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Re:How Idle Heroes Made $100M in a Year by simonebrunozzi on Monday May 06, 2019 @01:43PM (#19841855)
What scares me about modern "casual" games like this one is their ability to extract money from people in a methodical, merciless way. There's no proper defense for most people.

I fear our society will end up in a worse place because of businesses like this one.

Re:How Idle Heroes Made $100M in a Year by ordinaryradical on Monday May 06, 2019 @01:56PM (#19841982)
I think if we could wrap our minds around what is happening psychologically in these games, most of them would be off-limits to children.

What's interesting is that we've decided to define gambling according the rules of the game—in reality, "gambling" is probably more akin to a psychological state that can be induced by many different rulesets and experiences.

Mobile games today are largely thinly-veiled attempts to induce this state in children through various Skinner Box mechanics in order to get at their parents' wallets. Fine.

But the real question is: what happens to the mind of an eight-year-old if they have a gambling simulator in their pocket every day? What happens to their neurological development after five years of exposure to this "gambling" state?

Re:How Idle Heroes Made $100M in a Year by jdreyfuss on Monday May 06, 2019 @02:54PM (#19842565)
I think this is an important point. The fact that some countries have started to impose regulation against some of the tactics these gaming companies use (like Belgium banning loot boxes[0]) suggests that this is starting to be recognized.

I'm a big fan of video games, but games that are essentially thinly-veiled attempts to get people addicted and extract money make me queasy.

[0]https://www.bbc.com/news/technology-43906306

Re:How Idle Heroes Made $100M in a Year by esyir on Tuesday May 07, 2019 @03:22AM (#19847268)
On a side note, I find it extremely interesting that that same law you mention explicitly sidesteps an even older form of "child gambling" in the form of trading and collectible card games.
Re:How Idle Heroes Made $100M in a Year by TheOperator on Monday May 06, 2019 @06:14PM (#19844479)
I feel these games are less dangerous than gambling is. It seems to me gambling has a greater ability to suck money out of peoples pockets. It's also the case these games are doing nothing magic the gathering hasn't been doing for decades.

There is zero reason these games should not have 13+ restrictions however. Under 13 and you're too young to play these games. Don't care if this means there's a bit of a double standard.

Re:How Idle Heroes Made $100M in a Year by the_af on Monday May 06, 2019 @06:45PM (#19844705)
I don't know. Magic the Gathering, while flawed, is a real game that can be played with skill. These online "games" have barely any game in them at all; it's very telling that in many of them you essentially spend money to bypass the tedious parts, which is actually all there is (as well as buying trinkets, skins, etc).

If there's anything to compare these kind of "games" with, maybe it's precisely with online gambling. They are thinly disguised online gambling, which makes them worse in my book.

Re:How Idle Heroes Made $100M in a Year by esyir on Tuesday May 07, 2019 @03:27AM (#19847292)
Speaking an ex- and now current MTG player, it most definitely has a strong gambling aspect to it. If you've hung around box openings and such, you'll see the same highs and lows, especially right now when an IN PRINT card can and will retail for > 1000 USD.
Re:How Idle Heroes Made $100M in a Year by phil21 on Monday May 06, 2019 @04:57PM (#19843796)
I made the "sad" joke to my kid who loved arcades like Dave and Busters/etc. while growing up that the ticket games are kid gambling.

If you look at the last 10 years in those places, the "gambling" games basically are taking over an ever-increasing amount of floorspace. Many games may as well be slot machines for all the interaction and experience they give.

Re:How Idle Heroes Made $100M in a Year by dna_polymerase on Monday May 06, 2019 @02:40PM (#19842435)
Underrated comment IMHO. Those "casual"-games look like a gateway drug to gambling addiction to me. They borrow mechanics from games usually found in casinos and it is frightening to see how we let our kids play these games without much thought.
Re:How Idle Heroes Made $100M in a Year by aeternus on Monday May 06, 2019 @03:04PM (#19842631)
Many of those games are actually implementing gambling with their virtual currency. They have events where you buy an entry ticket using the in-game currency then either double/triple-up or lose-it-all as the result of some random event.

I'm surprised this is even legal in the US, and not caught for app store TOS violations. It seems they've simply replaced the concept of casino chips with virtual currency. They do have some 'gameplay' outside of this but it is not much different from the various frills on video slot machines.

Re:How Idle Heroes Made $100M in a Year by ApolloFortyNine on Monday May 06, 2019 @03:17PM (#19842758)
As long as you don't have a way to exchange back for cash, it's likely protected under all the same laws that make Chuck E Cheese legal.

And a lot of these basically copy the 'packs' mechanic from collectible card games, so those would have to be affected too, by any new law.

Re:How Idle Heroes Made $100M in a Year by zimbatm on Monday May 06, 2019 @04:18PM (#19843370)
That's the beauty of it, they don't even have to hand money back to the user.

The trick is to make the user perceive value in whatever digital artifact their are providing. In the eye of the user it then becomes the same as money.

Make the user invest their time into the game. Time is money right? Create fake rewards for arbitrary actions. Then when they are properly hooked, ramp up the difficulty level to a limit where just paying a bit of money would make the game as fun as it was during the evaluation phase.

Re:How Idle Heroes Made $100M in a Year by njarboe on Monday May 06, 2019 @05:20PM (#19844003)
This is sort of like what advertising does to people in real life.
Re:How Idle Heroes Made $100M in a Year by el_dev_hell on Monday May 06, 2019 @06:34PM (#19844624)
No really.

An ad convincing me to try X energy drink at least results in me getting an energy drink.

