News for hackers. Stuff that matters.
Re:Virtual Weapons Are Turning Gamers into Serious Gamblers by CyrusL on Thursday April 21, 2016 @04:05PM (#11544977)
The main fact missing from the article (and the comments here) is that most of the virtual items are initially generated through gambling with Valve.

The majority of items in CS:GO are initially generated by purchasing a key (for $2.75) to open a case. The game tells the user that the case contains one of a dozen possible items, but not which item. The act of opening the case generates an item that can be worth anywhere from $0.10 to $10,000. The in-game UI for this process even looks like a slot machine: https://www.youtube.com/watch?v=WpFlpyZ4eBM&t=1m45s

If you want a specific item, (rather than a random one from a case) you can buy it on the Steam Market. But that's a secondary market where the sellers are other gamers. The items themselves were still initially generated from playing Valve's slot machine game.

Valve has a vested interest in maintaining the perception that the items have zero value in real dollars. If the items had real dollar value, then the act of opening cases would make Valve a casino.

That's why when you sell your items on the Steam Market, you can only use the proceeds for other items on Steam. The money is steam dollars, not real dollars. There is no "cash-out" mechanism within Steam.

Of course, this perception is a farce because there is a large market outside of Steam for selling the items for real dollars. Two popular websites are https://opskins.com/ and https://bitskins.com/ . I don't believe that Valve can maintain their position that the items have a real dollar value of zero when lots and lots of people are trading them for real dollars. It's sort of like a casino saying the chips are worth zero because the cashier works for a different company.

I believe that this is at the root of why Valve is so comfortable with all the 3rd-party gambling sites. Valve has established their position that the items are worthless, so normal rules about money shouldn't apply.

Re:Virtual Weapons Are Turning Gamers into Serious Gamblers by femto113 on Thursday April 21, 2016 @04:15PM (#11545028)

    It's sort of like a casino saying the chips are worth
    zero because the cashier works for a different company.
This is exactly how pachinko gambling works in Japan. You win a prize (doll, medal, etc.) in the pachinko parlor, and sell it at the "we buy pachinko prizes" place next door.
Re:Virtual Weapons Are Turning Gamers into Serious Gamblers by zyxley on Thursday April 21, 2016 @04:30PM (#11545119)
That's exactly as much of a farce—it's just one that the authorities haven't cracked down on.
Re:Virtual Weapons Are Turning Gamers into Serious Gamblers by webkike on Thursday April 21, 2016 @05:50PM (#11545584)
Honestly - is it? Maybe the reasons I practice fighting games all day is because I desperately need a new toaster.
Re:Virtual Weapons Are Turning Gamers into Serious Gamblers by dvanduzer on Thursday April 21, 2016 @08:58PM (#11546403)
It weighed heavily on my mind to upvote this, based on your username, but it is a truly insightful comment.
Re:Virtual Weapons Are Turning Gamers into Serious Gamblers by webkike on Thursday April 21, 2016 @10:16PM (#11546638)
For what it's worth, the username is used by a Jewish person.
Re:Virtual Weapons Are Turning Gamers into Serious Gamblers by dvanduzer on Friday April 22, 2016 @03:08AM (#11547511)
Granted, I didn't think to ask you, but I've been walking around with the same face, same name.
Re:Virtual Weapons Are Turning Gamers into Serious Gamblers by dcw303 on Thursday April 21, 2016 @09:49PM (#11546551)
Whereas they were happy to go after DeNA and Gree with the Complete Gacha law:

http://www.japantimes.co.jp/life/2012/05/16/digital/japans-s...

Re:Virtual Weapons Are Turning Gamers into Serious Gamblers by daodedickinson on Thursday April 21, 2016 @04:34PM (#11545148)
It's one (a subset of) the authorities profit from. So the question is, which authorities are profiting from Valve's casino?
Re:Virtual Weapons Are Turning Gamers into Serious Gamblers by umanwizard on Thursday April 21, 2016 @05:13PM (#11545388)
I've heard these things are mostly run by the Yakuza? I guess they count as "authorities", in a certain restricted sense.
Re:Virtual Weapons Are Turning Gamers into Serious Gamblers by chc on Thursday April 21, 2016 @05:48PM (#11545573)
I think the implication is that the Yakuza have the relevant authorities in their pocket.
Re:Virtual Weapons Are Turning Gamers into Serious Gamblers by tantalor on Thursday April 21, 2016 @04:34PM (#11545146)
Except Valve doesn't operate the redemption site, it's a third party.
Re:Virtual Weapons Are Turning Gamers into Serious Gamblers by tomaskafka on Friday April 22, 2016 @04:20AM (#11547732)
Distributed accountability means no accountability. Everyone knows :).
Re:Virtual Weapons Are Turning Gamers into Serious Gamblers by NamTaf on Thursday April 21, 2016 @11:18PM (#11546853)
You can - extremely rarely - get something valuable through the rank-up drop process. I got a skin worth ~$120 (FN M4A1-S Icarus Fell, one of the most valued patterns too) that way. It is incredibly good luck as the rest of what I've got ranges from $3 (once) to about 10c most of the time.

