@wetracoon:
The only objective information you've provided are listed effects of the star cards.
Yes. That was what I meant by objective information.
Games journalists are consumers whose job hinges on feeding the zeitgeist information that it wants to read. I'm not sure how you figure this makes them somehow the gods of men on this issue, but there you go. If anything they're more beholden to writing things that line up with what people believe or what to hear than they are to actually report on facts, or hell, even how they feel.
Whatever your personal opinion is, the function of games journalists is report on industry news. Due to their many industry contacts they also fulfill a secondary function as mediators between the industry and the consumers. Now you can argue that some journalists are better at this role than others(some are more pro-industry others lean pro-consumer), but saying that games journalists are all without integrity is, once again, disingenuous. It also reeks of personal bias.
That's why I like Giant Bomb. The reality of this game is that the progression system fucking sucks with or without the lootboxes. If the progression system was better, no one would have batted an eye. Jeff and many others on the site have already pointed this out. You're acting like everyone's opinion was as deep as "ARRGGGHHH LOOTBOXES BAD". It wasn't. There's a more nuanced discussion here and frankly the GB staff have been bang on. The issue is the game, and less so the loot boxes. Whether or not the game was designed this way because of the loot boxes is material here, and the reality here is: who knows. Another sentiment echoed by the GB staff.
For someone who holds them in such high esteem, compared to other game journalists, you're either misrepresenting or have misunderstood the opinion of the GB staff. What Jeff actually said was
"The microtransaction/lootbox controversy stuff is a very real problem, but the problems with that game don't get solved by them tweaking number or doing whatever it is they're claiming they're gonna do." (Giant Bombcast 508: 30:58).
This is explicitly saying that lootboxes are a problem even though the game itself is bad even without them. This is what you've misunderstood. Here's another juicy quote.
"The options you get to tweak your loadouts...are rarely compelling and the pathway to unlock those is bad. So it's a situation where you're like okay well, I clearly need to level this stuff up because the people that have are like, objectively more resilient and better and have better options than I do....Its not even different options, its literally like this is a better option than this one."(Giant Bombcast 508: 32:13)
Here Jeff disagrees with you about starcards having no tangible benefits.
"Star cards are inherently tied to in-game abilities and effectiveness. Passive boosts improve health recovery and reduce incoming damage." (Battlefront II review)
Dan's opinion on starcard effectiveness.
"Building the system the way they did was, I was gonna say criminal but that's way too harsh...It's fucked up how about that."(Giant Bombcast 508: 34:43)
Jeff's opinion on whether EA did something wrong.
"I kept grinding away at multiplayer, hoping that I’d get cards for my favorite class, hero, or vehicle. After I played enough to buy a loot crate, I’d usually get a paltry amount of credits or an emote for a character or class I never played as. At no point did I feel like I was making any progress towards directly improving anything I use. I’d just grind and grind until I had enough to buy a loot box, then get disappointed by its contents and repeat the cycle again. It feels less like I’m improving my loadouts as I progress and more like I’m killing time between pulls of a bad slot machine that never really pays out."(Battlefront II review)
Dan's opinion on how lootboxes are bad even without being able to pay for them. He even makes an allusion to slot machines.
"Cause you know keep in mind, thats where a lot of the steam refund stuff came up first was because of consumer rights stuff in the EU and stuff around that...so along those lines maybe that might be something worth looking into." (Giant Bombcast 508 39:56)
Jeff's opinion on the possible effectiveness of the Belgian commission.
"I think the is this gambling yes no thing is more complicated...Ultimately I don't think it is but, I don't think blind boxes are good for videogames. (Brad)They don't have to be a literal one to one with gambling to be shitty"(Giant Bombcast 508: 40:45)
This echoes what I've been saying, lootboxes may not be gambling but they are a problem.
Again, some of the stuff written here makes me really believe what I said about the gaming community being out of touch with reality. These machines are designed and placed in a manner that will have them nag their parents to make the purchase. It doesn't matter if they don't have disposable income, their parents do; they're placed where parents are most likely to have physical cash, typically near store exits; they do not sit in corners of dusty stores, they're strategically placed to most effectively trigger the response that will drive a purchase. This is honestly probably the most underhanded and nefarious thing that marketers do nowadays, advertising to children,
https://en.wikipedia.org/wiki/Pester_power
It's fucking mind boggling to me that you're railing at against lootboxes yet you're literally OK with advertising to children. I don't have data that shows how many people lead themselves to "financial ruin" through microtransactions or Gachapon. I suspect you do not either. You also seem to be driven by headlines here. Yes, I've seen probably a dozen articles about children spending thousand of dollars on a game on their parents phone. But what's the penetration rate of these games? 10x Gachapon? 100? 1000? If there's something to be said here, it's that lootboxes are the digitization and online proliferation of Gachapon. If you weren't against the idea of Gachapon, then this is a slippery slope that you helped create. Sure, it require a bit of foresight, but it looks to me like you're still defending them when they're literally the forefathers of this microtransaction and loot box system we're seeing. I just don't see how you have ground to stand on here.
