German Authorities Are Considering a Ban On Loot Boxes (heise.de)
Slashdot reader Qbertino writes: Heise reports that German authorities are examining loot boxes in video games and considering banning them in the country. Loot boxes might actually even violate laws against calls-to-purchase aimed directly towards minors that are already in effect. German authorities are also checking that. Loot boxes are randomized in-game item purchases that many people consider a form of gambling. The decision to take action against loot boxes in Germany is expected in March. Germany's Entertainment Software Self-Regulation Body has since clarified that Germany authorities are not considering a general ban on loot boxes, but are actually examining regulations of online advertising and purchasing as a whole.
"A closer look at the discussion is taking place, ie., if there are any specific risks and where to locate them legally. As part of that analysis the KJM (governmental institution responsible for youth protection regarding to online content/services) is taking a closer look at permitted and prohibited advertising in shop offerings. However these rules apply to online purchases in general, thus also to loot boxes," the rep said. "In the German debate this term [loot box] refers to a broad variety of different in-game or even just game-related purchase systems with more or less randomized items. Hence one cannot say that 'loot boxes' violate German laws, as each integration has to be evaluated as separate case."
"A closer look at the discussion is taking place, ie., if there are any specific risks and where to locate them legally. As part of that analysis the KJM (governmental institution responsible for youth protection regarding to online content/services) is taking a closer look at permitted and prohibited advertising in shop offerings. However these rules apply to online purchases in general, thus also to loot boxes," the rep said. "In the German debate this term [loot box] refers to a broad variety of different in-game or even just game-related purchase systems with more or less randomized items. Hence one cannot say that 'loot boxes' violate German laws, as each integration has to be evaluated as separate case."
Never too early to exploit children, addiction, and lax laws. This is the holy trifecta of making stockholders happy.
My idea for the US: Just tell the state gaming commissions about loot boxes, and this problem will solve itself about 24 hours after the gaming commission shows up at the publisher's offices demanding to audit the code AND to have their slice of the pie, unless the publisher ceases and desists using loot boxes immediately.
I'd also like to see laws that ban virtual currencies which are purchased with real cash. And require gaming services (which includes appstores etc.) to enforce limits on the amount that anyone can purchase in-game in any given month. And worded to prevent bullshit circumvention of the limits. The limits could be set by the age rating of the game - the lower the rating, the lower the limit.
Such things might motivate companies to start producing games again instead of skinner boxes designed to target whales and compulsive gamblers.
The pokemon, magic and other collecting cards model seems to be restricted to 18+ now in Germany then!
Science advances one funeral at a time- Max Planck
Duke Nukem doesn't have loot boxes and I like it that way. Come get some!
Guys, it's simple: Games with loot boxes are targeting the same demographic that slot machines and roulletes do (real and virtual), only they do it without paying a gambling tax and without any age restrictions, so the governments are considering a ban on them to protect their tax revenue, they didn't magically start to care about the predatory nature of loot boxes or anything.
table can't fix. Danke.
I'm actually impressed that they're evaluating individual systems and mechanics, rather than doing a blanket ban, which would be easier but catch relatively-moral implementations (e.g. loot boxes that can only be purchased with ingame currency.)
Hopefully they'll extend the restrictions to other Gacha and 'blind box' systems in games and for physical items as well. Blind boxes sold in stores tend to have their contents opened/stolen by children more than other toys. It's marketed as a 'surprise' which is ostensibly beneficial, but in practice it becomes anxiety that you'll have wasted your money on a duplicate; having different rarities on different items in a set makes it clear which of the two is the actual intent. Gacha is psychological manipulation for profit. The Monopoly game that McDonalds does is the same thing.
Corruption is convincing someone that the selfless ideal is the same as their selfish ideal.
The pokemon, magic and other collecting cards model seems to be restricted to 18+ now in Germany then!
They've long been considered a dangerous form of entertainment, and opposed by many parties. That's why Wizards of the Coast walks a narrow line of behavior with significant restrictions as to their conduct. Even aside from law, things like the self-imposed Reserve List, they don't want to make people angry by having too few cards available or crashing the economy for cards either.
Who are they to decide where my money goes? I want loot boxes dammit! Feed my addiction. The golden age of apathy is upon us if we have gambling taken away from us and we let them.
Are trading card packs different except for being physical objects? You buy a pack of cards with a chance of getting a rare card. It's the exact same idea.
What about mystery minifig LEGO collector series? While you might be able to feel which figure you're getting, it's designed to be a surprise, so you don't know what you're getting. It's not quite the same thing, but it's close.
Are we going to ban all mystery sales?
Perhaps that's a good idea, but let's think this through.
