this post was submitted on 15 Sep 2024
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As someone who grew up playing games like World of Warcraft and other AAA titles, I’ve seen how the gaming industry has evolved over the years—and not always for the better. One of the most disturbing trends is the rise of gacha games, which are, at their core, thinly veiled gambling systems targeting younger players. And I think it’s time we have a serious conversation about why this form of gaming needs to be heavily restricted, if not outright regulated.

Gacha systems prey on players by offering a sense of excitement and reward, but at the cost of their mental health and well-being. These games are often marketed as "free to play," making them seem harmless, but in reality, they trap players in cycles of spending and gambling. You don’t just buy a game and enjoy its content—you gamble for the chance to get characters, equipment, and other in-game items. It’s all based on luck, with very low odds of getting what you want, which leads players to keep spending in hopes of hitting that jackpot.

This setup is psychologically damaging, especially for younger players who are still developing their sense of self-control. Gacha games condition them to associate spending money with emotional highs, which is the exact same mechanism that fuels gambling addiction. You might think it's just harmless fun, but it’s incredibly easy to fall into a pattern where you're constantly chasing that next dopamine hit, just like a gambler sitting at a slot machine. Over time, this not only leads to financial strain but also deeply ingrained mental health issues, such as anxiety, depression, and a lack of self-control when it comes to spending money.

Countries like Belgium and the Netherlands have already banned loot boxes and gacha systems, recognizing the dangers they pose, especially to younger players. The fact that these systems are still largely unregulated in many other regions, including the U.S., shows just how out of control things have gotten. The gaming industry has shifted from offering well-rounded experiences to creating systems designed to exploit players’ psychological vulnerabilities.

We need to follow Europe’s lead in placing heavy restrictions on gacha and loot boxes. It’s one thing to pay for a game and know what you're getting; it's another to be lured into a never-ending cycle of gambling for content that should be available as part of the game. Gaming should be about fun, skill, and exploration, not exploiting people’s mental health for profit.

It's time for developers and legislators to take responsibility and start protecting the players, especially the younger ones, from these predatory practices.

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[–] [email protected] -3 points 3 months ago (3 children)

I agree with you, to an extent. I would say it's a lot more complicated than that with World of Warcraft, which is an MMO, and does not revolve on gambling except in the aspect of random number generated loot. This is probably the majority of looter shooters out there today as well and a large number of other games. Pure chance in just the loot and rewards. Personally, World of Warcraft did not affect me adversely, because I have very strong self-control, and was able to develop very strict limitations for my own personal life which was important in college.

But I think there's something you're definitely missing. Sure, while World of Warcraft can be blamed by some people flunking out of college or high school due to its addictive and fun nature, Have you considered the fact that the world we live in is simply so boring that they don't want to pay attention to those things? Over a 20-year time span since I have graduated, high school and college has not evolved. It's the same boring ass mess that it was when I went to school. Unnecessary classes, study only for the test and never use that information ever again, very rarely are their projects and when there are, they are silly group projects in which two out of the four members of your group are lazy and don't want to do a damn thing. You also are faced with constant demoralizing facts thrown at you from the media and the outside world that your college degree won't help you get a job, you won't see any student loan relief, the wealthy elites are in positions of power and rising faster in companies than you ever will be... Reality is so disappointing. So I can understand why these people have trouble paying attention in school and want to turn to stuff like World of Warcraft, theme park MMO that has so much fun and enjoyment in it

But when we're talking about a gacha, This feels so much more insidious. Every aspect of the entire game, not just the loot, is gambling, and you're gambling with real money. Not your time. In World of Warcraft you don't get a drop, oh well, try again next time. You still paid $15 for that entire month, so you can try as many times as you want on as many characters as you want. But when you pay 50 bucks for Genshin impact and you get nothing, you know what that money goes towards? Absolutely nothing. You lose that money forever. Now you are mentally afflicted with that, and you're already considering whether or not you should pay another 50 bucks to try and get it again with the gamblers fallacy in the back of your mind that if I pay another $50 I'm already $50 in, so I have a much better chance of getting it now. It's sickening

[–] [email protected] 12 points 3 months ago

I agree with you, to an extent. I would say it's a lot more complicated than that with World of Warcraft, which is an MMO, and does not revolve on gambling except in the aspect of random number generated loot.

The way that the drops are is literally the same approach as a slot machine but with more steps to take up your time with boring shit and require more of your life to be dedicated to it so that there is less risk of you getting distracted by things like hobbies or games with finite stories with quality writing. A one-armed bandit might snag a handful of whales that spend all of their time feeding the machine. The Wrath of the Lich Bandit gets a much larger percentage of its users in front of it for a larger amount of their time, increasing the ratio of addicts/whales caught. Add in expansions, real money auctions, etc and you've got something much more fucked up than anything on a Vegas casino floor.

[–] [email protected] 7 points 3 months ago (3 children)

This reads like "the only moral Skinner box is my Skinner box."