Games like this are selling you on a worthless digital item.

Re:How Idle Heroes Made $100M in a Year by njarboe on Monday May 06, 2019 @07:22PM (#19844931)
The idea is that advertising often gets people to buy things that are bad for them (like maybe an energy drink?) that takes up resources to produce. Maybe people buying virtual digital items is better for society than buying a brand new Corvette.
Re:How Idle Heroes Made $100M in a Year by icebraining on Monday May 06, 2019 @02:51PM (#19842534)
Countries have already started banning some games with such mechanics, like loot boxes; e.g. https://www.bbc.com/news/technology-43906306
Re:How Idle Heroes Made $100M in a Year by simonebrunozzi on Tuesday May 07, 2019 @12:25AM (#19846569)
> But the real question is: what happens to the mind of an eight-year-old if they have a gambling simulator in their pocket every day? What happens to their neurological development after five years of exposure to this "gambling" state?

This. Absolutely this. And scary as hell.

Re:How Idle Heroes Made $100M in a Year by mdorazio on Monday May 06, 2019 @02:07PM (#19842087)
I'm with you on this and I think the problem really got started when Zynga began actively optimizing to monetize underlying addiction in its core users years ago. The real solution here is that we need legislation for "casual" games that puts addictive games into the same bucket as gambling, but doing that is going to be really difficult (how do you even legally define bad addicting gameplay?).
Re:How Idle Heroes Made $100M in a Year by chipperyman573 on Monday May 06, 2019 @02:18PM (#19842197)
A really simple solution would be to cap the amount of money a user can spend on a single game in a certain time period after the initial buy-in (so games could still charge hundreds of dollars for Premium/GOTY/etc editions). Even something like $50/mo would stop whales
Re:How Idle Heroes Made $100M in a Year by maccard on Monday May 06, 2019 @04:11PM (#19843304)
Why is $50/month an acceptable amount to spend on alcohol or coffee but not on games? Does it only apply to these style of games or do games like league of legends need to limit purchases too?

(I don't have an answer, fwiw, but I'm not overly keen on this solution)

Re:How Idle Heroes Made $100M in a Year by TeMPOraL on Monday May 06, 2019 @04:37PM (#19843576)
I'm of two minds about this solution (I like the "it'll immediately destroy the whole business model" approach), but I'll bite. There are couple of reasons:

1) Children are already restricted from consuming alcohol and coffee.

2) You can only drink so much coffee before your body asks you to stop, or gives up completely. It's not pleasant.

3) Coffee doesn't have this level of addictive properties (alcohol has, and as you'll note, alcoholism is a big problem, though see #5 and #6).

4) There are already "social antibodies" preventing most people from overconsumption of alcohol (and to some extent, coffee).

5) Alcohol prohibition didn't work because it unfairly punished the addiction-free majority, but what's proposed here isn't a restriction on video games, but on a particular aspect of a particular set of them. The proposal doesn't restrict the fun-giving part, only the addiction-inducing and addiction-exploiting parts.

6) Nobody designs alcohol or coffee with the sole intent of causing addiction their users that can be exploited for money. Whereas these games absolutely are designed like this.

Re:How Idle Heroes Made $100M in a Year by maccard on Monday May 06, 2019 @06:20PM (#19844512)
To try and shorten my response - I agree with you that the core issue is a predatory design, and that the addictions have differences to physical addictions.

However I still disagree that putting a $50 (for arguments sake) cap on the amount to be spent will even help. If that issue worked, it would work for alcohol too. Just because alcohol makes you ill doesn't stop people with an addiction from drinking themselves sick and waking up and immediately resuming drinking. Coffee may have been a bad example but tobacco is another reasonable comparison - limiting tobacco consumption to an arbitrary limit won't help people with a nicotine addiction.

There are many games out there (world of Warcraft for example) which impose weekly lockouts - no matter how much you play you can't progress past a certain point. What ends yo happening is people start at the lockout, burn through the allotted content as soon as possible, and then just wait a week and come back. Implementing a limit isn't going to stop people who are addicted to these games from finding 5-6-7 of them to make progress on to scratch that itch.

To address one of your claims directly:

> The proposal doesn't restrict the fun-giving part, only the addiction-inducing and addiction-exploiting parts.

Firstly how do you define which parts are fun giving and which parts are addiction inducing? There is a very fine line between engaging and enabling, and it's a fuzzy one. At their core, the majority of games are Skinner boxes, and everything else is dressing over that (even MP games). What is firmly in the camp of fun for many many people could easily be considered enabling for a large group of others. People enjoy progression systems in games, they are engaging and fun, and there are clear cases where these are abusive. I don't believe that saying "if you can get 20x more people addicted you can still earn the same" is the right way to punish those abuses though.

We should look at ways of reducing the reasons why people fall I to these traps, and look at regulating the monetisation methods of these games, otherwise they'll just change tack and appear in a slightly different form in 18 months time with creative workarounds (which have already been mentioned - multiple games with tie ins, gifting, streaks, external purchased to interact with the game)

Re:How Idle Heroes Made $100M in a Year by TeMPOraL on Monday May 06, 2019 @06:32PM (#19844607)
Thanks for elaboration. I do agree with the concerns you brought up. I think the main point the $50 proposal has is this: the business model around alcohol/tobacco is targeting a normal distribution of sales. The business model of those predatory games is targeting a heavily skewed distribution, in which there's a long tail of people who just wasted a lot of their time and a bit of money, and a bunch of whales that dump disproportionate amount of cash into the games. The $50 proposal, even modified to $100 or $200, essentially cuts off 90+% of the earnings and destroys the reason for making these kinds of games in the first place.