That seems to form part of Valve's escape plan if they're called on this. They can claim that gamers can get the items through other mechanisms that do not require monetary input. In reality, it's vanishingly rare that it happens.

Re:Virtual Weapons Are Turning Gamers into Serious Gamblers by taurath on Thursday April 21, 2016 @11:59PM (#11546983)
Same with the monopoly game at mcdonalds (and now safeway/albertsons!). If they force a purchase to win its gambling, but if you send a letter to some address they have to give you a free game piece.
Re:Virtual Weapons Are Turning Gamers into Serious Gamblers by tamana on Friday April 22, 2016 @01:30AM (#11547239)
Not really the same. McD's is adding a lottery ticket on top of a regular purchase that sells high volumes at the same price when the lottery isn't running. valve is selling lottery tickets standalone..
Re:Virtual Weapons Are Turning Gamers into Serious Gamblers by daodedickinson on Friday April 22, 2016 @05:31AM (#11547999)
Valve is basically doing what Wizards of the Coast has done for decades. I remember there were lawsuits arguing that packs of Pokémon cards should be illegal under gambling laws, especially for children. I can see the point, although I don't think such lawsuits will actually win.
Re:Virtual Weapons Are Turning Gamers into Serious Gamblers by chris11 on Thursday April 21, 2016 @08:46PM (#11546358)
I'd say that this problem isn't just with Valve. This strategy of gambling for virtual items with in-game currency is used in other games that use a freemium model.

Valve gets fewer complaints because you only spend real money on cosmetic items, it's not pay to win. But I think Valve has a better reputation than every other company that makes money off of gambling in video games. I usually assume companies are exploiting their players if they have gambling with in-game currency.

Re:Virtual Weapons Are Turning Gamers into Serious Gamblers by matwood on Thursday April 21, 2016 @09:54PM (#11546570)
I watched the video above and the items definitely sounded like they were more than cosmetic.
Re:Virtual Weapons Are Turning Gamers into Serious Gamblers by 67726e on Thursday April 21, 2016 @10:21PM (#11546664)
The CS:GO skins are purely cosmetic. I cannot, for the life of me, figure out what determines a price. There is the rarity aspect, e.g. a typical handgun is only a few cents while the lowest of knives is $50 or more. Beyond that there are "StatTrak" versions of each skin that visibly show confirmed kills on the weapon. Neat, but purely cosmetic. Those skins are usually several multiples of the regular version of the skin. Those factors will effect the price, but two comparable skins based on those factors will have drastically different prices.
Re:Virtual Weapons Are Turning Gamers into Serious Gamblers by rangibaby on Friday April 22, 2016 @03:12AM (#11547525)
Fads and scarcity! StatTrak versions of skins drop less than those without. Then patterns that people like. I haven't checked CSGO skin sites for awhile but normally multi-colored "fade" skins will all-blue patterns were very popular about a a year ago. How beat up the skin is determined by a number between 0.00 (best) and 1 (worst), so skins with a very low or very high "float" are apparently more desirable.
Re:Virtual Weapons Are Turning Gamers into Serious Gamblers by 67726e on Friday April 22, 2016 @10:18AM (#11549364)
> colored "fade" skins will all-blue patterns were very popular about a a year ago

Yeah, that appears to be the case. I unboxed a +$300 M9 Bayonet the other week. I think it looks pretty shitty, but hey, who can complain when you can resell it? I kinda get the impression that folks just kinda jump on the bandwagon on certain skins at this point, that they desire to have something valuable rather than something they think looks good.

Re:Virtual Weapons Are Turning Gamers into Serious Gamblers by matwood on Friday April 22, 2016 @07:43AM (#11548398)
Wow, so in a fast paced FPS people have time to worry about how their gun looks?! I'm getting old.
Re:Virtual Weapons Are Turning Gamers into Serious Gamblers by 67726e on Friday April 22, 2016 @10:25AM (#11549418)
It's all about showing off. Who has the most expensive skins, coolest looking skins, etc. I have a buddy I play with, he'll drop $100 on a skin on the secondary market and loves it when someone gets all bent out of shape because he has such nice/valuable items.

