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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.

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

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