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Trilarion: One can probably discuss a long time about loot boxes, but the real thing will be if medical studies really confirm that some or all of these practices make players addicted, then one really has to treat and regulate the makers of such games the same way gambling operators are treated. Voting with the wallet is one thing, but gambling all your money away because you're addicted is another thing.
I'm honestly surprised that that kinda crap hasn't been outlawed or at least harshly regulated by governments yet.
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Trilarion: One can probably discuss a long time about loot boxes, but the real thing will be if medical studies really confirm that some or all of these practices make players addicted, then one really has to treat and regulate the makers of such games the same way gambling operators are treated. Voting with the wallet is one thing, but gambling all your money away because you're addicted is another thing.
A couple of studies that are relevant here. :)
If you play video games enough, it can start to mess with your mind. Literally. A study published in Translational Psychiatry shows that frequent gaming might alter your brain. Put simply, children who played more than nine hours of video games each week had much larger reward centers in their brains, which could make their brains want to play more video games. The study looked at brain scans of more than 150 14-year-olds. The report noted the hardcore gamer group showed "larger volume in the left striatum, a brain area involved in risk and reward processing. In addition, the frequent gamers showed more activity in the ventral striatum when losing money during a gambling task."
Even though this is a small sample (150 people), it seems credible.

But also consider:
Trying to quit junk food? Smoking? Any other bad habits? Try playing Tetris for only a few minutes, and you'll be better equipped to say no.
In 2015, a study from Plymouth University and the Queensland University of Technology looked at whether playing Tetris could interfere with seemingly impossible-to-resist cravings. It absolutely did. Participants reported their cravings — for things including alcohol, cigarettes, and activities like sleeping and sex. Half of them were instructed to spend just three minutes playing Tetris and then reporting their deepest, darkest desires again. Across the board, Tetris was found to be an undeniably valuable support tool in fighting off those cravings, and the game's effectiveness continued no matter how many times someone played it. Researchers think Tetris might help because it preoccupies your visual and imaginative brain function, essentially distracting you from other wants. So, there you have it — the most valuable app on your phone when you're trying to quit.
Do anything long enough, and it can become a very strong habit that is hard to break. The same applies to video games. CNN recently reported on a study by Douglas Gentile, a psychologist at Iowa State University, who has been tracking video game players for decades. According to his findings, approximately 8.5 percent of children who play video games in the United States are addicted. Those statistics held up in several other countries, too. Gentile said the estimates can vary, but most studies found that 4-10 percent of children were classified as "addicted" to video games.

So what's the cause of video game addiction? Gentile broke it down to what he calls the ABCs: "The A Is Autonomy, we like to feel we're in control. B is Belonging, we like to feel connected to other people. And the C is Competence, we like to feel that we're good at what we do." As anyone who has ever fist-pumped after finally beating the last castle on Mario or thrown a controller at the TV over an interception in Madden can attest, video games can drive real emotions. Psychologist Mark Griffiths, director of the International Gaming Research Unit at Nottingham Trent University, added that the addiction can also be related to the constant rewards built into video games, from hitting high scores to merely the sense of accomplishment.
I have a couple of others, too, but this helps to answer your implied question. :)
Did anyone answered me in this thread? I had a notification, but there is no comment that would be answer to mine.
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LootHunter: Did anyone answered me in this thread? I had a notification, but there is no comment that would be answer to mine.
Did you view in the thread before you logged in?
That's usually the reason why this happens to me.

I look in the forums without being logged in, then log in (to reply, etc.) and I'll still see the purple dot i the header, but no comment marked anymore.
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LootHunter: Did anyone answered me in this thread? I had a notification, but there is no comment that would be answer to mine.
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BreOl72: Did you view in the thread before you logged in?
That's usually the reason why this happens to me.

