Thursday, August 8th 2019
Console Makers, Publishers Agree to Disclose Loot Box Odds for "Ethical Surprise Mechanics"
We've been covering the loot box controversy for a while on TechPowerUp now. Independently of which side of the fence you're on - that loot boxes are akin to gambling and thus unethical in some of their implementations, or just cold to the entire issue - it's likely good news for everyone that these so-called "surprise mechanics", as they've been called, will now see their odds being disclosed by console makers and publishers.The commitment has come out of an agreement between the Entertainment Software Association (ESA) and major publishers and console makers such as Microsoft, Sony, Nintendo, Ubisoft, Electronic Arts, Bethesda WB Interactive Entertainment, Take-Two Interactive, Activision Blizzard, Bandai Namco Entertainment, and Wizards of the Coast (not all of them are listed here), struck while in a loot box workshop with the Federal Trade Commission (FTC).
A big part of this change will come from console makers, who will enforce new platform-wide policies regarding loot box marketing and implementation on their platforms. It's expected that these changes will come into effect sometime next year - which could coincide with the new generation of consoles from at least Microsoft and Sony. It remains to be seen if profits from loot boxes remain the same after gamers see the odd for that uber-mega-mythical item they're chasing stands at 0.000369587% per box.
Source:
Forbes
A big part of this change will come from console makers, who will enforce new platform-wide policies regarding loot box marketing and implementation on their platforms. It's expected that these changes will come into effect sometime next year - which could coincide with the new generation of consoles from at least Microsoft and Sony. It remains to be seen if profits from loot boxes remain the same after gamers see the odd for that uber-mega-mythical item they're chasing stands at 0.000369587% per box.
40 Comments on Console Makers, Publishers Agree to Disclose Loot Box Odds for "Ethical Surprise Mechanics"
Such ethical, much fun.
Doesn't stop them from being compulsive gamblers.
But revealing this will have the opposite effect : a market is going to bubble around those odds creating a gambling-like system. It's certain, like all games in history, revealling odds of things transform them into an "offer and demand" system.
It's gambling if you know the odds (like counting cards in a casino), so you can decide to act.
If you have no idea of what card could be in the deck, you can't count, and so you play and don't gamble, despite the money involved.
This is the difference of gambling and playing with money.
Makes it hard to justify gambling at all, doesn't it?
When he turned 18 he was all excited about being able to buy lottery tickets. He picked up $20 in the Power Ball (back when it was $1 a ticket). So he had 20 tickets and he kept telling us that he improved his odds at winning. Lots of explaining and simple diagrams couldn't get the it through his head that his odds at winning did not improve with the more tickets he purchased.
Then again, this was the same kid that swore up and down (even wrote this as his answer on worksheet) that "when you're going down on a Ferris wheel, you're moving faster than those that are going up on the Ferris wheel." Lots of explaining and diagrams and math couldn't get it through his head that the Ferris wheel moves people at the same speed regardless if they're going up or down on the wheel.
So, some people are just stupid and won't understand nor care.
The upside, at least people will know what kind of odds they have of obtaining whatever item(s) they're trying for in a loot box - that's a move in the right direction, if you ask me.
- Gamble as a hobby
- Gamble as trading
Not knowing the odds is gamble as a hobby. It's dumb (as said before) to think otherwise.Knowing the odds is either a hobby or trading, or both if you like to trade.
If the player don't see that as a hobby, but as trading, we can't really associate it with "addiction", don't you agree ? (sure, there's addiction to work).
If it's a hobby, it can go to addiction depending on the person behind the keyboard. But I'm not a psychiatrist.
It's doesn't change that lootboxes are a plague ... Producers care more about skin customization than the actual game, because it's money in the end, whatever the game, they don't care.
Any form of gambling is a social ill, much like alcohol is a social ill as it causes death and violence. I still like beer. People still like gambling. But that has no place in video games in my opinion. And if it does end up in videogames, the least they can do is disclose odds and prevent children, with their squishy, unformed brains, from getting hooked on a vice before their time. Let the adults gamble, give them the odds so they can only blame themselves, and don't make it core to the game experience if it ends up exploiting people with addiction issues. Is that so hard to ask?
This nonsense isn't good enough. Lootboxes need to be banned unless the player knows precisely what they are receiving BEFORE they pay.
So that means I will definitely get one if buy 10. I'm sold.
This kind of trading took place in many games : WoW, Guild Wars, Aion, most MMORPG to be simple. Most of the time, they force some people to play 15 to 17 hours a day, to get loots and sell them, because in-game money is can be sold on ebay. Bots or real human being, it doesn't make a dent in what it does : it create a market for "objects", cosmetic or not, and damage the game equilibrium.
You're not detached from the fact that it's your hobby. It's not linked to video-games, horses, cards, lottery or anything you can bet on (you can even bet the name of a British baby).
The fact that you said "has no place in video games", is because you're attached to it, and these gamblers are somehow ruining your game experience (less content, more skin, display bug, etc.) ; and you should, it's a normal reaction.
I know a lot of people who have played hundred hours in a game, only to trade and be rich (in-game). They just knew the odds, hours to trade for having maximum benefit, and such things.
Your mixing so many thing that's it's only a cliché in the end :
- dumb kid having no idea how statistics works (en.wikipedia.org/wiki/Binomial_distribution#Example)
- people playing with credits instead of having the money
- you telling us that it's the game purpose
Sure kid are dumb. That's quite a definiition in many cases, that's what parents are suppose to deal with.
Sure some people have clinical issue, playing with money they don't own. But some very rich people, and I've crossed many (dentist, real-estate agent, etc.), which you can't blame for spending some money on something they like. To continue in a cliché : why do you think many people buy fancy cars, fancy dress, wear make up or hair-styling substance, and so on ? Because they like to be seen.
Then your telling it's beginning to be core gameplay and I must disagree : sure, it's taking to much space in the game, more than the gameplay in some games (Fornite ?), and sure they spend to much time on it.
But it's not affecting the gameplay as far as I know. Being purple instead of blue does change the gameplay ? no
Yes it's a freaking mess.
Yes they exploit addiction.
Yes I would like to have a magic wand and remove all of that garbage.
But they won't.
Disclosing the odds is going to make it worse. That's the topic, not whether loot boxes are good or not.
Imagine a kid :
"Ohh, I want this skin, but it's 1$ I don't know if I will have it." "I can't test 100 times, too bad I'm keeping my money and try here and there"
Now it's :
"Ohh, I want this skin, but it's 1$, and the odds are 1/20" "So let's spend 20$, I'm sure I'm going to have it, it's like buying a cool T-shirt"
20$ after :
"Ohh no, I don't have it, let's spend one more dollar !"
21$ after :
"Ohh no, I don't have it, let's spend one more dollar !"
"Ohh no, I don't have it, let's spend one more dollar !"
"Ohh no, I don't have it, let's spend one more dollar !"
"Ohh no, I don't have it, let's spend one more dollar !"
And the addiction begins. Kevin 14 y/o.