Loot boxes too similar to “problem gambling” to avoid regulation, report says
arstechnica.com
arstechnica.com
These companies have created an entire industry on identifying, tracking, and incentivizing whales, at the cost of wrecking casual gaming "for the rest of us".
Maybe I'm just selfish, but I want these companies to go fishing, target MY consumer behaviors, set ME in your sights. My wants, and perhaps the wants of a vastly larger player-base, are being ignored in favor of whales.
You're welcome to get off that line at any point, but you'd have to pick one of the steps, and they all seem reasonable.
I'm not 100% sure how the following quote applies, but it seems like it's relevant somehow:
"Sure there's a catch," Doc Daneeka replied. "Catch-22. Anyone who wants to get out of combat duty isn't really crazy."
Published odds is definitely needed. When I bought physical packs of baseball cards as a kid, by the mid/late 90s they had odds listed on the back of getting the special cards, autographs, etc. That was absolutely vital to being an informed consumer.
The games usually use dark patterns to lure people into doing the gambling to get over obstacle faster, or getting the milestone the player wants faster, by having a really long time consuming task otherwise. Before lootboxes, in west these kind of things were offered as micropurchases, but gacha popularized the more toxic approach. Another dark pattern is that, you have to first purchase digital currency before you can roll for a gacha. However, the amounts you can purchase are set amount and you usually will have some left over currency left after all the gacha rolls, and can't use that leftover for anything else. It's there only to make it feel like next time it will be a "bit more cheaper".
Gacha games nowadays are very popular with young and adults alike and make millions. We live in a weird world huh?