As for the "fine line between engaging and enabling", two points. One, it's not just "enabling". Selling tobacco is "enabling", those games are actively designed to max out the addiction factor. Two, I agree the line is fuzzy, but I think the "you'll know it when you'll see it" argument does apply in this case. There is a meaningful difference between games optimized for being fun and an artistic expression - like most video games in 80s, 90s and 2000s - and skinner boxes thinly wrapped in a theme. It's hard to define what that difference is, because it ultimately is a difference of Colour[0], which is something hard to capture in laws. But I believe that we must try to discourage people from creating "games" of the "Skinner-box" colour.

To give random examples of games I spent ridiculous amount of time on as a kid: StarCraft and Fallout 1 and 2. They were "addictive" in the sense a good book or a good sports can be addictive. But they were first and foremost designed to be fun and tell a story, addictiveness was incidental. At no point they tried to use it to get more money from me/my parents.

--

[0] - https://ansuz.sooke.bc.ca/entry/23

Re:How Idle Heroes Made $100M in a Year by largespoon on Monday May 06, 2019 @05:26PM (#19844053)
I would add time and attention as an important distinction.
Re:How Idle Heroes Made $100M in a Year by SkyBelow on Monday May 06, 2019 @02:29PM (#19842315)
If it is a simple solution, then there likely is a simple work around.

In this case, large companies with multiple games can have cross game promotions. Also, $50/game/month is still a very larger amount of money for many people and doesn't resolve the issue of kids being allowed to gamble.

Re:How Idle Heroes Made $100M in a Year by PhasmaFelis on Monday May 06, 2019 @03:46PM (#19843041)
> Also, $50/game/month is still a very larger amount of money for many people and doesn't resolve the issue of kids being allowed to gamble.

The business model for these games is that 99% of players spend negligible amounts, and 1% spend hundreds or thousands; the minnows are a loss leader to get to the whales. Restricting spending to $50 or $100/month would destroy games like this entirely. (Which I'm fine with, personally.)

Re:How Idle Heroes Made $100M in a Year by SkyBelow on Monday May 06, 2019 @05:23PM (#19844032)
It would destroy the current whale business model, but it might still result in going after big spenders in other fashions by getting more games for them to play a shorter time each and it might result in them modifying the feedback loop to get more people spending the maximum allowed.

Also, are the minnows really loss leaders or just not as profitable?

Re:How Idle Heroes Made $100M in a Year by chipperyman573 on Monday May 06, 2019 @02:39PM (#19842415)
Sure, Blizzard does this a lot with their games. The idea behind it is more that it prevents whales, destroying the business model... the kids spending $100/mo are nothing compared to the people who spend literally tens of thousands of dollars on these games every month. That's who they're targeting.
Re:How Idle Heroes Made $100M in a Year by Semaphor on Monday May 06, 2019 @02:41PM (#19842438)
$50/mo would stop CCGs in their tracks. I know enough grown-ups with enough money who drop a few hundreds when a new set releases in MtG: Arena or Hearthstone (and those amounts don't count as whales)
Re:How Idle Heroes Made $100M in a Year by Kiro on Monday May 06, 2019 @05:03PM (#19843858)
I'm happy to be a whale. I can afford it. Why do you want to stop me? I get a lot of joy from spending money on mobile games. I think it should be regulated somehow but not like that.
Re:How Idle Heroes Made $100M in a Year by ralusek on Monday May 06, 2019 @02:40PM (#19842422)
More legislation? While I agree that many of these games are fundamentally indistinguishable from gambling, gambling laws themselves are a complete overreach by the state. In general, when it comes to regulation, the role of the government should be to interfere at negative third-party externalities. When individuals are impacted by things they didn't consent to or take part in, there is a case for the protection of their interests to not be impeded upon. But if all parties involved consent to a behavior, as is the case with gambling, that is not a behavior for the government to control. Just because people can make poor decisions doesn't mean that we need to criminalize them.
Re:How Idle Heroes Made $100M in a Year by TeMPOraL on Monday May 06, 2019 @03:49PM (#19843065)
Gambling has negative externalities suffered by families and friends of the addicts (and more people, if addiction drives the victim to crime). That's in addition to the fact that IMO at some point in addiction, you aren't really in a state of mind to give informed consent.

My current point of view is that once a problem becomes large-scale and systemic, to the point you can actually model it at population-scale, it needs top-down attention and top-down solutions. That usually means regulation - either new, modified, or existing but better enforced. In other words, once something grows to the point it wouldn't be out of place on a SimCity/Civilizations-style game dashboard, it needs SimCity/Civilization-style solutions. In yet different words, there ain't such thing as free will and informed consent if I can reliably predict that a population under influence X will have Y% incidence of $bad-thing.

See also: vaccines, smoking, air pollution, climate change, overfishing, and countless other things where people left to their own devices and their own local, small-scale perspective reliably and fully predictably end up doing stupid things.

Re:How Idle Heroes Made $100M in a Year by bairrd on Monday May 06, 2019 @03:21PM (#19842794)
What would you define as the third party in cigarettes? Smokers and cigarette manufacturers seem to not have some negative third party by your definition, yet I find it pretty hard to accept that the current legislation against cigarette companies hasn't done a world of good for humanity.
Re:How Idle Heroes Made $100M in a Year by lightsighter on Monday May 06, 2019 @03:49PM (#19843076)
> Smokers and cigarette manufacturers seem to not have some negative third party by your definition

Sure they do. If rates of lung cancer go up because more people smoke, insurance rates for the populace at large will also go up, thereby driving down expendable income for many consumers and depressing economic growth. All of society is the third party when it comes to people making poor decisions about their health.

