[HN Gopher] Lootboxes in FIFA now allowed by highest Dutch court
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       Lootboxes in FIFA now allowed by highest Dutch court
        
       Author : defenestration
       Score  : 64 points
       Date   : 2022-03-09 17:31 UTC (5 hours ago)
        
 (HTM) web link (www.ruetir.com)
 (TXT) w3m dump (www.ruetir.com)
        
       | jmyeet wrote:
       | This makes me sad. I think loot boxes with RNG rewards are a
       | disgusting practice. It's gambling that minors are allowed to do.
       | 
       | One of the things I respect Epic Games for is they didn't follow
       | this profitable path for Fortnite. In Fortnite, you want the
       | skin, you buy the skin. You don't buy a ton of boxes and hope to
       | get lucky.
       | 
       | Gambling with an immediate result is bad. It's particularly bad
       | for children. But it's also bad for adults (eg online slot
       | machines).
        
         | JoshTriplett wrote:
         | > I think loot boxes with RNG rewards are a disgusting
         | practice.
         | 
         | I completely agree. I think there exist many disgusting
         | practices; that doesn't mean those practices should be
         | prohibited.
         | 
         | As an alternate approach, suppose that this were addressed
         | through ESRB or similar: "gambling elements" could be called
         | out as a theme (alongside "smoking" or "gore"), and have a
         | minimum associated rating (e.g. not "E for Everyone").
        
           | AlexandrB wrote:
           | Yes. Just apply existing VLT gambling laws to this stuff. 18+
           | rating and odds of winning must be made public.
        
         | TazeTSchnitzel wrote:
         | Fortnite is its own evil. They only show an extremely small
         | fraction of the items available each day, with no indication of
         | whether they'll return, so that you feel you have to buy things
         | now in case you never have the chance again.
        
           | jmyeet wrote:
           | I think this argument is a stretch for two reasons:
           | 
           | 1. Anyone who sells anything has limited runs, sales and so
           | forth. Like that's just commerce; and
           | 
           | 2. Loot box games do all the same thing anyway so at least on
           | Fortnite you know the cost of what you want.
           | 
           | This is one of these situations where Fortnite is strictly
           | better than RNG loot boxes. That's not the same as saying
           | they do no wrong. But better? Objectively, yes.
        
             | TazeTSchnitzel wrote:
             | > Anyone who sells anything has limited runs, sales and so
             | forth.
             | 
             | Yes, but Fortnite pushes this to the absolute extreme. It's
             | one thing to visit a store with thousands of products where
             | there's a discount on some of the items and a few limited-
             | time offers. It's a very different thing to visit another
             | store which has thousands of products but only makes eight
             | of them available for sale each day, always as a limited-
             | time offer, with no information about the rest of the
             | catalogue.
        
           | oneoff786 wrote:
           | I don't have any interest in fortnite but I don't follow why
           | this is bad. These are just skins right? Like no
           | differentiation besides personal aesthetic preference?
           | Couldn't these be sold with no ambiguity, never ever coming
           | back, and have literally no impact on your desire to buy?
           | 
           | Have you ever felt a desire to buy a shirt because it won't
           | be available to purchase again?
           | 
           | Is there really a world where they say "this asset is for
           | sale today and in 28 days" and you say "oh good I will want
           | to be it then but not now"?
        
             | TazeTSchnitzel wrote:
             | Well, Fortnite doesn't let you customise your appearance
             | _at all_ without buying skins. If you want your character
             | to match your gender, you have to buy a skin. If you want
             | your character to look even slightly good, you have to buy
             | a skin. And then buy a new one in two weeks because you had
             | no idea that they 'd give you a better option later and you
             | didn't know how scarce the current week's was.
        
               | oneoff786 wrote:
               | Ok but how is this different from buying clothes in irl?
               | You usually can't find the same clothes n months later in
               | the same store.
        
               | [deleted]
        
               | TazeTSchnitzel wrote:
               | Fast fashion retailers are similar indeed, but they have
               | vastly larger selections and slower cycle times by
               | comparison. Dozens of different items in each category
               | versus a total number of items I can count on my hands.
               | The item selection changing daily rather than seasonally
               | (monthly?).
        
             | speeder wrote:
             | Selling cosmetic things is literally the best way of
             | extracting money from this. Humans are social creatures,
             | and clothes, real or virtual, are part of social display,
             | some people (me for example) don't care about it, but they
             | are exceptions, most people care deeply about using clothes
             | for social display, and "threatening" them with not having
             | a potentially high social status piece is a good way to
             | make these people buy everything.
             | 
             | This is the whole point of the fashion industry too, every
             | year the "collection" changes, this makes people both
             | afraid of being "left behind", but also of missing
             | "classics" that won't be manufactured again, also it is why
             | fashion designers release things in "collections", idea is
             | seduce people in buying the entire collection, not just the
             | piece they liked.
             | 
             | When you are dealing with something that has an actual
             | value, for example a base-version magic the gathering or
             | pokemon card, the value is exactly whatever the item is
             | useful for, the more useful it is the more people pay for
             | it, but when you are dealing with stuff that is useful to
             | display social status, things change, and you end with
             | people paying ludicrous amounts of money to buy a brick
             | written "Supreme" when the "Supreme" guys themselves are
             | not sure why this is happening.
             | 
             | https://www.mensjournal.com/adventure/skate-brand-supreme-
             | se...
             | 
             | Or in case of game cards, people willing to pay sky high
             | prices because the card has special art, sometimes even if
             | the art is UGLIER than the base version, just because it is
             | rare and a social status, things get even wilder when the
             | social status is part of the reason the card exists in
             | first place (for example cards that were manufactured to be
             | given to judges or championship winners)
        
