Games with loot boxes to get minimum 16 age rating across Europe
bbc.com138 points by gostsamo 7 hours ago
138 points by gostsamo 7 hours ago
I do understand the rationale; and I have known kids who were addicted to gaming. So I don't disagree that this kind of addiction-mechanism in games, is somewhat similar to e. g. casino gambling where some people get hooked up and may be unable to exit that addiction, leading to massive loss. People are different - some are very easy to addict. Others have strategies against that. My simple strategy was to never start gambling - and never pay for playing a game (aside from the initial purchase, but the last game I bought was in the 1990s; back then games were IMO better too, ignoring the graphics).
Having said that, though, when I also combine this news with the attempt to force operating systems into sniffing for my age at all times, I am still totally against this. This kind of over-eager bureaucracy is not good. It reminds me of attempts to prohibit alcohol. Yes, it is not the same, a loot box does not cause physical symptoms really, compared to alcohol or, say, harder drugs - but states seem too eager to want to restrict people. Or monitor them, such as in the case of "age verification". So now this legislation is another basis to support mandatory age sniffing of everyone. So I am completely against it now.
I never understood why video game lootboxes get regulated while real-life lootboxes like pokemon cards don't.
Because in real life the store clerk won't let a child spend $1000 on their parents card making purchases again and again and again and again and again, but a video game will let a child do it in less than an hour and consider that a success and try to understand how to stimulate another child to do so.
With the rise of online storefronts and employees who just don't care I beg to differ.
Differ all you want. No child will bankrupt a family at a trading card game store. These are physical goods paid in bulk with provisioning and there are laws for returning them.
Another point of contention is the randomness of packs. The way you play is: You save up to buy the entire set of boosters and already get almost all cards you need for competitive or fun play. The rest you need to trade for or buy individually. It is much more of a social interaction than gambling. The value you get from saving up and trading is easily 10x what you get from opening boosters.
That's why you will never see a bunch of kids queued up in front of a counter frothing from the mouth saying "just... one more!"
Allowing trading is a big part of it. Most online games never allow trading the things bought with real money, they get tied to your account. I guess as a way to prevent CC fraud but it still contributes to the issue.
A kid can’t clean out the Pokemon vending machines just the same. I’m in favor of not letting kids gamble but wish it was applied across the board.
Pokemon cards have gone full circle, GameStop now has an online service where you can gamble on cards digitally just like lootboxes. You buy a roll at different price points to win a PSA graded card from a set of probabilities, and then you can sell it back for 90% market value to GameStop or have them ship it to you.
The proliferation of gambling over so many domains has radicalized me against it in a way that I didn't think would've been possible a few years ago.
Woah, you can sell it back to them? That’s normally the line that isn’t crossed. You sell it at the store next door (pachinko) or on the open market (trading card games and digital items).
Pokemon cards are addictive and fun but they're kind of analogue. Loot boxes are more like slot machines - they have flashing lights, animations and jingles to hook you in deeper. And because the lootboxes are in game they can be tuned in frequency and payout just right to keep you playing in a way boring cards could never be (beyond just boring probabilities)
Idk about pokemon cards, but I'm sure the wotc guys use something to make sniffing newly opened packs addicting.
That’s funny. I don’t think I’ve opened a pack of Magic cards in about 25 years and I can still remember the smell.
Resale value protects The Pokémon Company. Your child spent all your money on Pokémon cards? Resell the cards. You've just realized your 15 years long obsession has broken your life? Resell the cards.
Aggrieved parties can partly get restoration. That way there never is enough political momentum to legiferate them. Try to resell your Fortnite account and they close it.
Those are gambling too, and were criticize as such not just now but also when they were new (but people ignored that criticism because pokemon was hype and adults complaining about trendy things are always uncool and ignored.)
There’s something to be said about the visibility of gambling as a signal to people that someone may have a problem. Gambling on your phone just looks like being on your phone. It even improves access to the addiction. Needing to go to a casino looks a lot different, provides some friction, and could spur intervention. The same could be said about loot boxes vs buying Pokemon cards in a store.
I will say card packs are somewhat useful for drafting formats where you need a sealed pack of random unknown cards.
Just ripping packs hurts my soul. What a waste.
The single layer of abstraction.
Pokemon cards have utility within the game of pokemon. They additionally have value in secondary market places which is not strictly tied to the rarity of the item. These markets are not required to exist for the game to function.
Lootboxes, especially for competitive games, do not have any utility within the game and are often cosmetic. Their value is strictly tied to the rarity of the item which the vendor fully artificially controls. Absent the secondary markets the cases would not be purchased and the items ignored.
So you have a choice. You can make pay to win items and publish the probabilities of actually winning them. Or you can have items that can't be traded. Otherwise you're trending very close to widely known regulated activity like gambling.
Rarity of Pokemon cards is also fully controlled by the vendor, and it's of course very intentional.
This is the same argument Valve is presenting.
(Opinions my own, naturally.)
I think they're right, really.
Obviously you need to require enough friction that the experiences are comparable (e.g. no letting someone impulse buy 100 times in half a second without having to re-type their "I am an adult" payment info or something analogous, possibly just a hard ceiling for everyone), but I don't think you can ban everything that touches the same sharp edge, and you can't mandate that parents teach their kids how to handle it.
