. Sure the courts haven't tested the case but as the authorities have publicly announced their interpretation of the laws, companies either have to contest it like EA has done in this case or just follow it. We'll know more if the case goes all the way to court.An entire days talk with their lawyers and director is not something I will sumarise here. And as for my expertise, well they were the ones who contacted me so they clearly thought I knew my stuff.
In an ideal world, they'd spend the money and effort innovating in a way where they're making money by not being exploitative.
But the reality is, they only spend money and effort innovating new ways to be exploitative and nothing else matters.
We already saw how the Battlefield 5 demo bombed as it is basically 100% the same as Battlefield One. So, as EA can't make games many people want to buy anymore, they have to rely on people getting addicted to lootboxes and grind them down. Minimum effort, maximum revenue.
But the reality is, they only spend money and effort innovating new ways to be exploitative and nothing else matters.
So due to JimmyJacking bringing it up, I looked at the report that the Australian regulators are using as the basis for their investigation, and, well, yeah.
It says that lootboxes aren't inherently gambling, despite the title of the article.
They are using the following indicators of gambling, as established by a psychologist pre-eminent in the field, and to my mind an accurate definition of what gambling consists of;
with an 'optional' 6th criteria being the ability to convert winnings into currency, as that is a legal criteria used in many countries.
- The exchange of money or valuable goods.
- An unknown future event determines the exchange.
- Chance at least partly determines the outcome.
- Non-participation can avoid incurring losses.
- "Winners gain at the sole expense of losers"
And taking point 5 to mean Pay 2 Win systems, where if one player "wins", say, a better gun then other players who did not "win" a better gun "lose", only 10 of the 22 games they examined meet that criteria. (And as a side note, I would disagree with that interpretation, as me "winning" a gun in a lootbox and you only "winning" a hat does not seem like I am 'winning' at your expense in the way that me taking the pot in a poker game is winning at your expense)
Meaning more than half are not gambling. They do not meet the psychological or legal requirements to fall under that definition.
Not that thats going to stop a bunch of you declaring that they just are though.
Guess which games meet all six of those definitions in the report you linked? FIFA 17 and FIFA 18 (and therefore by extension FIFA 19 since they haven't changed the system) - you know, the series which this entire thread is related to, because that's the series where EA is refusing to remove the gambling element and has therefore found itself subject to a criminal investigation....Meaning more than half are not gambling. They do not meet the psychological or legal requirements to fall under that definition.
Not that thats going to stop a bunch of you declaring that they just are though.
FIFA 18, FIFA 19, Madden NFL 17 and Madden NFL 18 meet both the psychological and legal definitions of gambling (all 6 of them!)
As I said, You buying a lootbox does not directly affect me buying a lootbox, so that defintion of criteria 5 is very questionable. Our mutual lootbox purchases are entirely independent of each other. What I get from a lootbox has zero impact on what you get.
For 'cashing out', AFAIK there is no way offered by the makers of the game to do that, that is something done by third parties.
And as with the Netherlands ruling, it should be that the third parties doing that are held accountable, because it is they who are creating gambling scenarios.
A third party can turn almost anything they want into a gambling game.
As I said, You buying a lootbox does not directly affect me buying a lootbox, so that defintion of criteria 5 is very questionable.
Call me a weird person but i would rather trust the definition of criteria 5 'Competitive advantage' specified by and the recommendations of two psychologists over what you are trying to twist and redefine.
The third parties aren't the ones "creating gambling scenarios" - EA did that when they programmed loot boxes / "card packs" into the game. If they don't exist, how does the third party allow cashing out? They don't. EA added the mechanics, EA is responsible for the gambling element - they know it all too well, otherwise they wouldn't be fighting so hard to retain the revenues they make off these systems they have implemented.As I said, You buying a lootbox does not directly affect me buying a lootbox, so that defintion of criteria 5 is very questionable. Our mutual lootbox purchases are entirely independent of each other. What I get from a lootbox has zero impact on what you get.
For 'cashing out', AFAIK there is no way offered by the makers of the game to do that, that is something done by third parties.
And as with the Netherlands ruling, it should be that the third parties doing that are held accountable, because it is they who are creating gambling scenarios.
A third party can turn almost anything they want into a gambling game.
Meaning more than half are not gambling. They do not meet the psychological or legal requirements to fall under that definition.
Not that thats going to stop a bunch of you declaring that they just are though.
You can choose to believe that that is the same intent as describing the transactional nature of a traditional bet - I win, and my winning is entirely dependent that you lose - if you want, but it is not that clear cut.
If only one person buys a lootbox, and gets the exact item they wanted on their first purchase, then they have 'won', and it is not directly as a result of someone elses 'loss'.
If only one person buys a lootbox and they didn't get what they want, they 'lost', but nobody 'won'.