Ugh, this out of touch argument is ridiculous. If anything you're the one who's out of touch for thinking that gachapon/claw machines are in any way relevant in modern society. Or for thinking that they are as interesting to modern children as mobile games. Kids spend their time on Ipads and phones. This isn't the 80s where arcade machines were hot fire. Arcades are dead.
Also have you considered that since the gaming community at large doesn't agree with you, that maybe you're the one out of touch? Everyone who disagrees with the general consensus likes to think of themselves as an iconoclast, but more often they're just wrong.
Advertising to children? Pleaase. By modern standards flashy lights hardly counts as advertising. Is it still a bad thing? Sure. But, the scale of the issue is what I'm talking about. Lootboxes are a big issue while gachapon is a minor one. This is what I was talking about in my previous post.
Somehow you're equating minimizing gachapon as being ok with advertising to children. Do you see commercials for gachapon machines on tv or ads on the internet? Gachapon is an anachronism hardly relevant in modern day society. At least, in the USA.
You're right that lootboxes are the digital version of gachapon. That is obviously one of the inspirations behind lootboxes. The arguments I laid out explained why gachapon aren't such a huge problem in modern society. I literally say this in my previous post "Are CCGs and Gachapon a minor form of gambling. Maybe. But, for the reasons I've outlined above, they're not as problematic as lootboxes. Problematic is the key word here. Lootboxes may not be gambling and all those government commissions I mentioned may amount to nothing. But, lootboxes are a problem."
Here's another thought I had. You seem to want to excuse lootboxes by pointing at gachapon and CCGs. This is a form of whataboutism. Acknowleding overlooked problems with gachapon and CCGs don't excuse the problems with lootboxes. If anything, all you're doing is highlighting problems that modern society has glossed over.
So you're saying that because video games were profitable already, or that because the industry can make money another way, that they're worse than TCGs? This argument makes no sense. TCGs can chance also. They can get rid of booster packs, boxes and other booster products. Wizards of the Coast can literally sell the cards individually so you know what you're getting. I don't see your point here at all. TCGs are worse than loot boxes when you actually sit down and lay down the facts, yet you're still insisting they aren't, even after presenting an oddly shaky last-resort-ish argument.
TCGs aren't worse than lootboxes for reasons I've already explained. The $60 investment. Playing in a casino like closed loop system of frustration and advertising. The feeling of obligation to get your money's worth because of that initial investment, further exposing oneself to the casino system.You seemed to counter those points with your own personal experience whereupon I said my personal experience differed. You seem to have no answer as to the experience of the average MtG player, but I suspect it aligns more closely with my experience than yours. I was just presenting another point in talking about how videogames don't need lootboxes, instead of reiterating points I've already made.
NIMBYISM
You keep bringing this up and I haven't addressed it. Being ignorant of issues is not NIMBYISM. Knowing and not caring unless you're personally affected is closer to the definition. I doubt the gaming community at large had in depth knowledge of gachapon or TCGs. They are niche interests, especially gachapon.
Furthermore, I'm not sure it matters even if it is NIMBYISM. You keep throwing that acronym out there as if it invalidates the entire argument against EA and lootboxes. It doesn't. It's an ad hominem attack against the entire gaming community and a logical fallacy. So what if people didn't care about issues when they should have? So what if the argument didn't reach its current heights until it started affecting people personally? These things have nothing to do with if the argument is right or wrong.
Its human nature to not care about something unless it affects you personally. Very few people rise above it, no matter what they say on the internet. In fact its impossible for a single person to care about every single issue worth caring about in the world. Most people pick the causes that are most important to them at the risk of spreading themselves too thin. I mean do you think less of people who help people with disabilities if they don't have the time to care about ethnic cleansing in Myanmar? Let me ask you a question. Do you know about the problems women have to face in the Indian subcontinent? About how ultra conservative religious people sometimes assault the woman and only the woman if they see any PDA among couples? Do you have time to truly care and maybe even take action to stop these things from happening? No? Does that make you less of a person or somehow reflect badly on you? The answer is no.
If you care about things like advertising to children and the problems of gachapon/TCGs you should be happy at the increased visibility these issues have now, instead of demeaning the game community's response as NIMBYISM. It feels like bitterness, "I cared about these issues before anyone else did." A sentiment that is ultimately meaningless in a practical sense.
Edit: Added a few lines. Fixed grammar.
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