               | oneoff786 wrote:
               | Why would a fortnite skin become high status? Aren't they
               | all available in unlimited quantity for a fairly standard
               | price? That sounds like the opposite of scarcity. If
               | something is popular then it will be the most common and
               | thus the least interesting.
               | 
               | Surely you're not saying people buy skins because they
               | might turn out to be unpopular and thus cool to wear...
               | 
               | I'm sure there's a niche culture around always buying the
               | absolute latest piece, but that's not the fear of missing
               | out and would exist even if everything was always
               | available?
        
             | arrosenberg wrote:
             | Introducing artificial scarcity on digital goods seems
             | incredibly anti-consumer. Consider a different scenario
             | where someone wants the skin both now and later (for
             | whatever reason - value is driven by the desire of the
             | purchaser), but doesn't have the financial wherewithal to
             | purchase frivolous things at a whim. In that scenario the
             | consumer has to make a choice between purchasing an
             | artificially scarce good or making a good personal
             | financial choice.
             | 
             | From a neutral party standpoint (i.e. I neither want to
             | purchase the skins, nor do I benefit financially from their
             | purchase, nor do I wish to ban their sale outright), it
             | seems obvious that a fungible, non-exhaustible digital good
             | (with it's near-0 maintenance cost) should be restricted
             | from exclusive periods of sale. There is no reason for it,
             | other than to take advantage of human brain chemistry to
             | drive a specific type of sale by producing artificial
             | demand.
        
               | oneoff786 wrote:
               | That seems like an unlikely edge case given these are
               | probably pretty cheap?
        
               | arrosenberg wrote:
               | I think it is absolutely an issue if you are a kid or you
               | are living paycheck to paycheck. There is a
               | social/prestige aspect to skins and game rewards that
               | shouldn't be underrated, and that type of business model
               | is always targeting 'whales', i.e. people with a
               | phenotypic disposition to getting carried away and
               | spending a huge amount. I don't think it's right to let
               | companies deploy manipulative business models or collect
               | obscene rents - it always winds up hurting the most
               | vulnerable people. Further, nothing of value is created
               | by that model - it's simply another rent collection
               | tactic to force people to pay up when it's best for the
               | company.
               | 
               | At least with physical goods there is an overhead to
               | keeping old SKUs in the catalog. A digital skin is a
               | metadata blob in a database, which can't be deleted
               | anyways, since anyone who paid for access to that
               | metadata needs it to exist.
        
             | alpaca128 wrote:
             | This is a textbook example of abusing FOMO (fear of missing
             | out). It's real and Epic does it exactly because of this
             | effect on people.
             | 
             | If you're not completely convinced by some cosmetic item
             | you might say "I don't know whether I really want this so
             | I'll just wait and maybe buy it later". But if it's time-
             | limited, in this case without indication whether it'll ever
             | be on sale again, you cannot wait and decide later. It's
             | deliberate time pressure on the decision.
        
               | oneoff786 wrote:
               | In what universe would you want an aesthetic item later
               | more than you do now? Fear of missing out seems to be
               | more experiential or with regards to items that may turn
               | out to be have more utility in the future in my opinion.
        
           | [deleted]
        
           | politelemon wrote:
           | Fear Of Missing Out:
           | https://en.wikipedia.org/wiki/Fear_of_missing_out
           | 
           | Yes agreed, Epic's behavior in Fortnite is just as, if not
           | more, predatory and relies on FOMO which is a huge factor in
           | peer pressure among young people. Epic is not deserving of
           | respect but should be called out more.
        
         | Thaxll wrote:
         | Fortnite has way more kids playing than Fifa and makes more
         | money, so they're "more" evil, it does not matter if it's a
         | skin on a store it's still a lot of money and kids are hooked
         | to it.
         | 
         | Lootbox issues are no the problem, games like Fortnite, Roblox,
         | CoD are on the same level.
        
       | NovemberWhiskey wrote:
       | Is this somehow much worse than the football (soccer) sticker
       | albums I used to buy in little foil-wrapped packets when I was a
       | kid? Or Pokemon cards etc.
        
       | drcongo wrote:
       | They should make the loot boxes brown envelopes just like the
       | real FIFA.
        