The main reason why EA defends these lootboxes anyway is because they can't make games what people want, they make games what they want. We already saw how the Battlefield 5 demo bombed as it is basically 100% the same as Battlefield One. So, as EA can't make games many people want to buy anymore, they have to rely on people getting addicted to lootboxes and grind them down. Minimum effort, maximum revenue.
Did you actually read the report, or just look at the picture with checkmarks?
They are basing their findings on other peoples research (specifically someone who is a specialist in all kinds of disorders including videogame addiction in general) who created those criteria.
They are then interpreting those criteria in such a way that a 'pay to win' model has someone 'losing' directly to a 'winner'.
You can choose to believe that that is the same intent as describing the transactional nature of a traditional bet - I win, and my winning is entirely dependent that you lose - if you want, but it is not that clear cut.
If only one person buys a lootbox, and gets the exact item they wanted on their first purchase, then they have 'won', and it is not directly as a result of someone elses 'loss'.
If only one person buys a lootbox and they didn't get what they want, they 'lost', but nobody 'won'.
In point of fact, if you buy a lootbox, you always obtain something. It might not be the specific thing you want, but it is always something. It is neither 'winning' nor 'losing'. It is independent of any other purchasers.
That criteria is explicitly describing a zero sum dynamic, where there is always a winner, and that winner is always at the expense of a loser.
As I have always said and maintained, I don't think 'banning' is the answer. Even after reading this specific article, you must admit, there is some very damning evidence and arguements.
Thats cute and all but i would rather trust the criteria definitions ('Competitive advantage', 'Can cash out') specified by and recommended by the two psychologists who co-authored the study over whatever re-definition and re-interpretation some internet poster is trying to do.
Next time you shouldn't post expert, reliable proof contradicting your pro-lootbox stance.
I don't think you are getting the point.
They interpreted "competitive advantage" as a "win at a losers expense". They mention in their own report that they could interpret that as getting a better looking thing as "a win at a losers expense".
The "win at a losers expense" is the definition. The "Competitive advantage" is the interpretation.
And thats besides the point.
If you accept their findings as accurate - even where you reject the notion that what is described is a zero sum game - then you accept that not all lootboxes are gambling, and to legislate as though they are is overreach.
No, don't smoke, and try my hardest not to speed. Laws are made to be followed and while I can certainly see instances in which they need to be changed, this isn't one of those instances.I bet the majority of people here drank before they turned 21, smoked weed before it was legal, and speed on the freeway because 65 MPH is extremely slow for anybody with any type of awareness, but you wanna talk about how EA doesnt follow the laws. It's a stupid law, and it's our duty to not follow dumb ass laws. And before you say, "first change the laws", that's not how laws change. Never has everybody obeyed a law, people bitch, and then it changed because politicians don't care unless there is action.
I bet the majority of people here drank before they turned 21, smoked weed before it was legal, and speed on the freeway because 65 MPH is extremely slow for anybody with any type of awareness, but you wanna talk about how EA doesnt follow the laws. It's a stupid law, and it's our duty to not follow dumb ass laws. And before you say, "first change the laws", that's not how laws change. Never has everybody obeyed a law, people bitch, and then it changed because politicians don't care unless there is action.
Did you actually read the report, or just look at the picture with checkmarks?
They are basing their findings on other peoples research (specifically someone who is a specialist in all kinds of disorders including videogame addiction in general) who created those criteria.
They are then interpreting those criteria in such a way that a 'pay to win' model has someone 'losing' directly to a 'winner'.
You can choose to believe that that is the same intent as describing the transactional nature of a traditional bet - I win, and my winning is entirely dependent that you lose - if you want, but it is not that clear cut.
If only one person buys a lootbox, and gets the exact item they wanted on their first purchase, then they have 'won', and it is not directly as a result of someone elses 'loss'.
If only one person buys a lootbox and they didn't get what they want, they 'lost', but nobody 'won'.
In point of fact, if you buy a lootbox, you always obtain something. It might not be the specific thing you want, but it is always something. It is neither 'winning' nor 'losing'. It is independent of any other purchasers.
That criteria is explicitly describing a zero sum dynamic, where there is always a winner, and that winner is always at the expense of a loser.
Its a good thing the authors of the study offered a tiered recommendation in their, you know, Recommendations. Give it a read! Games who scored 4 checkmarks on the definition of gambling (like Overwatch) gets a more lenient regulation compared to those games who perfectly scored 6 checkmarks (like FIFA and Madden).
Dr Wily I've been wanting to ask this for a while. I mean no disrespect but why do you defend lootboxes so vehemently?
Roulette is seen as gambling, I guess it would be the house that wins that game. Isn't the publisher "the house" in this case?
Roulette is seen as gambling, I guess it would be the house that wins that game. Isn't the publisher "the house" in this case?