I look in the forums without being logged in, then log in (to reply, etc.) and I'll still see the purple dot i the header, but no comment marked anymore.
No, I almost always use Galaxy.
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LootHunter: No, I almost always use Galaxy.
Ah, ok...I never use Galaxy, so I'm not in the position to comment on its possible flaws and/or quirks.
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Trilarion: One can probably discuss a long time about loot boxes, but the real thing will be if medical studies really confirm that some or all of these practices make players addicted, then one really has to treat and regulate the makers of such games the same way gambling operators are treated. Voting with the wallet is one thing, but gambling all your money away because you're addicted is another thing.
This 100%

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LootHunter: 1. In case of lootboxes you also get guaranteed content (or at least content with certain guaranteed value). So yeah, there is little to no difference.

2. So "less choices" and "slippery slope" are not bad things?

3. What kind of twisted logic is this? Action counts, not intentions.
1. Many times, though the content is duplicate items(which make them useless to one's self in the case of items you can only use/equip one of at one time, or useless overall if they cannot be traded later on) and the better items have such low chances of being obtained they may as well be zero.

Also, and this is a bit key here(imo): Lootboxes are more desirable/addictive because one can simply buy them/"open" them instead of something similar like you described(buying dungeons/etc with loot drop chances). In those cases, one has to traverse the areas to get the loot drops, making it take longer to consume such before buying more(and thus lessening the chance one will want to buy another go at the area to try again due to time/effort needed).

2. Less choices can be good, such as less choices of how one can be injured due to someone else's negligence or less choices of ways for one to harm one's self. So, yes, sometimes less is better(it's subjective).

Also slippery slope is a logical fallacy/bad counterpoint and bad at trying to argue a point. It's not totally bad perse, just a poor rebuttal method.

3. In many criminal cases, many things are weighed(same with making laws): This includes intent behind one's actions/the law being proposed, whether or not the person/group/corp has a prior past of bad deeds/etc.
Post edited April 30, 2019 by GameRager
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BreOl72: I'll just leave it at that:

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GameRager: https://www.gog.com/forum/general/were_here_to_make_a_difference/post19
Quote:
Must be someone with a bit of power hunger, as that doesn't seem to be against the rules here(afaik).

Tbh, I am both happy we have moderation now(to remove troll posts/spammers/etc), but I dislike what it'll lead to(if it hasn't already.....stuff like misinterpretation/personal biased interpretation of rules&policy/etc). :\

Heck, look at how reddit/steam forums/etc go overboard on the censorship/deletions/bannings, for example.
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BreOl72: In connection with all your comments made in this thread, all I can say is: oh the irony...
1. So you'd rather bring up my past comments on other topics rather than debate/disprove my points? How does that prove me wrong on this, exactly?

2. We all do hypocritical things/say such from time to time. This is in our nature as human beings. This doesn't mean one can't call someone out on such things/arguments simply because they might do/use them, or that they're arguments are any less valid.

Again: Disprove my point/argument(that lootboxes for irl money should be banned/regulated) with counterpoints/evidence again st this stance-idea/etc. Don't try to use(i'm not saying you have used all these here/before, these are examples of poor debating methods for the most part) weasel words/character assassination or smearing attempts/misconstruing what I type or being "purposefully dense" on what I advocate for or against.

If you can do all that i'll gladly debate you on whatever(within rules/reason, oc). If you can't then, we're done talking.

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Trilarion: One can probably discuss a long time about loot boxes, but the real thing will be if medical studies really confirm that some or all of these practices make players addicted, then one really has to treat and regulate the makers of such games the same way gambling operators are treated. Voting with the wallet is one thing, but gambling all your money away because you're addicted is another thing.
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Crosmando: I'm honestly surprised that that kinda crap hasn't been outlawed or at least harshly regulated by governments yet.
It is in some european countries, afaik, and others are trying to follow suit. I say good....heck, if I could i'd have randomized card packs that are mainly bought by children(yu-gi-oh/pokemon/magic/etc) regulated(not banned) or labelled with addiction warnings like with cigarette packs.

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LootHunter: Did anyone answered me in this thread? I had a notification, but there is no comment that would be answer to mine.
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BreOl72: Did you view in the thread before you logged in?
That's usually the reason why this happens to me.