As an aside, I realize this reasoning can certainly be abused as a justification to make any number of questionable but possibly legitimate behaviors illegal, but it doesn't make it less true in specific cases.

Re:How Idle Heroes Made $100M in a Year by ralusek on Monday May 06, 2019 @03:46PM (#19843037)
I don't think that the role of the government is to do good for humanity. The role of the government, at least in a liberal democracy like the US, is to preserve liberty. In a state where the primary mandate is to pursue actions on behalf of the "good," the obvious problem is to do with how we define "good." There are plenty of cases to be made for the prohibition of alcohol and cigarettes altogether, and there have been periods where this has been democratically felt to be for the good of the nation. Many people advocate for the banning of pornography. Prostitution. Drugs. Fast food. Violent video games. There are all kinds of things that people regulate for people's purported best interest. The problem is that, as stated, people's interests vary. People's capabilities to control themselves vary. People's senses of morality vary.

But the illusory nature of "good" isn't even the primary problem. The real problem is tyranny. Government is force, no matter what, and even democracy is tyranny of a thin majority. Unless the powers of the state are limited in terms of its objective capabilities, then what is subjectively being enforced by its authoritative capacity is necessarily tyrannical to the minority.

Re:How Idle Heroes Made $100M in a Year by TeMPOraL on Monday May 06, 2019 @04:24PM (#19843434)
> There are plenty of cases to be made for the prohibition of alcohol and cigarettes altogether,

Prohibition of alcohol wasn't a problem because mitigating social issues caused by its abuse is a bad idea. Prohibition was a problem because it was a bad tool for the job; it didn't solve the issues it was meant to, and caused many more of its own.

Drugs, pornography, prostitution and violent video games aren't the problem (except for people who don't think much). Drug abuse-related crime and health issues are the problem. Sexual abuse and crimes are the problem. Human trafficking and forcing people into sex work are the problem. Violence is the problem. I agree that bans are a wrong idea, but I also disagree about the role of the government. It's absolutely a responsibility of governments to deal with these issues - because really, no one else can.

> Government is force, no matter what, and even democracy is tyranny of a thin majority.

If democracy is a tyranny, then so is the "free" market. A tyranny of those who have more, who rule over those who have less. The tyranny of the economy that forces most people to make bad choice after bad choice, because the alternative is starvation. Truth is, there is no absolute freedom to find anywhere. Not in a world with so many people, not when the "minimum viable reproductive unit" of human species is a village. It's a game of finding the balance that ensures most freedom and most happiness.

Re:How Idle Heroes Made $100M in a Year by ralusek on Monday May 06, 2019 @04:53PM (#19843744)
Human trafficking violates consent. Violence violates consent. Sexual abuse violates consent. The government has a role in preserving consent in transactions. The third-party negative externalities I mentioned fall within the purview of government responsibilities precisely because they have an impact on those who have not consented.

Gambling does not violate consent. Drug usage does not violate consent. Prostitution does not violate consent, or in the cases that do, those independent instances are where enforcement needs to occur.

Re:How Idle Heroes Made $100M in a Year by UnFleshedOne on Monday May 06, 2019 @05:39PM (#19844172)
Would you change your position if at some point there exist a technology that modifies consent with a certain success rate so a bad actor in a free market can reliably make a significant number of people act against their interests but out of their own "free will".

Is this a matter of competence or a matter of principle?

If I can talk to some people and without threats or deceit convince a good number of them to hand me over all their savings (using a zeroday in wetware for example), does the government has a right / responsibility to stop me?

I expect ad-tech and other persuasion techniques will only become more effective. At what point do we declare regular people unable to consent similar to the way we say children and few other groups can't legally consent?

Re:How Idle Heroes Made $100M in a Year by kingdomcome50 on Monday May 06, 2019 @05:25PM (#19844050)
While I agree with your views here, it is incredibly important to understand that "consent" is not as black and white as you are painting it above. In many ways it suffers from the same problems as attempting to define what is "good" -- in that what qualifies an individual to be able to give consent or what consent even looks like can be arbitrary and subjective.
Re:How Idle Heroes Made $100M in a Year by tomp on Monday May 06, 2019 @05:08PM (#19843895)
The role of the government is to solve problems that the market cannot. There's tons of market failures described in the literature (e.g. information asymmetries, principal–agent problems, or negative externalities), and others that the government can simply solve more efficiently (e.g. nationalized infrastructure prevents each private player from building their own, ultimately redundant, infrastructure, and lowers cost to entry for new players).

In my opinion, governments overreach is when governments starts to control the population's choices (e.g. prohibition or ban of illegal & experimental drugs). Government influencing the population's choices (guiding them towards "good" choices, e.g. by limiting gambling, taxing alcohol, enforcing true labels on food) can be a very good thing, [edit:] especially in situations when humans tend to behave irrationally (i.e. because our psychology / evolutionary mechanisms are hijacked).

Re:How Idle Heroes Made $100M in a Year by ApolloFortyNine on Monday May 06, 2019 @03:29PM (#19842881)
If what you want is a "Warning, this game may be addictive" every time you load the game, then fine.

But I do not think the government should be passing hate taxes on things they don't want you to do. People mostly agreed when it came to cigarettes, now they're coming for sugar, and they're very likely to be going for animal based products at some point.