Others in the thread have touched on this, but this is definitely ensnaring naive, young kids into gambling and taking risks with expensive items. Seems at least once a week I'll be in a match wherein a prepubescent kid will tell his team how he gambled away $100 worth of skins, or got scammed by a "friend" in some kind of gambling pool. Folks also are constantly trying to trade-up, to convince someone to take a skin with less value for one of greater value. I personally unboxed a +$300 knife skin, and at least once a day I get some telling me some sob story, trying to get me to trade it for whatever shit they have to offer.

Re:Virtual Weapons Are Turning Gamers into Serious Gamblers by WorldMaker on Friday April 22, 2016 @01:20PM (#11550751)
I was so glad when Valve finally let you set your Steam Inventory to private (or friends only), as for a while I got a random friend invite or message from a stranger wanting me to give them my TF2 hats.

The best part of that was how many of them wanted me to just give them my hats rather than trade anything for it, given my somewhat low playing stats I guess they assumed I was dumb enough not to realize the trading value of one hat in particular (which I actually do wear when I randomly play TF2, so hah). So many "Hey, I see you haven't played TF2 in a while. I like your hats, would you give them to me as I play TF2 a lot and want to look cool" messages...

Again, glad that my Steam Inventory is now private and I don't see that any more.

Re:Virtual Weapons Are Turning Gamers into Serious Gamblers by 67726e on Saturday April 23, 2016 @10:10AM (#11555579)
Hell, my problem is just people spec'ing me in game and asking me to either make a lopsided trade or, as you mentioned, just go give it to them. I think I got at least a dozen friend requests from strangers the day I unboxed my M9 on a maxed out casual server.
Re:Virtual Weapons Are Turning Gamers into Serious Gamblers by ufo on Friday April 22, 2016 @12:24AM (#11547044)
Everyone who purchases Counter Strike has access to all the weapons when they play. There is no need to unlock any waepons with real money.

The things that people are buying with the "micro"-transactions are weapon "skins", which customize the ingame appearance of the weapons.

http://wiki.teamliquid.net/counterstrike/Portal:Weapons

Re:Virtual Weapons Are Turning Gamers into Serious Gamblers by johanneskanybal on Friday April 22, 2016 @05:42AM (#11548036)
Just checked what the four most popular game of all games on twitch.com are.

At this moment they are, in order of viewers: - Dota 2 (in-game gambling, 3d party sites for cashing out) - Heartstone (game revolves around in-game gambling, no 3d party allowed) - League of Legends (only 3d party sites!) - CS:go (in-game gambling, 3d party sites for cashing out)

So from only looking at the very top games 3/4 involves heavy use of in-game gambling. Them being popular competitive games it's natural that e-sports betting is available for all of them. In 2/4 it's trivial to cash out in the other two's you'd have to sell your account.

Re:Virtual Weapons Are Turning Gamers into Serious Gamblers by jw- on Friday April 22, 2016 @06:43AM (#11548210)
I would distinguish Hearthstone (a.k.a Wizard Poker) from the rest; Hearthstone is fundamentally a gambling game.

However, I would also distinguish the "in-game" gambling in Hearthstone from CSGO because there is no legitimate or practical way to monetize your card collection. Once (or if) you have all the cards, there is little incentive to keep buying packs as you can only play with cards. In CSGO however, there is always the potential to open a new valuable skin that can be sold.

Re:Virtual Weapons Are Turning Gamers into Serious Gamblers by johanneskanybal on Friday April 22, 2016 @07:19AM (#11548320)
There's different twists to it, no doubt, it's just distracting the point I was making though.

I just found it highly interesting that 12 year old's gambling was such a recipe for success that 3 out of 4 of the most popular games out there have it as a core feature.

I tend to have a Bigger issue when it's in-game than out of game because do you really want the worlds best digital-heroin makers to run casinos where your kids are the guests?

Re:Virtual Weapons Are Turning Gamers into Serious Gamblers by WorldMaker on Friday April 22, 2016 @01:30PM (#11550841)
There were several big Pinball machine bans that nearly killed Pinball machines (the big one being New York City's 30 year ban). I do think that all it takes is a couple of concerned parents or a well respected congress member watching a few Twitch streams too many and watch that bloom into a bit of a moral panic and suddenly you'll see some gambling law based videogame bans.
Re:Virtual Weapons Are Turning Gamers into Serious Gamblers by jklein11 on Friday April 22, 2016 @09:45AM (#11549078)
How is this more of a farce than arcades that allow you to trade tickets for prizes? These prizes have a cash value in a secondary market.

To me, "gambling" is kind of an arbitrary concept. Would you say that universities are casinos as well? They let students assume risk with an unknown payout.

It might be that I'm not defining gambling properly. I'm curious, how would HN readers define gambling?