I look in the forums without being logged in, then log in (to reply, etc.) and I'll still see the purple dot i the header, but no comment marked anymore.
Sometimes I click the reply symbol next to a replied thread(to take me to the replied post) and it takes me to the wrong post. The forums have bugs, it seems(well more than I thought).
Post edited April 30, 2019 by GameRager
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Trilarion: One can probably discuss a long time about loot boxes, but the real thing will be if medical studies really confirm that some or all of these practices make players addicted, then one really has to treat and regulate the makers of such games the same way gambling operators are treated. Voting with the wallet is one thing, but gambling all your money away because you're addicted is another thing.
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GameRager: This 100%

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LootHunter: 1. In case of lootboxes you also get guaranteed content (or at least content with certain guaranteed value). So yeah, there is little to no difference.

2. So "less choices" and "slippery slope" are not bad things?

3. What kind of twisted logic is this? Action counts, not intentions.
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GameRager: 1. Many times, though the content is duplicate items(which make them useless to one's self in the case of items you can only use/equip one of at one time, or useless overall if they cannot be traded later on) and the better items have such low chances of being obtained they may as well be zero.

Also, and this is a bit key here(imo): Lootboxes are more desirable/addictive because one can simply buy them/"open" them instead of something similar like you described(buying dungeons/etc with loot drop chances). In those cases, one has to traverse the areas to get the loot drops, making it take longer to consume such before buying more(and thus lessening the chance one will want to buy another go at the area to try again due to time/effort needed).

2. Less choices can be good, such as less choices of how one can be injured due to someone else's negligence or less choices of ways for one to harm one's self. So, yes, sometimes less is better(it's subjective).

Also slippery slope is a logical fallacy/bad counterpoint and bad at trying to argue a point. It's not totally bad perse, just a poor rebuttal method.

3. In many criminal cases, many things are weighed(same with making laws): This includes intent behind one's actions/the law being proposed, whether or not the person/group/corp has a prior past of bad deeds/etc.
1. So what about "locked boxes"? It's lootboxes that you get in the game as a drop from monsters (so, in-game efforts are involved) but than you have to buy keys (with irl money effectively). Do they cross the line? Again, this is just one of many existing examples that I've took from the top of my head. If you ban lootboxes, you can be sure that game companies will invent much much more that will try to go around your definition of "objectively bad lootbox". And you even haven't that definition yet!

2. If something CAN be bad, it doesn't mean it IS ALWAYS bad. Do you understand it?

A slippery slope argument, in logic, critical thinking, political rhetoric, and caselaw, is a consequentialist logical device in which a party asserts that a relatively small first step leads to a chain of related events culminating in some significant effect.
3. And? Have you heard of criminal cases where people were judged for a crime that they didn't commit?
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LootHunter: 1. So what about "locked boxes"? It's lootboxes that you get in the game as a drop from monsters (so, in-game efforts are involved) but than you have to buy keys (with irl money effectively). Do they cross the line? Again, this is just one of many existing examples that I've took from the top of my head. If you ban lootboxes, you can be sure that game companies will invent much much more that will try to go around your definition of "objectively bad lootbox". And you even haven't that definition yet!
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2. If something CAN be bad, it doesn't mean it IS ALWAYS bad. Do you understand it?

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A slippery slope argument, in logic, critical thinking, political rhetoric, and caselaw, is a consequentialist logical device in which a party asserts that a relatively small first step leads to a chain of related events culminating in some significant effect.
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LootHunter: 3. And? Have you heard of criminal cases where people were judged for a crime that they didn't commit?
1. If someone must go through game content to get to those locked boxes(even if one pays irl money to access the areas they're in) then that's a deterrent to rebuying the areas(to access said locked boxes) and trying to get items from them over and over. So while they count to a degree, they're not as bad/somewhat a deterrent to addictive behavior as they take time to get/open.

And even if they ban such & companies make workarounds(assuming those don't get them in trouble as well), that doesn't mean attempts at regulation/banning shouldn't be attempted. That's like saying murders/theft still happen irl so laws/deterrents against such shouldn't be made/enforced(an extreme example but it fits).