Or perhaps we treat online sales differently as they cater more to the gambling mentality due to being instantly available at any time. It may not be fair, but it is addressing a practical problem in a practical way.
The thing is there is a difference between a blindbag of random physical items that you purchase in person at a store verses a lootbox of random virtual items that is purchased online and opened instantly. Especially if those lootbox items are not able to be resold on an open market. I'd say that's a fair place to draw the line.
A ban on collector cards, and gaming cards too?
don't have the problems loot boxes do. I think it's because buying into the game and buying a pack of cards are the same thing; so everybody does it. If you want to play Magic you buy card packs. But with loot boxes most people play the game without buying them. That pattern becomes the norm and encourages mechanics that target the "Whales" who spend large sums. Supposedly something like 0.19% of users account for 50% of mobile game revenue. That can't be healthy, and loot box mechanics come from that school of monetization.
OTOH there's plenty of digital card games. Maybe deck building helps put the kibosh on out of control purchases. Some of the hard core Magic players I knew had a play style that meant that once they had the cards for this year's version of their deck they were done. I guess you can run out of cards to get at some point. Also you can usually trade cards (they're called Trading Card Games usually) so that usually limits the gambling aspect. Finally most publish the odds meaning you know how much that item's gonna cost.
Not sure if it's any one thing, feel free to chime in if you think there is though. But it's odd that this didn't blow up until EA. It's also odd that EAs been doing this crap in FIFA games for years and it took Star Wars for people to notice.
Hi! I make Firefox Plug-ins. Check 'em out @ https://addons.mozilla.org/en-US/firefox/addon/youtube-mp3-podcaster/
These toys are interchangeable. All give around the same time of fun and you're not buying over and over again hoping to get that one special rare toy. It's not gambling if you win a compareable prize every time. (Probable exceptions are the collectors figurines like "Happy Hippos" but it was always grown up collectors hunting them as they offered less play value then the regular toys)
bickerdyke
is another's protecting the psychologically vulnerable. Half of mobile game revenue comes from just 0.19% of players. When you've got numbers like that something is very, very wrong.
Hi! I make Firefox Plug-ins. Check 'em out @ https://addons.mozilla.org/en-US/firefox/addon/youtube-mp3-podcaster/
it's also heavily regulated. You're glossing over that by ending your post with a cynical stab at those regulations. If this was just about the government getting their cut there's ways to go about it without riling up the neck beards. The government really does have a legitimate interest in keeping children away from gambling. As a voter, a gamer and a parent I _want_ to see this regulated. I don't trust the game industry to do it themselves. They're a lot bigger than they were in the 90s when they backed down and formed the ESRB and with that size comes power and arrogance.
Hi! I make Firefox Plug-ins. Check 'em out @ https://addons.mozilla.org/en-US/firefox/addon/youtube-mp3-podcaster/
which makes it a lot easier to get a full set. Also there are finite limits to them (e.g. the set). Also most of them publish their card distribution / drop rates, so you can calculate how much a full set would cost.
Hi! I make Firefox Plug-ins. Check 'em out @ https://addons.mozilla.org/en-US/firefox/addon/youtube-mp3-podcaster/
From history, comments to freedom after speech, news on social media.
Now Germany wants to enforce its laws on computer games?
Time to see what German censorship is and publish around it.
Domestic spying is now "Benign Information Gathering"
The company behind Farmville and a massive number of "free to play" games hired a team of specialists on addiction and compulsive behaviors but, not to make sure their game wasn't addictive, of course, but to make sure that their games were as addictive as possible so that you would spend the maximum amount of time and money on their games. If it destroys someone's life, that's not their problem; they got their money.
"Be particularly skeptical when presented with evidence confirming what you already believe." -
it is a cynical attempt to screw the player to pay more money to unlock a game they've already paid for
What if you haven't actually paid full price for the game yet? Even if you only consider inflation, a AAA title that cost $60 in 2005 should cost ~$75 in 2016 dollars. If anything $75 is low, as production and marketing budgets have grown faster than the rate of inflation. Extra Credits (a game design Youtube channel) did a really interesting episode on this a few weeks ago. Their next episode is about why publishers can't just slash their budgets to get the price of the game down - worth checking out if this is a subject you're interested in.
Publishers are faced with a decision - raise the sticker price of the game, or find other ways to monetize it. Market studies show that consumers would balk at a $75-80 game so we're left with things like day one DLC, microtransactions, monthly subscription fees, and most recently loot boxes. Personally I'd support a higher sticker price, but I'm also the guy who waits until the game is 80% off on Steam a year after release, so maybe I'm the wrong person to ask.