There have been a lot of posts about loot boxes lately, here and elsewhere. In fact, even the ESRB have weighed in on the subject, determining that:
ESRB does not consider loot boxes to be gambling. While there’s an element of chance in these mechanics, the player is always guaranteed to receive in-game content (even if the player unfortunately receives something they don’t want). We think of it as a similar principle to collectible card games: Sometimes you’ll open a pack and get a brand new holographic card you’ve had your eye on for a while. But other times you’ll end up with a pack of cards you already have.
This is the sort of absurd logic that allows Pachinko parlors to exist in Japan despite more traditional gambling being illegal. “It’s not real gambling because you’re buying and winning steel balls… and trading them for prizes… which you then sell for real cash at a sketchy booth literally 5 feet from the parlor doors. But no slot machines!”
Maybe all the casinos in the US should start giving out commemorative business cards or wooden nickles to people who lose, so that they can avoid gambling regulations. You wanted X, and spent real money to get it, but got Y instead. #TotallyNotGambling
Look, we can have the semantic argument if you want. But you know it, I know it, the devs know it, scientists know it: loot boxes are gambling.
“The player is basically working for reward by making a series of responses, but the rewards are delivered unpredictably,” Dr. Luke Clark, director at the Center for Gambling Research at the University of British Columbia, told PC Gamer recently. “We know that the dopamine system, which is targeted by drugs of abuse, is also very interested in unpredictable rewards. Dopamine cells are most active when there is maximum uncertainty, and the dopamine system responds more to an uncertain reward than the same reward delivered on a predictable basis.”
Psychologists call this “variable rate reinforcement.” Essentially, the brain kicks into high gear when you’re opening a loot box or pulling the lever on a slot machine or opening a Christmas present because the outcome is uncertain. This is exciting and, for many people, addictive.
“What about Magic and Pokemon cards then!?”
Also gambling. In my replies on the subject up to this point, I played the role of TCG Apologist a bit. You know, all “these games feature pack opening as a central conceit, which is completely different than in Star Wars Battlefront 2, in which the system is just bolted on as a cynical revenue stream.” But… honestly? The gameplay of paper Magic exists completely independently of how you acquire the cards. If everyone who played had every card available by default, the only real things that would change would be the game being more fair (e.g. less P2W) and WotC making less money.
Keen replied in the comments of his own post:
I think what most people are conveniently ignoring is that with loot boxes and card booster packs you are trading one form of base value for another form of base value.
I put in $5, I get back a guaranteed set of cards that I must be willing to accept as worth $5, otherwise the exchange would never have happened.
Even Bhagpuss stated:
Lockboxes contain precisely the value you pay for them: if you buy $5 worth of lockboxes you have, de facto, agreed that there’s $5 value in them – you just proved that by paying $5, after all.
Please excuse my tone, but that is some Econ 101 perfectly rational economic actor bullshit. And a complete tautology besides. Like, how do you conceptualize a reality in which that is true, and yet the concept of Buyer’s Remorse exists? People make dumb economic decisions all the time. Are the people buying $2 lottery tickets doing so because they expect at least $2 of value in return? If they are, and they’re buying them when the jackpot is less than $500 million, they are irrational. The expected value of a $2 Powerball ticket is -$1.38. Similarly, the expected value of any given paper Magic booster pack will quickly (if not instantly) fall into the negatives, considering that the alternative means anyone can make free money by just opening the packs.
We can try and put a value on the “hope” and “dreams” of getting X instead of Y, but the bottom line is always the same: by virtue of paying real cash money, you had a chance at getting X and instead got Y. That’s gambling whether its a Charizard, a Black Lotus, or Boba Fett’s Rank IV Death from Above star card.
Is it legally gambling right now? No. Does the ESRB consider it gambling? No. But we all know what’s happening here, and the psychological mechanisms involved. Rational people do not buy loot boxes – the entire target market is for irrational people. And its profoundly sad, in a sort of “did we seriously give little kids candy cigarettes for Halloween?” way.
What do I want to see happen? Simple: a spade gets called a spade. Games that feature gambling as a revenue stream get labeled AO by the ESRB, and the exact odds of any loot box are posted on a company’s website. If that also means people have to show ID to pick up Magic boosters, then okay. The less odious things would still survive, e.g. TCGs most likely, and the more odious loot box offenders would shift on to their next novel revenue stream. Hopefully one that does not specifically and (arguably) maliciously target people who can’t help themselves.
Do you guys remember when video game designers only got paid more when they made their game worth purchasing by more people? You know, that golden age of gaming in which producer and consumer interests aligned? Those were good days. I’d like to get back there at some point, without all the Consumer Surplus erosion.