As for a definition: I've given it several times, if you read what I posted carefully. I am against: Lootboxes with random items/content which one can buy with irl money, which can be opened/bought quickly and thus encourage/exploit addictive behaviors. Buying access to areas with random loot drops takes effort to do(much moreso than opening lootboxes one can buy/open automatically/quickly), and thus they are somewhat ok(but stll a bit iffy) in my book.

2. And just because something has good outcomes for some & some aren't affected by something, that doesn't mean such shouldn't be regulated to protect the more vulnerable/"innocent". This is why we have laws in some nations to put ads on ciggarette packs/etc with warnings to dissuade people from using/consuming such, because some people get addicted/sick from such.

3. No, but people have been accused of/sentenced for crimes they are found later on to have not committed.

Also, how is this relevant to what I said?
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GameRager: 1. If someone must go through game content to get to those locked boxes(even if one pays irl money to access the areas they're in) then that's a deterrent to rebuying the areas(to access said locked boxes) and trying to get items from them over and over. So while they count to a degree, they're not as bad/somewhat a deterrent to addictive behavior as they take time to get/open.

And even if they ban such & companies make workarounds(assuming those don't get them in trouble as well), that doesn't mean attempts at regulation/banning shouldn't be attempted. That's like saying murders/theft still happen irl so laws/deterrents against such shouldn't be made/enforced(an extreme example but it fits).

As for a definition: I've given it several times, if you read what I posted carefully. I am against: Lootboxes with random items/content which one can buy with irl money, which can be opened/bought quickly and thus encourage/exploit addictive behaviors. Buying access to areas with random loot drops takes effort to do(much moreso than opening lootboxes one can buy/open automatically/quickly), and thus they are somewhat ok(but stll a bit iffy) in my book.

2. And just because something has good outcomes for some & some aren't affected by something, that doesn't mean such shouldn't be regulated to protect the more vulnerable/"innocent". This is why we have laws in some nations to put ads on ciggarette packs/etc with warnings to dissuade people from using/consuming such, because some people get addicted/sick from such.

3. No, but people have been accused of/sentenced for crimes they are found later on to have not committed.

Also, how is this relevant to what I said?
1. Again. Murder and theft are well defined crimes. And it's hard for people to protect themselves against unexpected robber and/or murderer. Lootboxes and other "predatory" practices are defined more vaguely.

You consider amount of efforts to be defining criteria? What about Candy Crush (and many other match-3) that offer "payed" extra turn? What about sales? They are very tempting, especially to people with compulsive personality.

2. Yeah, protect "innocent"! Let's install camera in every private home, so emergency services can react more quickly. After all, some people can be afraid to report crime. Let's ban cigaretts, fast food and extreme sport for good measure.

3. And that's a good thing? I mean you proposing to ban games because some person who can't control himself/herself would spend too much money. So you want to punish every company that (even accedentaly) uses in-game purchase system that become effective.
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LootHunter: 1. Again. Murder and theft are well defined crimes. And it's hard for people to protect themselves against unexpected robber and/or murderer. Lootboxes and other "predatory" practices are defined more vaguely.

2. You consider amount of efforts to be defining criteria? What about Candy Crush (and many other match-3) that offer "payed" extra turn? What about sales? They are very tempting, especially to people with compulsive personality.

3. Yeah, protect "innocent"! Let's install camera in every private home, so emergency services can react more quickly. After all, some people can be afraid to report crime. Let's ban cigaretts, fast food and extreme sport for good measure.

4. And that's a good thing? I mean you proposing to ban games because some person who can't control himself/herself would spend too much money. So you want to punish every company that (even accidentally) uses in-game purchase system that become effective.
1. They're still good(if extreme) examples to illustrate my point(s).

As for lootboxes vs murder/theft: A. "Lootboxes"(as I defined before) and similar mechanics prey upon people, and sometimes severely affect them financially(which can lead to other problems). As such, they are pretty bad & need regulation(imo)/banning.

