@fezrock said:
Time-only loot gambling, the way subscription MMOs do it (you want this item, you're gonna grind a long time) I'm fine with; the grind is the point of the game.
Money-based (either as the only option, or as an alternative to time-based) loot gambling I can't stand at all. I think it's one of the worst trends in modern games. I know why developers/publishers do this and other kinds of monetization (season passes, etc.), it's because AAA games are too expensive to make (plus there's been inflation) for most to make a profit at $60 anymore (unless they sell insanely well) but they're worried that if they raise the base price of games the market will dry up.
They may be right about that, I don't know. I do know though that I would vastly prefer the base price of AAA games increased to $70 or even $80 if it meant that the money-based loot gambling and other monetization systems ended.
I'd love to be a fly on the wall for some "inside baseball" financials that go into a AAA video game, but we'll never get that for obvious reasons. I do think that as much as people balk at DLC, microtransactions, and the like, that this stuff is fairly necessary for games to be financially viable enough to produce. As you mentioned, inflation is a thing, and game prices haven't gone up. Meanwhile, we've got even consoles entering 4K territory now, and that level of detail surely isn't cheaper to develop. I, too, would be fine with increasing the base price of games and reducing the loot box shit, but I think we might be among few there. For example, I heard someone say of Cuphead (which is $20, and arguably a steal at that price point) that "maybe I'll pick this up when it goes on sale". On sale to what? Free? I imagine a ton of people would balk hard at an $80 base game, and I imagine many of these same people are far more willing to buy cosmetics and shit instead.
@ikabubu said:
@notnert427:
Please, use Destiny, shorthand helps.
I'm only making the case that: the mechanic, by itself, isn't invalid, just not to everyone's taste.
Whole games are built on it that's not monetarily exploitative. I used Diablo and Borderlands 2 as better examples of loot-treadmills, because Destiny 2 is now a worse example of randomness. A lot of its equipment is now fixed (no random stats), and attainable with much less effort, even guaranteed at times.
Randomization creates an illusory exclusivity, and players want their status symbols (people want that Ultima Weapon, even though EVERYBODY else has it). It might not have been randomized before, but the mentality has always been there.
- If it's addictive, I get that, but we're gambling time away playing games, anyway.
- If it creates addictive habits, I don't buy it. The same way I don't correlate violence or dangerous driving to playing games. Something must already be wrong with the person.
I'm deviating from my stance: I'm not trying to convince you out of your distaste.
Normally, I'd say: there's plenty of other games for people who don't like those systems. However, that's where I empathize with you, because: it's in fucking EVERYTHING now! Which is why I make the argument of it not belonging to other genres. Yep, I don't think we disagree there.
For me, Forza is only a SLIGHTaffront because it's losing functionality that was always there before and replaced with randomization. If I step into your shoes, I'd say "they're taking replacing some key features and replacing it with bullshit mechanics". It's the promise of what Forza was then, versus what it is now, and I think we both think Forza is "lesser" for it.
Regardless of my fatigue for Forza, in a perfect world, would we both have been okay if they released it with the usual "unlock" passes (not gambling, just pay to unlock all)?
I'm glad you supported your stance with a proper argument. I still disagree on a few, but I get it.
Yeah, we're mostly on the same page here. I will mention that I don't think games have to be monetarily exploitative to be exploitative. You're right to point out that Destiny 2 made some good changes from the first, but there's a decent argument that things like the raid are structured to be intentionally unintuitive and needlessly redundant to pad out difficulty/length, which exploits players' desire to "conquer it" at great expense of time. That brings us back around to the earlier time vs. money discussion, though.
As for creating addictive habits, I wasn't really making the assertion that loot boxes create degenerate gamblers down the road or anything, more that perhaps young people don't fully understand that they're gambling or how these loot crate systems are flat-out designed to prey on human weakness. I have to think there are plenty of kids out there who just want their character to look cool and have little to no appreciation that mommy's credit card is paying for their loot box gambling habit. I don't know what (if any) observable negative effects this will have on them over time, but I do generally think it's fairly messed up that this whole thing of kids gambling in systems created to exploit them is flying under the radar right now. Won't somebody please think of the children?
And yeah, Forza is lesser for having loot boxes, just as it is for every game that has them. I don't actually take that much issue with the "unlock pass" stuff, because it's a 1:1 deal where it's clear what you're getting, and it allows for someone who maybe has more money than time to "progress" that way if they so choose. It's certainly preferable in my book to low-yield loot crate garbage.
To your last bit, I've said this before, but I absolutely love that GB is a place where people can productively discuss things even when they disagree, and that the users here typically present very well-founded arguments. I've been on a ton of message boards over the years, and this is far and away the one that has most made me think about, clarify, and occasionally reconsider my position on things, which speaks to the overall quality of the community itself. Cheers for a great discussion.