Which Belgium is ignoring completely, and declaring that all lootboxes are gambling and people are cheering going "Yea! Ban all lootboxes! Lets hope every other country does it too!"
If you accept that post-release monetisation is necessary, which a lot of posters are still in denial about, cosmetic only lootboxes are the best option that has yet been presented as a solution, and they also serve as a decent progression system to keep a userbase for a game alive.
The ideal lootbox situation would be one similar to Overwatch, but with Valve style access to a trading market.
If you go pick up a second hand copy of Overwatch today, you get the entire game to play.
- Lootboxes are cheap due to their random nature. 5 random cosmetics for $1 is more palatable for most people than 1 fixed skin for $20.
- Lootboxes do not fragment a userbase like map packs do.
- Lootboxes solve a time versus cash scenario by making 'levelling' just a matter of acquiring more loot, not more in game power (such as COD or BF style levelling does where 'levelling up' is just straight up power upgrades)
- Lootboxes due to their random nature mean more variety of cosmetics. If you just need content to fill lootboxes, then anything goes, and you will see all types of cosmetics for all types of players created to fill those boxes - edgelord grimdark stuff, kawaii super cutesy stuff, memebait trolly stuff, whatever. In a system where you only sell specific cosmetics, only the most popular options even get made, so unpopular champions in a game like Overwatch get nothing and the super popular champs get everything, and what gets made is primarily what the makeup of the playerbase thinks is cool.
You're not hit with a project ten dollar anti-used market DLC to play online because its secondhand.
You're not stuck in ghetto playlists without any of the new maps or characters that you have to pay extra for.
You're not getting repeatedly owned by some dude who spent 200 hours grinding headshots to unlock akimbo shotguns while you're sat there with a pistol.
You're not playing some dead game that was abandoned 2 years ago and most of the userbase left to go play the hot new things instead, full of exploits that will never be patched out and only super hardcore diehard fans left making up the numbers.
The only real difference outside of learned playtime experience between someone who buys Overwatch today and someone who bought the digital deluxe edition day 1, is that they have a ton of cosmetics that they're not even using, and you don't.
Which Belgium is ignoring completely, and declaring that all lootboxes are gambling and people are cheering going "Yea! Ban all lootboxes! Lets hope every other country does it too!"
Denial? I know that it's not necessary.If you accept that post-release monetisation is necessary, which a lot of posters are still in denial about
Well, duh. The tiered recommendations in the link you posted was done by Australian psychological experts for a lootbox-gambling hearing in Australia and not Belgium. Read the contents of the links that you post, please!
But dont worry, im sure the Belgian Gaming Commission will take those same study once the hearing against EA and its FIFA cardpacks get underway. And the BGC might not even ban lootbox outright, they just most likely adjust the minimum age requirements for digital gambling games like FIFA and Madden (from Everyone to 18/21 or whatever is the legal gambling age).
Denial? I know that it's not necessary.
Maintaining current publisher profits derived from lootboxes -- or even the size of the industry propped up by it -- is not necessary in the least.
That's a different thing, but even then, games like Splatoon show you don't need additional monetization. The longer tail in game sales of a live supported game can by itself be more than enough to sustain the additional maintenance.Maintenance of a title post release requires something or someone to pay the bills of the people doing that maintenance.
If an industry requires the psychological exploitation of people, including minors, to continue existing, then it deserves to not exist any more.
Oh right, Australia launched an investigation into loot boxes and gambling last June 28 while the Drummond and Sauer study 'Video game loot boxes are psychologically akin to gambling' was only published June 18, so yes it did play a role in the Australian government's increased attention on lootboxes . . . .This study was done prior to any legal proposals made by Australia, it was not done 'for' it. It was cited within the proposal.
The research it cites as the definition for what constitutes gambling was available long before Belgium made its decision, and was at least partially used as the reason other countries decided that lootboxes are not gambling.
My examples are laws that are arbritrary. Weed, and many other drugs, never should have been made illegal in the first place especially since they won't make them legal after research is done showing that they can be beneficial or not harmful. If you can go to war at 18, you should be able to drink. There should probably be a lane for faster speeds at the very least. We aren't driving buggies anymore and car technology/safety has improved greatly. I'm still in the camp that thinks lootboxes aren't any different than collectible cards which also live off of being addicting coming from someone who engaged in at least 7 different types, but they decided that lootboxes are the only predatory one that needs legislation. But, nah, I'm 15.What? 'Some laws get broken and unpunished so it doesn't matter'
How old are you? 15?
Dr Wily I've been wanting to ask this for a while. I mean no disrespect but why do you defend lootboxes so vehemently? I always see you in every LB thread going to bat for the companies. As someone who sees nothin mg worthwhile from these things, I'm curious why you do this?