I don't think it's the government's job to control the populace. They can force companies to make risks clear, but if the consumer accepts the risk, that should be that.

Re:How Idle Heroes Made $100M in a Year by TeMPOraL on Monday May 06, 2019 @04:14PM (#19843330)
> They can force companies to make risks clear, but if the consumer accepts the risk, that should be that.

It doesn't solve anything when the problem is with externalities and prisoner's dilemmas.

Taxes on sugar and smoking can be argued on the grounds of increased load on national heathcare, at least in countries with publicly-funded healthcare. Taxes (or rather, pulling back on subsidies) on meat can be pretty strongly argued as effective means of reducing emissions and slowing down/mitigating climate change. Almost all situations where externalities are the problem share the exact same pattern: "it would be better if nobody did X, but since everyone does X, why should I stop and deprive myself of the value X gives me?".

Personally, I came to believe that the job - perhaps the main job - of the government should in fact be to act as a central coordinator, to prevent citizens from falling into emergent prisonner's dilemma-like traps.

As for regulating gambling and smoking and many other things you can see as "limiting freedom" - it's not like an individual decision leading to self-harm is always, or usually, an unique situation. Gambling isn't a random event, it's an exploitation scheme perpetrated fully intentionally by other people, who have literal textbooks describing the best way to fuck their fellow men and women over. It would be a pretty inhumane government that didn't take an interest in curtailing this.

Re:How Idle Heroes Made $100M in a Year by ApolloFortyNine on Tuesday May 07, 2019 @09:51AM (#19849271)
You giving justifications for banning food really just proves my point. Tyranny of the majority, if that faction should ever become the majority.

With gambling there exists the chance you can bet your last $20 and make enough to pay off your debt. I don't think anyone is planning on getting rich off Idle Heroes.

Re:How Idle Heroes Made $100M in a Year by PhasmaFelis on Monday May 06, 2019 @03:43PM (#19843011)
> People mostly agreed when it came to cigarettes, now they're coming for sugar

Where is sugar being regulated as tightly as tobacco?

Re:How Idle Heroes Made $100M in a Year by ApolloFortyNine on Monday May 06, 2019 @03:49PM (#19843067)
I'm talking about the hate tax. It's not nationwide yet, but you see more and more people pushing for one every year.
Re:How Idle Heroes Made $100M in a Year by PhasmaFelis on Monday May 06, 2019 @04:23PM (#19843426)
A tax is hardly comparable to heavily restricting sales and making it completely illegal to buy or consume for under-18s.

("Sin tax" is the popular dysphemism, BTW.)

Re:How Idle Heroes Made $100M in a Year by ApolloFortyNine on Tuesday May 07, 2019 @09:53AM (#19849291)
In my post I agreed with basic regulation, but against hate taxes.

>But I do not think the government should be passing hate taxes on things they don't want you to do. People mostly agreed when it came to cigarettes, now they're coming for sugar, and they're very likely to be going for animal based products at some point.

I'm just confused what you're arguing (and why it led to this post being downvoted). I didn't compare tax to consumption under 18.

Re:How Idle Heroes Made $100M in a Year by mattnewport on Monday May 06, 2019 @03:34PM (#19842934)
I used to be a pretty hardcore libertarian. The standard libertarian arguments only really work when you have a mostly libertarian system already however. They tend to have problems when you have some form of a welfare state such that individuals who for whatever reasons are unable to support themselves end up being supported by the state. That in itself is a classic libertarian argument - the logic of welfare inevitably leads to government overreach in all areas of life because the state has established a financial interest in preventing people from engaging in "harmful" behaviors.
Re:How Idle Heroes Made $100M in a Year by askafriend on Monday May 06, 2019 @05:31PM (#19844097)
I'm guessing this is why Apple decided to release their Apple Arcade subscription product [0].

Parents could buy the subscription and know that their kids would have access to quality games that don't employ these dirty mechanics and work off-line, with no ads.

I think the subscription will do well for this one reason alone.

[0] https://www.apple.com/newsroom/2019/03/apple-introduces-appl...

Re:How Idle Heroes Made $100M in a Year by kexx on Tuesday May 07, 2019 @01:38PM (#19851634)
what's wrong with apple and their understanding of reality? every single time they trying to do something, they claim they are the first who are doing it, when they literally did not do anything ever the first time. or maybe they don't understand the word 'first'?
Re:How Idle Heroes Made $100M in a Year by askafriend on Tuesday May 07, 2019 @10:22PM (#19855384)
Is there another subscription out there like this one? It seems pretty novel to me.
Re:How Idle Heroes Made $100M in a Year by sjg007 on Monday May 06, 2019 @06:53PM (#19844754)
Thank god.. also gets rid of the ads. Those are merciless.
Re:How Idle Heroes Made $100M in a Year by ragona on Monday May 06, 2019 @01:58PM (#19842002)
I wonder about this often. I contend that we are getting better at extracting money from people. Is there some sort of line we will cross at which point the majority of people are psychologically unprepared to resist spending their money in a way that causes them financial harm?

We understand that friction causes consumers to consider their purchase more carefully, so we've worked hard to lower friction, and this has a statistically noticeable increase in users who complete their purchase.

I'm genuinely curious whether we'll eventually reach some sort of threshold where the bulk of the economy is simply driven by overriding our better instincts.

Re:How Idle Heroes Made $100M in a Year by fwip on Monday May 06, 2019 @02:40PM (#19842429)
> the bulk of the economy is simply driven by overriding our better instincts

Not to take away from your point, but you could probably argue that advertising pushed us past that point decades ago.