@veektarius said:
It's easy to overstate the detrimental effect this has on gamers' experience. In the games I've played, the only full price games with paid loot crate economies (referred hereafter as FPGPLCEs) that actually gated content that increased the amount of game available to players (characters, weapons, levels) are the last two Mass Effects and Gears of War 4. I'm sure there are some others, but the norm is to lock cosmetic content only. Players with a modicum of self-control and thin wallets are under very little pressure to cave to these economies, while those who can afford to waste $15 a month on a game they play a lot of have something to spend it on. There is always the risk of irresponsible people falling prey to the system, but I believe the majority shouldn't be regulated because of the minority's capacity for self-inflicted harm. That's why we're allowed to have sharp knives in our kitchens.
The only evil I identify with the existing system is that it's a way to drive the effective price of low-value content up. A person might spend $100 chasing after good skins for their favorite characters, when if offered a la carte, they might be satisfied with $15 worth of DLC. One argument in favor of this mark-up is as a service fee in disguise. See Elder Scrolls Online or Overwatch, games that require server maintenance and see regular updates. The subscription model is nearly unsustainable anymore, meaning that upkeep costs need to be offset through profit made elsewhere. If you accept this logic, the only real exploitative application of this system is in full price games with a relatively short lifespan and minimal long-term support. Once again, Mass Effect and Gears 4 appear to fail this test.
That's a fair point about the experience itself. I mostly just find loot boxes annoying and gross, and try to minimize their utility as much as possible so as to not let it affect the overall game. That's my plan with Forza 7, anyway, because there's still a great racing game in there beyond the loot crate shit, and that's what I'll focus on. Compartmentalizing that garbage doesn't seem to come easy for many, though, and it sucks that we've gotten to a point where we now kind of have to do that to keep enjoying games. I agree in principle about not regulating the majority based on the minority's capacity for self-inflicted harm (very well put there, BTW), with the few exceptions mentioned in that I think the industry needs to be more transparent about drop rates, should limit putting gameplay-altering contents in loot boxes (which, while thankfully not a common practice yet, is still a thing), and that it probably wouldn't hurt if the loot gambling got on a more mainstream radar as a shitty thing that's happening. Then again, there are much shittier things happening now, so there's that.
I alluded to this earlier, but yeah, I think this stuff wouldn't bother me as much if it were just 1:1. Someone paying $2 to directly get that cosmetic they want isn't a big deal. Someone dumping triple digits or more because they keep losing their gamble on some purposefully low-odds crate trying to get that cosmetic they want is far worse. I mean, it's their prerogative to do it, but at some point, shouldn't we stop and say "okay, this shit has gotten out of hand." Not necessarily to protect "I spent $100 on crates, but finally got this sweet virtual outfit!" guy, but because there is a system in place that allows/encourages this to happen.
@goboard said:
I had been putting together my thoughts on loot crates, gamble packs, and random chance in games specifically with regards to repeatable transactions for a few weeks now so it's been interesting to see the number of people talking about them since Destiny 2 came out and now with Forza 7. What my feelings ultimately came down to was that a majority of games that implement these schemes, in full awareness that they prey upon psychological foibles, do so with zero intention for the players benefit. Even a game that others see as innocent like Overwatch is guilty of this. When it comes to games with progressions systems in an online space like Battlefield 4 which provide packs to reduce or remove the time it takes to go through the progression system are guilty in this. Even the argument that the rise in budgets as justification for additional cost ignores that games don't need to be expensive to produce to be a huge success. The rat race towards higher fidelity is an entirely self inflicted wound that is kept in perpetual existence by it's being tied to consoles and the early days of hardware competition. What it ultimately comes down to is the consideration of a given games design.
While a system of progression in an online shoot was interesting for the time in Modern Warfare by virtue of being new for the genre, it wasn't necessary. A progression system in a singleplayer game exists typically to scale with difficulty over time and provide varying tools to play with. In an online shooter a progression system like that creates an imbalance, paying for it with money or in-game currency furthers the imbalance. That's why in Modern Warfare and similar online shooters the new guns aren't stronger or better than earlier ones, rather they just have different stat trade offs like the guns you start off with. The unlocks themselves need to keep the play field flat because ultimately the benefit of having played longer is that you get better at playing. This was how online shooters worked prior to progression systems being brought in so I'd argue they weren't necessary to begin with. Now if you take all that into consideration and then realize that a system of progression in an online shooter exists to prolong the time you play to get to the part you wanted to start off with and add in gamble packs or pay to remove that grind that these can only exist solely exist to get more money out of people and not for the benefit of the playing experience.