       | kregasaurusrex wrote:
       | As a kid I used to play the Yu-Gi-Oh trading card game a lot, and
       | the odds for getting cards of certain rarities were published on
       | the packaging so you knew how many packs on average it would take
       | to hit a super rare/ultra rare card. There were 8 commons and one
       | rare slot per pack which had a 1:5 chance of being a super rare,
       | 1:12 for an ultra rare, and 1:23 for a secret rare.[0]
       | 
       | Additionally the cards had actual utility where the rarest cards
       | often had better effects than commons and decks would be built
       | around these rarer cards to be used in a duel. For games like
       | Fortnite where the items in the lootboxes are purely cosmetic,
       | the kids who are playing know that they aren't getting any
       | competitive advantages with different skins in playing. However
       | this becomes a bit murkier in games like FIFA and Star Wars
       | Battlefront 2, where the rarest items from lootboxes contained
       | items that were better than those obtained through leveling up
       | alone. The article says that "92 percent of the FIFA boxes are
       | not bought with real money, but unlocked via football matches and
       | are therefore simply part of the game of skill." which implies
       | players can expect to get a reasonable number of good players to
       | build a team with and a team constructed of said players on
       | aggregate would not provide a significant competitive advantage.
       | 
       | My opinion is that players should spend time in games because
       | they consider it to be fun rather than to be the best for the
       | sake of being the best, and the in-game whales who spend the most
       | $ on a game shouldn't be overpowered to the point where free to
       | play players should feel they need to spend money to win.
       | 
       | [0] https://yugioh.fandom.com/wiki/Booster_Pack
        
         | firekvz wrote:
         | > My opinion is that players should spend time in games because
         | they consider it to be fun rather than to be the best for the
         | sake of being the best, and the in-game whales who spend the
         | most $ on a game shouldn't be overpowered to the point where
         | free to play players should feel they need to spend money to
         | win.
         | 
         | this is very debateable
         | 
         | all games have (egaming and regular sports) have a competitive
         | level, you always start playing for the fun, then you either
         | become bored or you realize that you are good and want to start
         | playing vs people with your same or more level of
         | skill/ability, and thats where monetization comes.
         | 
         | You talk about whales being able to pay for the best
         | cards/items/etc in a game, but those usually get quickly
         | demoralized as having overpowered stats/items/etc doesn't mean
         | you can enter competitive skill inmediatly, it's easy for
         | people in those games ti quickly identificate players who
         | bought their way to the pro scene of the game, usually called
         | pay to win players and defeat them
         | 
         | I see it as something that needs to happen, in the past I've
         | been the one in the other side of the trade, mostly in MMORPGS,
         | where I was able to farm/craft/bot for really rare/unique items
         | and sell to those willing to pay thousands of USD for them and
         | yet, beat them in regular matches/pvp/etc, so it somehow
         | encouraged the economy inside the game, and kept actual pro
         | gamers happy, kept devs happy, kept the general population
         | happy, the only ones really unhappy were the ones that paid for
         | the items and got sad when it really didnt help
         | 
         | of course, I understand that it should be regulated and not to
         | make it fully stupid, but well, at the end, all of this things
         | keep people invested and interested in games, otherwise, they
         | would generally just die.
        
         | slg wrote:
         | >The article says that "92 percent of the FIFA boxes are not
         | bought with real money, but unlocked via football matches and
         | are therefore simply part of the game of skill." which implies
         | players can expect to get a reasonable number of good players
         | to build a team with and a team constructed of said players on
         | aggregate would not provide a significant competitive
         | advantage.
         | 
         | It has been years since I played FIFA so maybe things have
         | changed, but this quote is misleading which means the
         | implication you got from it is incorrect. The FIFA lootboxes
         | aren't uniform. There is a wide variety of different packs and
         | they all have different odds and come with different costs. It
         | is very easy to earn the cheapest versions with the worst odds.
         | No one spends real money on those. The real money
         | proportionally will go to the more expensive packs with the
         | best odds and therefore can lead to an imbalance in play
         | because those 8% of packs account for much more than 8% of the
         | rewarded value.
        
       | willis936 wrote:
       | State endorsed gambling laundering.
        
         | ComputerGuru wrote:
         | I'd have upvoted if you just omitted the last word. I'm not
         | sure where the money laundering obviously comes in (I'm sure
         | it's possible, I just don't see how it's particularly
         | applicable here).
        
           | amock wrote:
           | I read it as laundering gambling, not money. Gambling is
           | illegal for children in most places and this is a way to make
           | it legal.
        
           | Conlectus wrote:
           | I believe they meant that it was the gambling that was being
           | laundered (disguised) not the money.
        
         | CommanderData wrote:
         | I'm not sure why this is down voted. This is exactly what I
         | feel this is.
        
           | vanviegen wrote:
           | It's not state endorsed, just not illegal. It's hardly
           | gambling, as there are no monetary rewards. And what has
           | laundering got to do with anything?
        
           | vkou wrote:
           | It's not gambling laundering, it's just gambling.
        
         | gpm wrote:
         | I'm not sure "endorsed" is quite correct, as I read this it's a
         | court saying it's "not-yet-forbidden" gambling laundering.
        