Re:How Idle Heroes Made $100M in a Year by ragona on Monday May 06, 2019 @03:06PM (#19842653)
I completely agree! I’m not sure how to define the horizon, so I’m not sure whether we’ve passed it. It’s not clear to me exactly how effective advertising is, and its effectiveness also clearly oscillates over time and between demographics!
Re:How Idle Heroes Made $100M in a Year by njarboe on Monday May 06, 2019 @05:28PM (#19844066)
And easy credit makes it much worse when you can go into debt to buy something you don't need or really want.
Re:How Idle Heroes Made $100M in a Year by shados on Monday May 06, 2019 @03:00PM (#19842603)
Taking away people with gambling addictions, children, etc (all good reasons for these games not to exist at all), I've felt for a while that their success is a great example of disparity in disposable income.

I'll be forward and be completely honest: I've spent several thousands of dollars on a single of these games. And I've played many of them. Some with just straight micro-transactions (eg: League of Legends skins), some straight up "gacha" or "lootboxes" (eg: Fire Emblem Heroes, FF Brave Exvius, and so on).

When you look at a videogame compared to other form of entertainment, is just how efficient they are in a "fun per dollar" point of view. MMORPGs that cost $10-15/month and people play obsessively several hours a day are way better than going to a bar to drink, money wise. But what if efficiency is tossed out of the window, how much is "fun" worth to someone?

It's likely a factor of their disposable income. But we're now at a point where adult professionals are very much part of the player base. So if a game is free to play, but has a loot box mechanic that can make it "more fun", what happens? Well, for people without money to burn in a fire pit, it might not be worth it at all, so they won't spend a dime. For the senior executive who makes 500k or 1million a year? They could blow through 5 grands in an afternoon without really caring.

So if you have a gaming population where 90% (I'm making numbers up) don't spend a dime, 9% is spending a moderate amount because of predatory practices (kids, addicts, etc) or because they like it, and then 1% spend an INSANE amount of money because they have no real "limit", you may come up WAY ahead than if you charged a flat fee and the same amount to everyone. Because the rich people are just THAT much richer to make up for everyone else.

I know I've read some articles (none that I can find to confirm my memory) where some of the smaller gacha games with a few tens of thousands of players run fully on the pockets of a few hundred people, if that.

Re:How Idle Heroes Made $100M in a Year by DanHulton on Monday May 06, 2019 @03:54PM (#19843122)
The problem, is how do you identify which of your "whales" (industry term, and useful to identify the mindset of the industry) legitimately have that extra disposable income, and which of them are maxing out credit cards and spending money they don't have?
Re:How Idle Heroes Made $100M in a Year by logfromblammo on Monday May 06, 2019 @04:51PM (#19843712)
We have "qualified investors" for the worldwide casino that is the equities market, to ensure you can't gamble more as an early investor than you could afford to lose.
Re:How Idle Heroes Made $100M in a Year by njarboe on Monday May 06, 2019 @05:25PM (#19844044)
Any adult in the US can invest in equities. The equities just have to be listed and approved. It is all the other type of equity investing (angle, VC, etc) that you are not allowed to do (and where all the growth is moving to) if you are not a "qualified investor".
Re:How Idle Heroes Made $100M in a Year by logfromblammo on Wednesday May 08, 2019 @03:36PM (#19862120)
> as an early investor

Perhaps it wasn't clear that I meant to lump angels and VCs together as "early investors". "Pre-IPO investors" would require unpacking a TLA.

Re:How Idle Heroes Made $100M in a Year by mattnewport on Monday May 06, 2019 @03:09PM (#19842674)
Do you feel happy with your purchases still? Is there any buyer's remorse? I'm interested to know how many people who weren't obviously exploited and could afford to spend hundreds or thousands on these games feel honestly satisfied with their purchases and wouldn't in retrospect have preferred to use that money for something else.
Re:How Idle Heroes Made $100M in a Year by shados on Monday May 06, 2019 @06:12PM (#19844465)
I have gone too far once or twice (out of hundreds....) where I felt bad about it. I've felt the same way about a major renovation once too though. It happens.

The key is in your last sentence: "wouldn't in retrospect have preferred to use that money for something else."

Unless I went and blew 50k on the game (which I fortunately never did and likely never will!), that's not even a question. Whatever money I'll spend on these, I -still- have to spend on something else. I only spend a tiny fraction of my disposable income. I (and many "whales") just have a LOT of disposable income. Very few people who go and blow 1500 bucks in a night on these actually empty their bank account (at least from my experience being part of a lot of gacha game communities. I obviously don't talk to all the whales).

I have a kind of "limit" I set myself, with zero expectations. When you blow enough money, statistically the odds of getting what you want are really high. I've gotten really unlucky at times, but usually I'll get what I was whaling for. And sometimes the game shuts down, and it's like, whatever, it happens.

Re:How Idle Heroes Made $100M in a Year by Faark on Monday May 06, 2019 @08:24PM (#19845281)
If you don't mind... I'm eager to hear how this is... fun.

I've personally encountered whales in two situations:

One was someone in an MMORPG trading equipment. Okay, I kind of get the skipping work part, especially if the money doesn't matter.

But then there were the logs I've encountered while doing support for a browser based MMO RTS. Players clicking the same few buttons to get a small fixed amount of resources. Over and over and over again. Only interrupted to recharge the currency. How can that be satisfying? Just the "work" alone seemed demoralizing to me, but then even paying for that?