As I said earlier Overwatch is guilty of using the player against them self for gain. The commonly made argument for why Overwatch has loot crates purchasable with real money as well as earned currency is that it helps support the creation of new maps and characters so that they don't need to release paid maps and characters which will split the audience in to different player pools. However if Blizzard knew this up front then they knew they were creation a game as a service and it would make sense to go the free to play route like League of Legends or DOTA. Instead they charged a price and then kept the purchasable loot crates. The rate that currency accrues in game is exceptionally slow when compared to the rate of new costumes and the existing ones. Player skins are the least invasive method of loot crates but they play upon an individuals vanity and if my experience with friends who play MMO's is any indication, the end game is fashion for a large enough number of people and the desire to look better overrides certain impulses. This is further driven by scarcity which Overwatch also uses and scarcity is the often the most common tool to drive people to purchase something in game than actual need or value. Every time a new set of skins comes out for their preferred player they hop back on to play as much as they can to get enough currency or the few free crates in the hopes of getting the one or two costumes they want. Then when the event is over they stop playing till the next event begins some time later. This suggests to me that on top of all the this that the act of playing the game only justifies itself to a point, that actually playing it isn't sufficiently enjoyable enough a thing to do that it is worth while for any length of time.
Even in games with zero additional ways to pay, can these same ideas and issues rear their head. The Rogue-Like genre is the one I think about most with regards to systems of progression. I'm not a Rogue purist, but over the years the several that I've played since the genres resurgence has made me keenly aware of how and why progression was not part of the genre from the beginning. The genre itself is about building knowledge of the game and using that knowledge to overcome it's obstacles. This takes time and in a rogue-like that understands this you begin to see a certain generosity and trust in it's design. I was able to play Spelunky for 237 hours over several years because it's design imparted no ingrained system of gained progression and made the design of the various systems it did have so open and aware of this that you don't need the best items or the most health and bombs to succeed, you only need rely on your knowledge of the game and the trust in your ability. Everything you can ever use in the game is always there, even though the levels and other parts are randomly generated. This is in stark contrast to games like Rogue Legacy or Dead Cells where a players knowledge and skills are only part of the consideration and that stat increases are an expected requirement for successful completion of a full run. Dead Cells is a more pernicious example because it won't even allow you the choice to not spend the currency on an improvement, the door forward only opens if you dump your cells into an upgrade. There isn't a trust in the players ability or a generosity in the openness of the design that allows for it to be possible to proceed through a run with player knowledge and skill alone. What this does in turn is extend the time it takes to play the game. There are designed limits to the amount of a currency the player can gain and how much is needed to unlock everything. It's an artificial means of extension and one that further elongates the time it takes for a player to reach the level of competency required to beat it. This was already the end goal of this genre of game, so progression never added anything to it.
I know this post is rather long, but the point that ultimately emerges from it all is that these systems themselves don't serve the end product in any way when you've already paid a price for it and the means by which they implement these systems are incorporated in a way to take advantage of the player whether that is the full scope of their intent or not. It ultimately comes down to design.
First off, thanks for putting your thoughts here, and no worries on the lengthy post. I like to read, and brevity isn't my strong suit, either. I'm glad you brought up Modern Warfare, because it was a key fork on the path that led us here to this point. CoD 4 was an amazing game, for a lot of reasons. It was also the one that brought RPG progression into mainstream gaming. As someone who (at the time) hadn't played many RPGs, it was sort of my introduction to it, as it was for many. I dare say I enjoyed that progression and wasn't alone there, and this stuff took off and became something far worse over time. I have zero doubt that the current awfulness is a product of someone noticing the mainstream acceptance of RPG progression and then literally listing human psychological weaknesses and going point by point to come up with ways to exploit and monetize them within systems structured to do so.
I've never quite put a finger on where I fall in terms of things like late-progression/DLC guns being better than others. I can make arguments that they both should and should not be. After all, shouldn't people be rewarded for their play/success? Except some 12-year-old with zero responsibilities and ample free time is inherently equipped to throw way more time at that aim than, say, employed adults, so that's not really fair. Okay, so there's shortcut kits they can purchase to skip progression, but that's pretty much pay-to-win if the late-game/DLC guns are actually better. Except if they're not better, there's no reason to really try to progress. (This is an issue across a lot of games, not just shooters, so replace guns with "abilities" or what-have-you if necessary.)
The whole "look what I got" thing goes well beyond Overwatch, but it does make for a good example. The key point you made there is that the draw has become "Oh, it's new skin day; I'll fire up Overwatch" and not "I actually want to play Overwatch right now", so what does that say for the game and for gamers' priorities? Well, it's certainly not exactly a ringing endorsement of the game itself, but then again, if what brings people back is the skins, can't Blizzard claim they're giving people what they want? I'm not saying Overwatch is a bad game or anything, but it's worth considering what gamers are actually valuing there. Frankly, we share some blame here, too, and can't really complain that much about gameplay not being as much of a focus in general if gamers are going to actively demonstrate that cosmetics have more appeal.
I'm watching all this happen, and it's fairly fascinating. There's not really much question that modern games are often being designed to exploit and are successfully doing exactly that. As you mentioned, it's definitely not helping the end product, either. There are still plenty of great games being made, but it's arguably despite this new paradigm where loot/progression systems are shoved into most games now. The one solace for me is that perhaps this ultimately gives publishers/devs more resources. Regardless, it's worth discussing, and I really appreciate this and other posts here on the subject. This has been a really neat thread, so thanks for reading and responding, duders!
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