       | supergirl wrote:
       | that's funny considering that gambling is so restricted in the
       | Netherlands: only state owned casinos are allowed and online
       | gambling is not allowed
        
       | defenestration wrote:
       | The linked article is an English translation from this article in
       | the Dutch newspaper NRC:
       | https://www.nrc.nl/nieuws/2022/03/09/gedurfde-uitspraak-loot...
        
       | ComputerGuru wrote:
       | (For anyone going just by the title: this is the _purchase_ of
       | loot boxes.)
       | 
       | I'm personally against this for moral reasons having to do a lot
       | with corporate greed and and then some to do with gambling in
       | general, but I do want to point out this isn't remotely new and
       | isn't something that the digital gaming/entertainment industry
       | came up. When we were kids, we all used to gamble by buying
       | _Pokemon_ booster packs for $4 or $5 hoping they would contain a
       | Charzard or a holographic Magikarp only to discover just another
       | Koffing. That was specifically marketed towards and aimed at kids
       | - probably even younger than those playing FIFA.
       | 
       | Although - I realize now that I may be speaking out of ignorance
       | as I have no clue if the Netherlands allowed the sale of Pokemon
       | cards to minors in the first place?
       | 
       | (I learned a few years ago that the smarter guys used to go in
       | with a scale and weigh the packs to see which one was heavier due
       | to the presence of a holographic card until Hasbro/TPCI wisened
       | up and began adding blanks to make up for the weight difference.
        
       | jafoi wrote:
       | Good. The government does not have a right to restrict trade
       | between citizens and companies. On the other hand, it's the
       | parents' job to decide what their children can and can't do.
        
         | MaxBarraclough wrote:
         | > The government does not have a right to restrict trade
         | between citizens and companies.
         | 
         | Of course it does, as a matter of category.
         | 
         | The government makes it illegal for you to buy grenades, for
         | instance.
        
         | [deleted]
        
       | icu wrote:
       | I was really hoping that the pushback on videogame gambling by
       | minors would gain more regulatory momentum, not less.
       | 
       | I think it's going to take longer to see regulation stick due to
       | a lack of first hand knowledge of lootboxes by politicians and
       | judges, who to be fair, are of a generation that just do not
       | understand the subject matter.
        
         | zht wrote:
         | im sure they understand the lootboxes of cash they get here and
         | there on a nudge nudge wink wink basis
        
         | kmeisthax wrote:
         | I don't think legislators are entirely ignorant of the problem.
         | They probably don't want to even try regulating artists; and
         | the companies selling these lootboxes have insisted that any
         | regulation would impinge upon freedom-of-speech. The
         | regulations we have on gambling applies because the games
         | involve wagering money; things like loot boxes[0] get around
         | this primarily by not offering anything of value.
         | 
         | Of course, the counterargument (which I agree with) is that
         | these have the spirit of gambling - i.e. being designed to
         | maximally fuck with the heads of people who are even slightly
         | vulnerable to dopamine. You will probably get politicians to
         | agree with you on that, but they won't want to waste political
         | capital on an antipartisan[1] issue. Sure, it might have
         | popular support, but it harms the country's interests to be
         | regulating things that make money.
         | 
         | [0] And their historical antecedents such as TCG booster packs,
         | figurine blind bags, coin-op arcade games, and so on
         | 
         | [1] Political issues can be broadly categorized into
         | "partisan", "bipartisan", and "antipartisan":
         | 
         | - Partisan issues are ones that typically find their way into a
         | political party's "agenda". They are issues that one or more
         | parties support and one or more parties oppose. Examples
         | include basically any wedge issue in American politics.
         | 
         | - Bipartisan issues are ones that are obvious to a
         | supermajority of politicians. These are issues that "everybody
         | supports" and pass Congress with wide margins. Examples include
         | things like copyright law.
         | 
         | - Antipartisan issues are ones that are obviously _bad_ to a
         | supermajority of politicians, regardless of whatever popular
         | support they might have. Examples include things like right-to-
         | repair.
        
           | sofixa wrote:
           | The article is about the Netherlands, so basically none of
           | your arguments are applicable.
        
       | akersten wrote:
       | Thank goodness. I was genuinely worried they'd make Pokemon card
       | booster packs illegal next.
       | 
       | Let kids live a little and learn the perils of gambling play
       | money early. They can safely learn the disappointment of throwing
       | 20 bucks into a box with no reward during a time when it's
       | relatively consequence free, instead of throwing 20 grand into
       | stock options and being shocked when it goes to 0.
       | 
       | Loot boxes are not really gambling anyway, because there's not
       | even monetary payout. It's the most tame form of "money pit"
       | there is, and I'm glad we're not continuing this trip down "make
       | things I don't like illegal" lane.
        