B. Defined vaguely(by me or others) or not, they are still bad practices that prey on a good number of people.

2. That kind of thing is also very addictive and could also be fitted with warnings/other regulations & I wouldn't complain.

Just because I don't mention EVERY type/kind of such mechanics that I dislike/think should be regulated/banned doesn't mean my point is less sound or that I don't also want such reg/bans on such as well.

3. Now you're just being hyperbolic(I believe that's the term).

By this paragraph you're basically trying to say/infer that what i'm suggesting is as bad/unneeded as spying in people's homes or banning indulgences such as smokes/snacks(BTW: we already regulate those to some degree in various areas, btw, and i'm all for some such warnings/etc in those cases albeit not outright bans.)

4. I never said or meant to infer that accusing/arresting people for crimes they didn't commit was a good thing. As for what I want/why: Stop focusing so much on my motivations and debate the points. Prove to me why it'd be a bad thing to protect the extreme addicts/innocent children from such predatory practices. I'm waiting.

Edit: I am not against companies making money in other, less predatory ways. DLC(storyline mostly), expansions, subscriptions.....all good choices. Companies/devs could easily make all "lootboxes"/similar things "free" and still make money.

(You keep proving that you're not above using "iffy" tactics to "debate" me. Why not be civil and actually debate the points i've made without trying to paint me as a loon to make your points[if any] look more valid by comparison? If you can do that then we'll talk some more.)

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Here's what you've basically proven to me so far(feel free to point out where i've mistaken what you've said):

*That the issue of "lootboxes"/similar mechanics isn't affecting you/those you know & doesn't seem to bad, so it should be allowed(even if doing so affects some people adversely).

*That if such were banned then companies would do worse things like censorship/etc.

*That they'd just get around it, so why bother(My thoughts on this one: One could also say why enact any laws because criminals won't follow them).

*That because I don't list every example of such a mechanic that i'm against, that must make my points less valid.

*That because I make mistakes in how/what I type that my points are any less valid.

Basically, the only thing you've proven to me is that you're either severely anti-corporate regulation(for some reason)...even for any regulation that could help people(or so it seems for how much you seem to be against this point I am trying to make/advocate for).
Post edited April 30, 2019 by GameRager
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GameRager: you're basically trying to say/infer that what i'm suggesting is as bad/unneeded as spying in people's homes or banning indulgences such as smokes/snacks(BTW: we already regulate those to some degree in various areas, btw, and i'm all for some such warnings/etc in those cases albeit not outright bans.)
No. What I basically trying to say is that you can suggest every sort of idiocy/atrocity and excuse it by "protect the innocents" rethoric. Because there are many kinds of people with many kinds of psychological and/or physiological problems that make them especially "vulnerable" to some things that for other people are totally fine, even beneficial.

No matter what thing are you talking about there are always people out there people who are hurt, offended or otherwise put into disadvantage by it. So, when we are talking about making the law, the question is always - will it do more harm than good?

Lootboxes and similar practices allow developers to support games that otherwise would be unprofitable and thus cease to exist. Yes, it comes at a cost of some people spending too much, but does simply banning those games make everithing better? You take away a lot of games (including good ones), leave vulnerable people still vulnerable to other schemes (because without those games they will go somewhere else, where they will be preyed upon too) and make a way for yet another group of shady manipulators to legislate laws that would take away people's freedom even further.

I mean, Las Vegas is basically built on casino business and now you're gonna tear it down.
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LootHunter: 1. No. What I basically trying to say is that you can suggest every sort of idiocy/atrocity and excuse it by "protect the innocents" rethoric. Because there are many kinds of people with many kinds of psychological and/or physiological problems that make them especially "vulnerable" to some things that for other people are totally fine, even beneficial.

2. No matter what thing are you talking about there are always people out there people who are hurt, offended or otherwise put into disadvantage by it. So, when we are talking about making the law, the question is always - will it do more harm than good?