So I think the best you can do is put hard limits on people's ability to hurt themselves without at least an "are you really sure" check, and maybe something like not allowing cash in the exchange without adult verification so the kids might, at worst, gamble their FunBux they earned playing a game and get burned on having lost a lot of FunBux, rather than their or their parents' cash. (This doesn't stop parents from giving their kids their credit card, but that's not really a problem you can solve...)
Physicality. You don’t even own digital games, let alone cosmetics for your digital game license.
Because neither loot boxes nor Pokémon cards are actually that addicting. There is no strong link to actual gambling and these mechanics. The reason loot boxes get regulated at all is because people simply don’t like them, and they scream the loudest for someone to fix it. Very bad precedent.
Do they let 16 year olds gamble in casinos in Europe? Odd to ban it for kids but only some kids.
If you're forbidding people from doing things they could do yesterday, it's best to be a little conservative with your scope.
16-yo kids might do some amount of part time work, and should at least have enough of a concept of money to understand why pressing the "more loot boxes" button is a Bad Idea. They're also old enough that they might potentially have their own bank account and their own card, which then caps the damages to their allowance.
So what's the issue then? The minimum is 16 - or are you proposing kids 15 and younger have the right to gamble?
That would require extra work to pass more legislation which has a chance to fail. I think it's better to do it all once instead of having to revisit the issue every couple years.
I think this is good, but also it will change things very little (parents will skip the age verification screen).
It’s not for technology to replace parents in their responsibilities to teach their kids how to cope with stuff of life.
Age ratings are an aid but still require passing good habits and developing your child’s ability to think and solve this for themselves. So not letting your kids get addicted to in-app purchases sounds like good parenting. Keeping your kids away from tablets and smartphones until they’re 16 is even better parenting.
I wish they'd add mandatory labeling. I'm over 16 and have no interest in games with loot boxes.
I feel like labeling is probably the best approach here. While I personally hate the business model of "Gatcha" type games and wouldn't mind if we banned lot boxes, it is a model does seem to work for a lot of people.
I also think the odds should also be not only disclosed, but made prominent
> "Gatcha" type games
Typically spelled "gacha", although I have to admit that "gotcha" seems apt.
should probably just ban gambling for children but seems like a good first step.
Ok, so we all agreed that it is gambling. But for some reason we let kids gamble but only after they reach sixteen? This feels weird.
Kids have different maturities and should face increasing responsibilities as they age.
Brain development of a 16 year old is at least further along than a 13 year old.
I guess it's not gambling, or it'd be covered by the UKs existing laws around gambling that set the minimum age to 18.
edit: I'm pointing out the UK has apparently decided lootboxes are not gambling, because if they did classify it as gambling it'd be covered by existing gambling laws that restrict it to 18+.
Not that I personally hold that opinion, though I can see how I could have phrased my original message better.
It's a stupid decision by the government, they should be 18+ and recognised for being gambling.
> I'm pointing out the UK has apparently decided lootboxes are not gambling
Wow, considering how the UK has been going full Taliban on everything why stop at lootboxes? Guess the politicians are getting some money/bribes from the lootbox companies.
Okay? How will this actually change anything?
I don't think I have ever paid attention to a single age rating in my entire life. Does anyone do outside of fundamentalist parents who wouldn't let kids play most video games anyways?
Very spiritually European move.
What regulators should do is focus on easily applicable percentage-based fines. Make sure it's not just another line item.
This is not a regulators move. This is the industry slightly adjusting their recommendations to parents. Will this change anything? Maybe it will help the industry avoid being targeted by actual regulation.
Well, this is going along with all the new requirements for companies to actually verify ages, so it won't be up to the parents.
Yet again more moves which take away the liberty of all citizens and users instead of restricting predatory companies and products..
How much access to money parents want to give their kids is up to the parents.
What people do with their own money, including kids, is up to the people.
WHY are countries not enacting laws that punish companies for scamming people? Say something like:
• "After 3-4 purchases of the same item with random contents the buyer should get what they specifically want."
• "No item with random contents should cost more than N $\€"
• "Buyers should have at least N hours to get a refund for an item with random contents"
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Loot boxes are an in-game feature allowing players to buy random mystery items with real or virtual currency
That's not how I use the term. I think of a loot box as a treasure chest or similar that you discover while exploring which, when opened, gives you some loot!
On the other hand if you're talking about a package with a random assortment of stuff in it that you buy without knowing what's inside, I call that a "grab bag" or "mystery bundle".
Am I too old? What games were primarily responsible for changing the vocabulary?
The term "loot box" has, since I want to say the early 2010s, referred to the mechanic described in the quote. It's hard for me to say what the earliest games were to create this mechanic, especially since its origin seems not to be in the traditional Western games but in East Asian games.
The model is very strongly associated with the rise of "live service" gaming, with Overwatch and Battlefield being some of the more notorious offenders.
I was under the impression Eastern games preferred the loan word 'gacha'.
It’s an expression. You don’t really win them by “exploring”, but by “playing the game”. You end a match? Lootbox. You played 3 days in a row! Lootbox. You opened the options screen? Lootbox.
They usually have a very involved opening animation with music and sounds specifically designed to maximize the feeling of anticipation. Once you see it it feels completely different from what you are describing, because it’s so obviously trying to maximize the gambling aspect of it. It’s like confusing genuine love with prostitution.
I started seeing this term come up everywhere when Overwatch first released. The common usage is much closer to mystery bundles as you describe, and regulators tend to be upset about them when real money gets involved. It feels an awful lot like gambling at that point.
The purchases are purposely similar to previous examples of gameplay in design and language.