         | [deleted]
        
       | jnsie wrote:
       | I don't think I've ever seen so many ads in an article. To the
       | point I stopped reading. Wow
        
       | ChicagoBoy11 wrote:
       | This is so disheartening. I work as an admin in a school that
       | serves all grades, and the impact that this stuff has on kids is
       | very real. I've witnessed first-hand a grown in sort of a
       | "gambling" culture amongst kids, as early as elementary school.
       | While loads of us may have had fun experiences trading cards and
       | whatnot, this all still happens with kids but with a much more
       | overt monetary component.
       | 
       | Part of me, though, wonders if this is just me getting older and
       | becoming one of those "grumps." It's painfully obvious that as a
       | whole society is moving to becoming more and more accepting of
       | things like this (for instance, the huge push towards gambling in
       | organized sports in the US), that it has the feel of
       | inevitability. My sense is this will be a net social negative,
       | but perhaps experience will prove it to be not so bad.
        
         | icu wrote:
         | I don't think you're way off the mark, or being a "grumps" on
         | the subject. Young minds can be heavily influenced which is why
         | many societies regulate experiences that may cause harm.
         | 
         | I'm sure there are children who aren't impacted by EA
         | lootboxes, as I'm sure there are children who are. It's the
         | ones that are I'm concerned about, and the families that will
         | end up dealing with the fallout.
         | 
         | I don't see why it's not possible to gate it behind a proof of
         | age... however it's obvious that there is no incentive for EA
         | to do so.
        
           | barbazoo wrote:
           | This is all really sad and I wonder how I'll ever protect my
           | child from what these cooperations will come up with 10 years
           | from now. I know probably every generation has lamented about
           | this but I wonder if childhood these days is as fun as it
           | used to be. Yesterday we overheard two kids, maybe 9 years
           | old, discuss the local real estate market and how one house
           | across the street went for a million bucks to which the other
           | kid responded that it was probably because of their finished
           | basement. WTH.
        
             | moltke wrote:
             | Just have a rule against closed software in the house. It
             | works _very_ well.
        
             | icu wrote:
             | I hear what you're saying but my conclusion was that I'm
             | never going to be able to protect my son and all I can do
             | was prepare him in stages as best as possible.
             | 
             | Change is inevitable... and in the past I used nostalgia as
             | a mental point of origin to judge situations today. However
             | I've come to see that change creates both negative and
             | positive opportunity but it's just a matter of perspective.
             | 
             | I'm sure there are positive aspects to those 9 year olds
             | discussing real estate, like an opportunity to discuss
             | sustainable development or homelessness and charities like
             | Habitat for Humanity. Who knows where those seeds will lead
             | a 9 year old?
        
             | lotsofpulp wrote:
             | Could be a sign of good parenting if they are aware of
             | their future costs and that they should start investing
             | their allowance in index funds to afford a house, as
             | opposed to wasting it by gambling on lootboxes or yu gi oh
             | cards.
        
         | _fat_santa wrote:
         | > While loads of us may have had fun experiences trading cards
         | and whatnot, this all still happens with kids but with a much
         | more overt monetary component.
         | 
         | The more I think about it, the more I realize loot boxes to
         | kids now are what trading card packs were to kids back in the
         | day. When I was in elementary school, I was deep into Yu-Gi-Oh!
         | cards. Card packs ran ~$4 and carried the chance that you got a
         | super powerful card. I spent probably close to $100 on cards
         | over the years which, for a 8 year old kid, would be akeen to
         | me dropping $3k on the new Mac Studio.
         | 
         | But there were natural controls in place back then. I had to
         | save up every week to get a new pack, and I only had one chance
         | per week to buy a pack. Now with microtransaction, the biggest
         | problem (in the context of kids), is how easily accessible it
         | is. If I came home and opened my pack to find that it didn't
         | have any good cards, I would have to wait another week to get
         | another pack. Now a kid can just go and get another lootbox
         | instantly.
        
           | animal_spirits wrote:
           | But they still have to pay for it right? How is this
           | different than say if you bought your game cards, opened them
           | up outside the store and after you realized you didn't get
           | the card you wanted, you went back inside and bought another
           | one? I'm confused how this is different
        
             | NovemberWhiskey wrote:
             | I agree; is the premise here that audiovisual spectacle of
             | opening the box in the video game somehow compounds the
             | problem? Or that there's some manipulation of scarcity or
             | something? The "core mechanic" seems exactly the same.
        
               | crayboff wrote:
               | I think the issue is the lower barrier of access. Every
               | small step added to the process discourages the use: get
               | driven to the store, walking to the counter, talking to
               | the employee, physically pulling money out of your
               | pocket, physically seeing how much money you have left.
               | 
               | All of those contribute to making it more difficult to
               | buy cards.
               | 
               | Loot boxes, on the other hand, is much easier. Once you
               | store your credit card info, all you have to do is press
               | a button or two.
               | 
               | This is the general idea Nudge Theory (https://en.m.wikip
               | edia.org/wiki/Nudge_theory#:~:text=Nudge%2....) when
               | shaping behavior.
        
             | vlunkr wrote:
             | I assume because an 8 year old kid needs a ride, and more
             | money to buy another pack.
        