3. Lootboxes and similar practices allow developers to support games that otherwise would be unprofitable and thus cease to exist. Yes, it comes at a cost of some people spending too much, but does simply banning those games make everithing better? You take away a lot of games (including good ones), leave vulnerable people still vulnerable to other schemes (because without those games they will go somewhere else, where they will be preyed upon too) and make a way for yet another group of shady manipulators to legislate laws that would take away people's freedom even further.

4. I mean, Las Vegas is basically built on casino business and now you're gonna tear it down.
1. And using "protect the innocents" as a method to sell an idea is bad/wrong, but that doesn't mean that all such efforts made to protect the innocent/vulnerable shouldn't be attempted/can't be a net good.....even if a number of people aren't affected by the issue in question.

This is why we have laws regulating/banning many things that can/do happen to some people(but not all)......things like murder/rape/theft/drunk driving/etc.

2. We also look at whether or not removing said thing will actually deprive anyone of something;s good aspects or viable alternatives. In the cases I mentioned before, there are viable alternative to paid "lootboxes" both as a mechanic(Such as free lootboxes or those which need game exp to get) and as alternative sources of dev income(paid story/character dlc, expansions, subscriptions, etc).

By limiting or even banning "lootboxes" for irl money, you're not depriving players of something they cannot get in other forms which are the same or virtually the same mechanics/play wise.

3. I mentioned other ways(subscriptions, etc) above that could allow devs to make money. They could also ask for player donations and kickstarter/etc money as well as other support from players. Btw: Imo if they can only survive on mechanics that prey on the more addiction minded people then maybe we don't need them. Something else will surely fill the niche for content(genre/etc wise).

Also it's a bit hyperbolic to say that cutting out/regulating "lootboxes" will cut down on game availability severely.

And just because people will find something else to blow their money on doesn't mean we shouldn't make any effort to curb that behavior and help such people not do such things. It's the old "it'll still happen somewhere/someway else, so why bother?" argument.

4. I never said or argued for that and you know it.

(And btw: Imo casinos should BY LAW have to spot problem gamblers and make some effort to curb said behavior[Example: Someone who is obviously broke trying to bet their house or whatever on a game])

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Addition: So far, you seem to be either: "Regulation/laws against such are ineffective/can be circumvented by some, so why bother" &/or "Regulation is bad because it'll lead to more/much worse regulation".

If either is the case then prove them to be true or try to convince me of such instead of using such heartstring tugging "examples" as "if we enact such gaming will be cut down severely" and "This guy wants lootboxes banned or regulated so he must want vegas torn down as well".
Post edited April 30, 2019 by GameRager
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GameRager: By limiting or even banning "lootboxes" for irl money, you're not depriving players of something they cannot get in other forms which are the same or virtually the same mechanics/play wise.

3. I mentioned other ways(subscriptions, etc) above that could allow devs to make money. They could also ask for player donations and kickstarter/etc money as well as other support from players. Btw: Imo if they can only survive on mechanics that prey on the more addiction minded people then maybe we don't need them. Something else will surely fill the niche for content(genre/etc wise).

Also it's a bit hyperbolic to say that cutting out/regulating "lootboxes" will cut down on game availability severely.

If either is the case then prove them to be true or try to convince me of such instead of using such heartstring tugging "examples" as "if we enact such gaming will be cut down severely" and "This guy wants lootboxes banned or regulated so he must want vegas torn down as well".
I'm not going waste my effort trying to convince you if you simply brush off/envoke statments on your whim. You just insist that lootboxes "are designed to prey" upon people with weak will, but don't provide any evidence as what percent of lootboxe income comes from such people and what percent is from people who are able to restrain themselves from exessive spending.

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GameRager: I mentioned other ways(subscriptions, etc) above that could allow devs to make money. They could also ask for player donations and kickstarter/etc money as well as other support from players. Btw: Imo if they can only survive on mechanics that prey on the more addiction minded people then maybe we don't need them. Something else will surely fill the niche for content(genre/etc wise).

Also it's a bit hyperbolic to say that cutting out/regulating "lootboxes" will cut down on game availability severely.
Subscribtion doesn't earn as much money as lootboxes and other microtransaction techniques. That's a well known fact and you're just ignoring it for your convenience.