Have you ever experienced something like this? Is the process of spending enjoyable? Or does the end justify the means, especially for non-random outcomes?

Re:How Idle Heroes Made $100M in a Year by shados on Tuesday May 07, 2019 @09:30AM (#19849112)
Have you ever dropped a quarter in one of those machines that drop a random toy as a kid? It's exactly the same. You push the button and hope to see rainbows appear, and when they do, it's fun. No, doing it for hours would not be fun (and would be horribly expensive. These transactions can easily run 20 bucks per "pull"). You do a few in a row every now and then.

The fun part (and what distinguish the good gacha games from the bad ones) is how much fun you can have with what you get. Some feel like the transactions and the gambling is the end goal. You play to get currency to get random stuff. Boring.

Re:How Idle Heroes Made $100M in a Year by mattnewport on Monday May 06, 2019 @07:36PM (#19845015)
> Whatever money I'll spend on these, I -still- have to spend on something else. I only spend a tiny fraction of my disposable income.

This seems like a strange measure to me. No judgment on how you choose to spend your money - I've certainly spent money on things I later regret, and I've also spent large sums on relatively frivolous things which I don't particularly regret. There's always an opportunity cost though - I could have spent the money on something else, I could have saved more, I could have given more to charity. Over time I try not to repeat the expenditures I regret and focus more on the ones that I don't.

Re:How Idle Heroes Made $100M in a Year by shados on Tuesday May 07, 2019 @09:34AM (#19849136)
Think of it as going to a fancy restaurant. When you eat a fancy steak, it lasts a few minutes, maybe a few hours if you consider the whole experience, but at the end it goes in the toilet. But you had some enjoyment (well, unless you're vegan). You'd also get enjoyment from a much cheaper burger, too, but sometimes it's fun to do something different, even if the money is lost and you're left with nothing.

It works like that, except you usually still have something for a long time, even though it's digital.

Re:How Idle Heroes Made $100M in a Year by Nuzzerino on Tuesday May 07, 2019 @02:22AM (#19847052)
I stopped playing not long after they raised the star cap to 13. I had nearly a full 13 star team, and had spent $11000 on the game, half of which was after I was laid off from my job. At one point I was the strongest player on my server (S6), already a competitive server (See video: https://www.youtube.com/watch?v=9l3y6zOJtUM). There were people who had spent 3-5x as much as me and were still weaker because of suboptimal gameplay, but they could always spend more to catch up. This is not a brag, but rather an illustration of how rivalry between players at the top can be one of the strongest ways to motivate them to fork over more money. The amount of peer pressure from my clan leader to keep buying was insane. Eventually I told him I couldn't do it anymore.

It was fun for awhile but I am still shocked that I still spent thousands of dollars that I really needed at a later time. I fault myself more than the game's system for those decisions. Sometimes one can forget the value of money until once again experiencing the effects of not having it.

A lot of young professionals are making more money than they really need, and with the perception that they won't need it in the future. Therefore, there's a lot of people out there taking it for granted, and therefore not making it a second thought to spend on these pay to win mobile games. If you were to take away these mobile games, then this class of people would find some other equally stupid way to waste their money. In western society, there will never be a shortage of those possibilities.

Re:How Idle Heroes Made $100M in a Year by tarr11 on Monday May 06, 2019 @02:12PM (#19842133)
I think comments like this are too dismissive of how important and valuable games are in many people's lives.

Personally, I fear the opposite, that over-regulation of rapidly changing industries based on fear and anecdata will make people's lives worse.

Re:How Idle Heroes Made $100M in a Year by mattnewport on Monday May 06, 2019 @02:47PM (#19842502)
I think it's reasonable to draw distinctions among different types of games. Having spent much of my near 20 year career in the games industry, I'm saddened and disgusted by much of what has happened with the monetization strategies pioneered by mobile and free to play games. Maybe there's some grumpy old man syndrome at work but I also have a degree in psychology and the way these games are transparently optimized to exploit human psychology worries me quite a bit.

I left the industry in part because of these trends and I won't be letting my own kids play these types of games. I don't know that regulation is the answer (and I'm generally anti regulation) but I do think there's a real problem here.

Re:How Idle Heroes Made $100M in a Year by shados on Monday May 06, 2019 @03:05PM (#19842641)
> I'm saddened and disgusted by much of what has happened with the monetization strategies pioneered by mobile and free to play games.

There's a lot to be said that its easier to attract 1000 people and extract $500 from 10 of them than it is to get 5 bucks from all of them. Even more so when you add piracy to the mix.

Would these strategies have been a thing if so many people didn't flip their shit because a near AAA level game tried to charge a few bucks?

Re:How Idle Heroes Made $100M in a Year by TeMPOraL on Monday May 06, 2019 @03:57PM (#19843145)
Just because people don't want to pay them for their products doesn't mean they're justified in doing morally bankrupt things. The current tricks employed by video games, both mobile and AAA, amount to fully intentional and premeditated psychological abuse.
Re:How Idle Heroes Made $100M in a Year by Faark on Monday May 06, 2019 @08:16PM (#19845246)
> Would these strategies have been a thing if so many people didn't flip their shit because a near AAA level game tried to charge a few bucks?

Yes, since AAA Studios want all the money they can possibly get. Thus we'd always end with them trying to squeeze every last penny they can get out of their customers. And predatory tactics seem to work best for that.