             | dna_polymerase wrote:
             | You quite certainly did not sit in front of the
             | supermarket's cash register with your mom's credit card
             | shoving packs of cards over the counter for hours on end.
             | The overall physicality of the process back in the day
             | prevented the feedback loops to manifest. The lack of speed
             | decoupled spending from gratification thus ensuring your
             | behavior wouldn't devolve into a bonafide gambling
             | addiction.
        
             | ChicagoBoy11 wrote:
             | I think the effect is similar to what Peter Norvig
             | described in his "The Unreasonable Effectiveness of Data"
             | lecture (which if you haven't seen, you should really check
             | it out -- its awesome).
             | 
             | In essence, yeah, the core mechanic is the same, but the
             | digitization of it fundamentally transforms its ubiquity,
             | how often it can be iterated, optimized for more and more
             | segmented group of kids, etc. I think there is an argument
             | to be made that enough of that can effectively change the
             | character of the activity itself, even if it is at first
             | glance "sorta the same thing."
        
             | slg wrote:
             | Many of these games have different types of in game
             | currency which can be used to purchase lootboxes. With
             | FIFA, one of those currencies can be bought with money. The
             | other one can't be purchased directly and is earned through
             | playing the game or selling what is received in the
             | lootboxes. This means that a person doesn't need to use
             | real money to participate in the gambling aspect. They can
             | instead gamble their time which might not be as damaging as
             | gambling money, but is still just as addicting.
             | 
             | Also even the real money gambling in a game like FIFA is
             | more dangerous than physical trading cards. With physical
             | cards, you had to go to a store and pay at point of sale.
             | You couldn't easily do that with your parent's credit card
             | and there was always a person on the other end of the
             | transaction to stop you or even just exist as a social
             | obstacle to discourage obscene spending. Those obstacles
             | don't exist with lootboxes. A parent's credit card can
             | easily be added to an account and you don't have to look
             | another human in the eyes to make a purchase.
        
               | dragonwriter wrote:
               | > With physical cards, you had to go to a store and pay
               | at point of sale.
               | 
               | No, you didn't; mail-order and then online retail in the
               | hobby games industry has existed as long trading card
               | games have.
        
               | slg wrote:
               | Fair enough, but I believe that is a fraction of the
               | business compared to in person sales. Most kids were
               | buying baseball cards or Pokemon cards from local stores.
               | Plus those methods of purchase introduce their own
               | obstacles such as latency. It is much more difficult to
               | form an addiction when there is a two-week turnaround in
               | each transaction compared to the instantaneous clicking
               | of a button.
        
               | zdragnar wrote:
               | I think the point stands: there is an aspect of delayed
               | gratification in the waiting a week for money then
               | getting away to go the store, and possibly waiting until
               | you got home to open them. Mail order was worse, as
               | postage added more waiting time and cost.
               | 
               | Having it instantly accessible from your phone makes it
               | so much easier to lose impulse control.
        
             | autoexec wrote:
             | Packs of cards don't have psychologically manipulative
             | lights and sounds which probably does make a difference,
             | but a pack of cards also can't send you constant
             | notifications, and isn't accessible 27/7. Opening a pack
             | outside the store and going right back inside isn't the
             | same unless the kid never leaves the store's property and
             | the store never closes.
             | 
             | Packs of cards also released specific sets with set odds.
             | Games can add or change the contents of lootboxes on the
             | fly, as well as adjust the odds to keep you hooked. They
             | can strategically give you a rare or very useful (for you)
             | item when you've had a long streak of junk to keep you
             | interested, or evaluate your play-style and chats to
             | determine exactly when you're most vulnerable (tired,
             | manic, just got your birthday money, etc).
             | 
             | Loot boxes and gacha mechanics have their place, and can be
             | fun but they are gambling and can also be exploitative.
             | It's worth keeping a close eye on how they're being used
             | and limiting the impact they'll have on kids.
        
         | mFixman wrote:
         | I'm sure my parents would disagree that Pokemon trading cards
         | weren't a giant money sink designed to take their money.
         | 
         | I can see a lot of problems with giving children access to
         | credit cards, but I honestly fail to see how loot boxes are
         | different from trading cards marketed to children. My high
         | school enacted and enforced a ban on all card and board games
         | because some parents were worried about child gambling; I'm
         | still mad that they took the fun away from school recess
         | because of a dumb moral panic.
        
           | yakak wrote:
           | I'm not sure how to feel about collectibles, I bought a lot
           | of baseball card packs and didn't open them as an
           | "investment" as a kid. Probably they beat inflation, but the
           | market would be lower if people like me could ever be
           | bothered to sell.
           | 
           | In the case of digital "assets" though, I don't find it so
           | legitimate. AFAIK, they can change their ToS whenever they
           | like or cancel this version of the game, etc.
           | 
           | Perhaps a shrewd system would pretend to be indifferent yet
           | force them to escrow money for obligations related to hosting
           | these assets and eventually make them wonder why they didn't
           | just print cards and be done with it as complicated civil
           | cases begin to emerge.
           | 
           | (But should we really let the human endeavour degrade to the
           | point where bartering pointless collectibles is where the
           | smart people get allocated? I kind of agree with the IRS that
           | we should add disincentives.)
        
