Just like some people dropping 100k in Vegas in a weekend are paying for the experience and VIP treatment and others just need one more bet to replenish Johnnys college fund.
Just like some people dropping 100k in Vegas in a weekend are paying for the experience and VIP treatment and others just need one more bet to replenish Johnnys college fund.
I could see <18s getting into trouble but are there adults legit bankrupting themselves from paid-for cosmetics?
How common is the pattern for paid-for lootbox cosmetics (as compared to buy-it-now) cosmetics? Wouldn't say I'm particularly deep in either the RL/Fortnite ecosystem..!
But Pay-To-Win games like Clash of Clans? I don't have any research, but if I was a gambling man, I'd bet at least a few thousand.
So speaking from experience: there's probably a finite sum you can spend on Clash Royale. I found the beginning highly addictive and I did spend hundreds when I probably shouldn't have, but the acceleration/frustration and advantage you can buy is very quickly eroded by skill. Once you have a maxed deck, it's pretty hard to buy victories and any new card might buy you some wins but will quickly get nerfed, and players better than you will still beat you (and matchmaking will converge you onto that 49% win rate).
I doubt I'm a typical player but at this stage I've probably extracted more value (by time) from clash than they've extracted from me - even if I spent 2k (a very very generous estimate), amortised over 5-6 years of play, that's not a lot of money (30 a month which is a AAA game every other month, less than a coffee a day) and has definitely given me more than that in enjoyment. And at this point my expenditure has completely plateaued.
Can I see people staying in that honeymoon phase moving from game to game? Yes maybe - I suppose by law of large numbers it's more likely than not Clash Royale peaked at like 100M players so 1k having issues is believable.
I'm all for regulation in this space (it's pretty crazy that it's not that regulated) but without data, my own personal experience feels like this is not nearly as dangerous as gambling or alcohol/drugs. The game milks you of money but doesn't create those boom-bust cycles that the traditional vices do
Getting addicted to an F2P game and losing your time, while sad, is not within the scope of this discussion
I mean, sometimes they are kids (or the developmentally challenged)[1] but adults [2] too. There are more sad stories. One I recall was a developer who invited their superwhales to a launch of the new beta expansion in person. (All expenses paid) They sent one a plane ticket, but the the player never showed because they couldn't afford to get to the airport. I wish I could find that story online.
[1] https://www.bbc.com/news/technology-48925623
[2] https://www.forbes.com/sites/insertcoin/2014/03/01/why-its-s...
> losing your time, while sad, is not within the scope of this discussion
I very clearly and explicitly said "money they didn't have" in my first post and was talking about financial costs.
fair - I missed that context when reading the immediate response replying to.
Thanks for sharing your anecdata - the industry is definitely in need of regulation something I've long believed. The ubiquity and ease of access is probably the most dangerous bit. It's astounding that mobile games were able to copy/hire all the knowledge acquired in building slot machines to create an industry that doesn't even have to pay out..!