Re:How Idle Heroes Made $100M in a Year by mattnewport on Monday May 06, 2019 @08:33PM (#19845333)
AAA studios didn't invent the model and they're still not the worst offenders, not because they're any more ethical but because they get more push back from their player base when try and take it too far. It was really the mobile and casual web / Facebook games that invented most of the dark patterns and are most effective at ruthlessly exploiting them.
Re:How Idle Heroes Made $100M in a Year by ahoy on Monday May 06, 2019 @02:23PM (#19842254)
"games" is a broad category. Chess or Doom or Undertale never nickle-and-dimed anyone for $500.

I can't help but think you're purposefully trying to obscure that point.

Re:How Idle Heroes Made $100M in a Year by tetha on Monday May 06, 2019 @07:00PM (#19844789)
No, I think that's exactly the point.

I have spent some money on doom, counterstrike, quake, unreal or even chess. Or none on games like tremulous. I've spent a lot of time in these games, I've found friends in this games that I by now know for more than a decade.

A lot of that is gone with modern match making, and modern match making is made worse with transactions. Because you need to funnel more people into the matchmaking grinder.

Re:How Idle Heroes Made $100M in a Year by the_af on Monday May 06, 2019 @02:17PM (#19842188)
If you ever talked to anyone in the industry of Zynga-like games about how they think about their customers (i.e. the players), you'd be dismissive too. It's scary.
Re:How Idle Heroes Made $100M in a Year by SkyMarshal on Monday May 06, 2019 @04:33PM (#19843537)
>There's no proper defense for most people.

Education is a defense. Once a person is aware of the psychological dark patterns being used against them, they start becoming less susceptible. Whether it's by video games, salesmen, politicians, etc. education is the best defense.

Re:How Idle Heroes Made $100M in a Year by moate on Monday May 06, 2019 @05:01PM (#19843839)
Agreed, but that doesn't mean it's easy. For one, there's so many dark patterns and bad actors in so many sectors of your life. I might be aware of the 80% of stuff that's happening (and hopefully it's the most likely 80%) but I'm not aware of that other 20% and there's always new bad things that come up. It's a constant battle, and many people just don't have the bandwidth to keep up.
Re:How Idle Heroes Made $100M in a Year by kevin_b_er on Monday May 06, 2019 @03:13PM (#19842718)
I believe a time will come where these game types are recognized in many places as fundamentally evil for their psychological manipulation of children.
Re:How Idle Heroes Made $100M in a Year by X6S1x6Okd1st on Monday May 06, 2019 @01:51PM (#19841940)
Could you elaborate?
Re:How Idle Heroes Made $100M in a Year by chaostheory on Monday May 06, 2019 @01:56PM (#19841983)
These games are a modern version of slot machines. It's habit forming, and it burns time and money. tbf it's still slightly better than things that you see in a casino
Re:How Idle Heroes Made $100M in a Year by yoz-y on Monday May 06, 2019 @02:08PM (#19842092)
Coin ups existed a long time ago too. Arguably you got even less value from those per dollar spent.
Re:How Idle Heroes Made $100M in a Year by ken on Monday May 06, 2019 @02:23PM (#19842258)
But with those, it only operated when it was fed coins. It's been shown that people spend less when they pay with cash than credit cards. Casual mobile games go beyond even credit cards and have users spend nebulous tokens. They go as far as they can to disconnect the play from the loss of money, and that's bad.

I see a significant difference between "have people pay for a fun service" and "engineer an experience specifically to be addictive".

Re:How Idle Heroes Made $100M in a Year by j-c-hewitt on Monday May 06, 2019 @02:33PM (#19842366)
Ever carried around $20 in quarters in a fanny pack as a five year old? It's pretty heavy. There's a pretty low ceiling on how much you could spend back in the day and it was impossible to silently, digitally spend an unlimited quantity of your parents' money.
Re:How Idle Heroes Made $100M in a Year by the_af on Monday May 06, 2019 @03:20PM (#19842778)
Also, in the early/mid days of coin-up games, a skilled player could win a game with a single coin while having fun in the process and using their skills instead of simply waiting for stuff to happen.
Re:How Idle Heroes Made $100M in a Year by j-c-hewitt on Monday May 06, 2019 @04:11PM (#19843300)
Fighting games and head-to-head puzzle games like Bubble Bobble in a popular arcade were pretty cool like this in that people would line up to go up against the reigning champion who could go hours on a single quarter.

Sort of weird how most "social" games are both a( trash and b( almost entirely single player with a tacked on multiplayer 'tournament' mode in which you play single player against some other player's template. Even in turn based games that would not suffer from a mobile connection's latency, they still have you go up against the AI with another player's template.

Regression from the 1990s: absolutely pathetic. I wonder if legalization of internet slot machines would wipe out mobile gaming revenue and just expose it for what it is which is a workaround for laws against gambling.

Re:How Idle Heroes Made $100M in a Year by dragonwriter on Monday May 06, 2019 @07:11PM (#19844873)
> Sort of weird how most "social" games are both a( trash and b( almost entirely single player with a tacked on multiplayer 'tournament' mode in which you play single player against some other player's template.

Most “social games” are like that because if a game isn't like that, even if it has social elements, it's not considered a “social game”, even if on top of the social elements it has either gameplay-affecting (e.g., any of the wargaming.net games) or cosmetic (e.g., PUBG Mobile) lootboxes.

Re:How Idle Heroes Made $100M in a Year by the_af on Monday May 06, 2019 @02:13PM (#19842142)
I suppose they have all the downsides of coin ups plus they are also more readily accessible. You don't have to go anywhere to get your fix, it's there in your phone.
Re:How Idle Heroes Made $100M in a Year by toomuchtodo on Monday May 06, 2019 @01:54PM (#19841964)