           | SkyBelow wrote:
           | I feel they are very similar, but do have a few key
           | differences. If these differences matter enough to make a
           | moral difference is something we can discuss.
           | 
           | A few of the key differences, in no particular order:
           | 
           | 1. Trading card games come with base sets that have
           | guaranteed cards and are useful for playing the game. This
           | makes it TCGs better.
           | 
           | 2. CCGs can be traded to others or sold. This one I'm unsure
           | about.
           | 
           | 3. Loot boxes are wrapped into games and are often designed
           | to appeal to players in a much more intrusive way than TCGs .
           | This makes loot boxes worse.
           | 
           | 4-1. Some loot boxes have no impact on gameplay. These make
           | loot boxes better.
           | 
           | 4-2. Some loot boxes have an impact on gameplay larger than
           | the impact of buying TCG boosters. These make loot boxes
           | worse.
           | 
           | 5. Loot boxes are often purchased through currency systems
           | made to separate the buyers understanding of how much they
           | are paying. This is why games often make you buy some
           | currency and then use that currency to buy loot boxes, with
           | some games have layers of currency in between. Compare this
           | to TCG boosters which are sold in stores for specific dollar
           | amounts. This make loot boxes worse.
           | 
           | 6. You can buy specific cards you need directly from other
           | players, while most loot box systems require buying more loot
           | boxes until you get the specific item desired. This one is
           | related to 2 and I am also unsure about.
           | 
           | 7. Loot boxes are often built into games on ones phone and
           | use tactics to encourage worse spending habits. This make
           | loot boxes worse.
           | 
           | Overall my personal opinion would be that loot boxes as a
           | whole are worse than TCGs, but the better done loot boxes are
           | comparable or slightly better (less predatory) than TCGs
           | while the worse loot boxes are much much worse (more
           | predatory).
           | 
           | Edit: One way to look at it is that the more predatory loot
           | boxes are an extension of TCGs that doubled down on the worse
           | parts, which might be enough for it to cross a person's
           | personal moral threshold.
        
           | cheeseomlit wrote:
           | True, but those trading cards are worth big bucks nowadays.
           | Lootbox rewards are basically worthless since you don't
           | really "own" them and cant resell them
        
             | Bombthecat wrote:
             | And every year, they become useless. I still don't get why
             | people spent so much money... Every year..
        
             | kojeovo wrote:
             | It's really only some first gen holo mint cards that are
             | worth decent money. That's gotta be a tiny, tiny
             | percentage.
        
             | Nowado wrote:
             | You mean, the issue with child gambling these days is that
             | there's no promise of a big pay out?
        
               | cheeseomlit wrote:
               | The gambling part is no good in either case. But there is
               | a difference between buying a toy/collectible and
               | actually owning it vs. this digital skinner box stuff
               | where all you really get is a hit of dopamine, the latter
               | seems more insidious to me
        
               | [deleted]
        
             | Kiro wrote:
             | So you're basically arguing for NFTs?
        
           | BrS96bVxXBLzf5B wrote:
           | This definitely isn't a universal experience and there are
           | definitely a lot of trading card horror stories, but for me +
           | friends growing up the purchase of trading cards had a
           | different place in life. They were like one of life's small
           | rewards you had a chance of rolling whenever going into a
           | shop with a parent/guardian. Being at the checkout, putting
           | on the little kid puppy-dog 'pleaseeeeeee' and the adult
           | deciding if you've been 'good enough' and possibly giving you
           | something for that. Acquisition was separate from their
           | consumption and social role.
           | 
           | With lootboxes, you're actively pursuing the purchase to
           | immediately try to meet a goal. You want the purchase, make
           | it, have the question answered of whether your roll was good
           | or not and that's mostly it. Trading cards were taken home
           | (or at least to the car), physically admired, stored,
           | socially shared even if they weren't 'worth' sharing, and had
           | a larger variance in subjective value for trading or gifting
           | later.
        
             | lapetitejort wrote:
             | One small caveat: digital collections of lootbox items can
             | be admired, organized, displayed, and in some games traded
             | to other players. Of course, all these actions are dictated
             | by the software for the most part, and can be arbitrarily
             | restricted. I won't be able to seal a fancy digital hat and
             | donate it to a local museum.
        
               | BrS96bVxXBLzf5B wrote:
               | It's true, which is why I tried to caveat it with 'even
               | if they aren't worth sharing'. If I got a Tangela and had
               | it in my pocket I'm still going to show the neighbour
               | friend, she might even like Tangela especially well as a
               | preference (tried to get at this with 'subjective
               | value'). But with the number of football players and how
               | it's much more stat/goal-based and the collector aspects
               | are skewed towards the higher level, kids probably aren't
               | making Discord calls to show their friend John Smith from
               | the English division 2 league because he has a cute nose
               | :)
        
             | mFixman wrote:
             | Did we have different childhoods, or do you not really
             | forget yours?
             | 
             | Children used to steal trading cards and have violent
             | fights over them. Only a few dedicated nerds played the
             | game; the rest just collected the cards and showed them as
             | a proxy of self-worth.
             | 
             | This is perfectly normal child behaviour, and I'm sure it
             | was much worse than whatever's happening right now with
             | lootboxes. The main difference between them isn't the lack
             | car rides to the store; it's the moral panic mostly
             | distributed by social media about how $fun_thing is killing
             | children.
        
