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this post was submitted on 09 Jan 2024
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Yep, you continue to be wrong in ways that I have already explained which you obviously do not understand, and in more baffling ways that would require even further in depth explanations from me which at this point you quite clearly would also misunderstand.
You often do not even understand how to make relevant criticisms and simply assert something false or irrelevant about one point I make and use it to argue against some other point in a way that I have already shown to be false or failing to even grasp the concept being discussed.
You are in this latest post just outright contradicting yourself within the span of two adjacent sentences as opposed to separate posts.
Obviously you are someone who plays games and has opinions about them and has no actual programming or tech industry or video game creation experience,, as opposed to myself who does have actual experience making games and has worked in the tech industry for a decade.
Again, you have no idea what you are talking about and have basically been wrong about literally everything you have mentioned.
DRM still is not DLC. Yes. They interact. That does not mean they are the same thing or necessarily must coexist. DRM is not /content/ it is /content management/.
Their interplay or relationship is irrelevant to a discussion about MTX, which you still fundamentally fail to grasp is a system with definable attributes, which I again have already defined more than sufficiently, which you again are either forgetting or ignoring.
You insist on relying on astoundingly vague and unspecified concepts of 'good' DLC vs 'bad' DLC which is obviously not possible to legislate or regulate because it is not well defined.
We absolutely do not run the risk of banning any kind of DLC if MTX is regulated against.
Again, as I already stated, in a world where say games were not allowed to, within the actual game itself, offer access to the player to additional content that applies specifically to that character's avatar as either a cosmetic or a functional in game item, where the actual digital code for said items is already present to all players without additional download, this would 1) lessen impulsive purchases 2) reasonably result in many games moving there stores for MTX to a program or website not actually in the game itself.
Then, if you combine that with my other theoretical restriction of being able to purchase additional DLC for a specified game only every so often, or put a cap on max spending on DLC in a time period, what this results in initially MTX individual items to be sold as bundles, and at the very least highly incentivizes game companies that rely on MTX to make reasonably priced bundles, while also not seriously affecting non MTX games that semi-regularily release DLC that contains more substantial things than just items for the individual player.
While this would not entirely destroy the ability of MTX games to sell more content, it would seriously dampen the exploitative power of their predatory business model to harm those susceptible to it.
In the world of preventing addictions and similar things, there is never a full proof solution, but there often are very effective harm reduction techniques.
Not that you have any understanding of such policies as you apparently still cannot grasp that addiction literally is a self regulation problem, but also simultaneously that it is and MTX is somehow unique and special and different than other addiction problems and should be addressed by methods which are very, very well known to be very ineffective for all other addiction problems.
I cannot believe that I have actually wasted my time repeating myself due to your inability to string together consistent concepts from my differing posts.
You are just arguing for the sake of wanting to be right and have absolutely no ability to realize you are incorrect, uniformed, and also just at this point unable to make a coherent argument.
Ciao for now.
Then please point that out so I can either explain how it's not a contradiction, or learn where I was mistaken.
I never said they were. I said that in many cases, DLC is already "part of the game," just hidden behind some DRM. That seemed to be the contention you had with MTX, that content was in the game, but not available unless the player purchases it. I'm sure there are plenty of games in your library with content locked behind a DLC paywall, but still in the binary you downloaded.
DLC used to simply be a replacement for those expansion disks you can buy at the store, and now they're just unlocked in the same binary everyone downloads. MTX is extremely similar in that you get to see content you can't access directly, provided someone you're playing with has paid for that content.
Games would just provide a link to a browser (or embed a browser directly, depending on the wording of the law) in the game itself, and then you'd see the effects immediately in the game when buying cosmetics. Yeah, maybe it would be a slight hurdle to jump, but it would basically only be one more click.
And that's if your bill even passes. The market is just too lucrative for these companies to just roll over, they will find a way to capitalize on players' vanity and desire to have "everything."
How would that be enforced? Unless that number is quite high, it's going to annoy a lot of players (i.e. let's say I come back to a game like Magic Arena or Hearthstone and want to get caught up with the latest cards), and if it's too high, it's probably not going to help much. Maybe a requirement for games to block users for unusually high spending would help in some cases, but would that really apply to people who are addicted (i.e. that have consistently high spending)?
It just seems incredibly hard to craft a law that effectively solves the problem, doesn't restrict players' freedom too much, and that large gaming companies would not fight too hard against. And I'm sure large gaming companies would find a way around whatever law is crafted (i.e. maybe gifts don't count, so players gift each other stuff instead).
No, addiction is a dependency problem.
Ask anyone who has made it through AA or any similar program and you'll learn that the (physical or psychological) dependency is still there, but they've learned how to self-regulate to avoid triggering it. What seems to work is placing obstacles in their way to force themselves to make a conscious decision instead of giving in to that need.
So if there's any regulation here, it should be around giving people the tools to self-regulate (and perhaps requiring games to advertise them), not on preventing the behavior directly (that limits individual choice). If people know they have an addiction problem, they can set a cap (or ideally just not play predatory games).
No, I'm arguing because I have a different opinion, and I think you're misunderstanding it. If you simply disagreed, you'd presumably stop replying, or try to convince me of yours. But if you attack my arguments, I'll clarify and explain.