Also sounds like you haven't played in a while. The addition of real currency to gold trading creates an even more direct pipeline from one's wallet to in-game gear dice rolls. Guilds selling raid gear is even more common now, and with crafting orders, a whale can spend to reroll secondary stats on crafted gear.

With the way Warcraft is throwing currencies at players now, it's clear Blizzard has taken more than a few cues from how gacha and other live-service outfits are doing things these days. Plenty of opportunities for ruinous, addictive behavior.

[–] [email protected] 1 points 3 months ago

This reads like “the only moral Skinner box is my Skinner box.”

It is, MMO players have been doing this to gacha games for years now, it's just pot calling the kettle black.

[–] [email protected] 1 points 3 months ago* (last edited 3 months ago) (1 children)

Good luck figuring out how to avoid labeling every game ever made as a "skinner box". It's basically a jaded person's definition of what video games are at their core.

[–] [email protected] 1 points 3 months ago

It doesn't have to be jaded. As with the original quote I riffed off of, these particular Skinner boxes don't have to always be pure evil and can provide net-positive outcomes, as long as we're clear-eyed about the consequences of participating. The latter part is what I'm trying to drive home here. Consumer behavior psychology is part of every major live-service game.

[–] [email protected] -2 points 3 months ago* (last edited 3 months ago) (1 children)

Also sounds like you haven't played in a while.

No, I'm a current member of World of Warcraft.

The addition of real currency to gold trading creates an even more direct pipeline from one's wallet to in-game gear dice rolls. Guilds selling raid gear is even more common now, and with crafting orders, a whale can spend to reroll secondary stats on crafted gear.

It has literally always been like this. Where have you been? People were selling power leveling runs through stockades back when the game first started. They were selling BOE gear for gold, and that gold was obtained with a credit card through gold selling websites. The introduction of wow tokens just changed the recipient of the money from Gold farmers to Blizzard entertainment. I assure you that most people who are active players of the game are not buying tons of gear with gold that has been obtained through their credit card, and even if they were, it doesn't affect you at all. The guilds that sell runs through challenging content, they have always been doing that, since the very beginning. I remember back in burning crusade people spamming chat that they would carry you through black temple near the end of the expansion. So there's not like some new shift towards that. It's always happens like that. The only thing that has shifted is that now, more than ever, you can play the game on your own and get your own gear. The introduction of solo delves has made it possible to gear up your character completely on your own without any additional help from others

With the way Warcraft is throwing currencies at players now, it's clear Blizzard has taken more than a few cues from how gacha and other live-service outfits are doing things these days. Plenty of opportunities for ruinous, addictive behavior.

I fully agree with this and they have been ignoring player feedback about it for a while now, it's completely bullshit how many stupid currencies we have and it almost feels like they are AI generating the game design at this point. Like they are going to chat GPT and asking, "what's a good way to create an addictive loop of currencies for players?" Because some of them are in your bags, some of them are in the currency pane, some of them are bind on character, bind on account, some of them can be traded and some can't. It's utter insanity. Truly ass game design. This is the first time they finally made a shift back to using a single currency for PVE though, the flight stones and valor stones. Kind of like marks of valor back in wrath.

[–] [email protected] 5 points 3 months ago* (last edited 3 months ago) (1 children)

Come on. We both know that legitimizing the RMT system increased the number of gold buyers and normalized the process. Not only does it now capture the players who were both a) squeamish about paying unproven third parties and b) had no recourse if they did get scammed, it's also a far more convenient process. We know the gold-for-gear (and other services) market exploded in size because Blizzard was finally forced to make systemic changes to fight/redirect services spam. Service sellers are everywhere, and there was a point they were constantly in your whispers, your mailbox, your chat, your group finder. It's nothing like it was 15-20 years ago.

No, gold buyers are not most players (and no, I don't care that some players are doing it). Most gacha players aren't whales, either. My point is that yes, your game is also chasing the whales right now and will continue to design systems to do so.

[–] [email protected] -3 points 3 months ago

We both know that legitimizing the RMT system increased the number of gold buyers and normalized the process

Really? Where is your data to back that up? Games like old school RuneScape and World of Warcraft still have people who buy gold and get banned for it all the time. You're also conveniently disregarding lots of the benefits of this system. People can now earn currency fully in game to pay for their subscription. Completely for free, and other players are making a choice the purchase the tokens. There's virtually no pressure in game whatsoever in World of Warcraft that prompts you to purchase them. There's no pop-ups, no advertisements for tokens at all. This is the least predatory form of microtransaction I have ever seen. Compare this to Destiny, in which you are constantly given currency for free to use in the eververse, and repeatedly going there back and forth being flashed with bullshit items that you'll never have enough currency to afford.

[–] [email protected] 6 points 3 months ago

You could throw most of this same argument back at gachas. They're just gambling because the world sucks, or something...

No, my understanding is that the reason people get addicted to this stuff is that we evolved to gather finite resources when they're available, even if it's rare, so we're prey to systems like this that can control that rarity. WoW absolutely did this, just without putting a price on each interaction.