               | BrS96bVxXBLzf5B wrote:
               | We had different childhoods, I never saw violent fights.
               | Totally didn't mean to present my memory as a universal
               | truth which is why I led with the first sentence.
               | Definitely whole weavings of intertwined complexities to
               | unravel!
        
             | k__ wrote:
             | Doesn't gambling mostly come down to diposition?
             | 
             | I did many addicting things in life an never became
             | addicted.
        
         | blockwriter wrote:
         | I played Magic: the Gathering competitively growing up, and me
         | and all of my contemporaries revered the idea of gambling. Loot
         | boxes may be a different beast, which I would think would
         | actually lead you more toward making simply bad financial
         | decisions, like buying status items that you do not need and
         | cannot afford with debt you will struggle to pay back. My
         | adolescent milieu went on to have mixed results with regards to
         | their participation in society. I think the gambling that
         | Magic: the Gathering players revere is actually preferable to
         | these items, which are a purchase and seem to discourage
         | analysis of the value proposition or expected value of the act
         | of purchase.
        
       | vmception wrote:
       | > the packages are _part_ of a game of skill, not a separate game
       | of chance in itself.
       | 
       | hahahhahahahaha lolwut! that's hilarious, is that what EA
       | actually argued too or did the judges reach that conclusion on
       | their own from a reading of the statute!
       | 
       | Either way that is hilarious and obviously not the intention of
       | the parliament, but I'll leave it up to them to figure that out
       | if they actually care as much as the executive branch did.
        
       | abcc8 wrote:
       | I haven't played a FIFA game in probably 20 years so please
       | excuse my potentially uninformed question. Do loot boxes improve
       | the play experience of the game in any meaningful way?
        
         | roofio wrote:
         | They made a mode where you assemble a team of players from past
         | and present called Fifa Ultimate Team (FUT). You start with a
         | team of players who each of a rating of about 70.
         | 
         | EA will release packs that contain star players with much
         | higher ratings. In order to get these higher rated players on
         | your team, you can either grind the game for several hours a
         | day or pay to open some packs that might have the high rated
         | players inside.
        
           | oh_sigh wrote:
           | Grinding the game to open the boxes sounds fine to me, but
           | how is it not a game of chance if you're just paying money to
           | open a box? That's literally a lottery. Even if only 8% of
           | boxes are opened that way, they should just not allow it
           | flat-out.
        
       | ravenstine wrote:
       | It's interesting how we've gone from heavily regulating content
       | in shows and games made for children to putting kids in digital
       | Skinner boxes that extract the wealth of their parents in
       | exchange for conceptual things of which there is no shortage.
       | 
       | On the other hand, how different are loot boxes and DLC from the
       | days where we played games at an arcade and had to insert 6 more
       | quarters to complete a level, sometimes even if the player still
       | has health? I guess the difference is that you leave behind an
       | arcade, whereas modern video games stay with kids at all times
       | and are designed to addict kids to an even greater degree than
       | anything I ever played at TILT! arcades.
        
       | Shadonototra wrote:
        
       | VoodooJuJu wrote:
       | Authority (parents or otherwise) has a responsibility to protect
       | people (particularly children) from vice and vultures. Children
       | are particularly vulnerable because they are inexperienced in
       | life, lacking will, consciousness, and wisdom.
       | 
       | This is irresponsible. This is a failure of authority to protect
       | children.
        
       | goldfeld wrote:
       | > "Lootboxes" .. "highest Dutch court"
       | 
       | This is either high sci-fi parody or I want another hitech
       | future, because it continually feels that all the technology in
       | the world is only ever useful, successful for the most petty and
       | meaningless ends. There needs to be a law that humanity's
       | ignorance grows quadratically with scientific achievement.
       | Ignorance of course is a proportional quality; when all the
       | information in the world is at your fingertips you are doubly
       | ignorant not to make expedient use of it. Oh, there are
       | government rogue agents with all their noise and misinformation
       | campaigns, sure. But there are also millions of programmers
       | workings on clickbait ads for a living. Clearly some choice and
       | free will is thrown in at some point in the learning curve. An
       | isolated pre-discovery south american native is as wise or
       | ignorant as his means (culture) allow. Our means are the most
       | luxuriant humankind has seen yet. Great responsibilities and all
       | that.. so that we're devolving into incoherent grunts. Yes I'd
       | like a rant.
       | 
       | Maybe TFA is about revisionist high medieval history and FIFAs
       | are kinds of fiefs.
        
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