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Докладване на проблем с превода
You've never 'owned' any piece of software. Not even those non-drm'd retail games discs.
Actually no.
https://store.steampowered.com/subscriber_agreement/english/
Just like software, you don't 'own' in game items.
the subscriber agreement is such a ♥♥♥♥♥♥♥♥♥♥ even horse laugh at it. NOBODY reads it and its the biggest scam ALL companies pull it. Its the "I win" button in case someone is right. The customer is not always right when you have a monopoly . With real competition Valve will change that ♥♥♥♥.
Well now, my friend, this is actually what I'm saying. Why did you ' ' the word owned? Because it's a borderline situation about the essence of the digital content.
You have a very restricted range of action with a "game licence" (you want to "delete" a game from Steam? Fine, but you don't actually delete the licence, you can't trash a licence, you can't "trade" a licence, you actually trade the right to activate this licence to another person, but after the activation everything is put to an end, considering the present laws).
On the other side, you can delete/use/keep/combine an object bought in a game store/dropped from lootboxes, BUT, as I said, the real owner (so I talk the language of the Steam Contract) has still an ascending on the user. If it's more comfortable to you, we can call this a "limited ownership" and on this interpretation the nation (or international in the case of European Union, where I live) lawyers put their work.
These are just my 2 cents, waiting the next months/years to see what will happens. I really like these types of discussion, civil and constructive.
Peace
Plus the fact that chance determines which items you get. It's the combination of the two, it gives the items economic value. According to Dutch law, companies need a gambling license to offer such things.
Now CSGO skins don't have it either for Dutch users.
Because you don't 'own' software in the same sense you 'own' a music CD (ironically, owning a CD grants no ownership of the songs within), a book or a table. Software is licensed.
People toss around the term ownership way too loosely for the real implications the term has.
Since Gutenberg printed his Bible in the 1450ies there has never be any doubt that
a) if you buy a book you physically own it and you are entitled to lend, sell or simply destroy it.
b) but that you still have no ownership whatsoever on the content.
Let's not make things more complicated than they have been for the last 560 years.
The Dutch authorities didn't order Valve to block marketplace transactions and trades.
Valve themselves took a look at the definition of the Dutch law they should be complying with, and found the easiest technical solution that allowed them to comply was not to remove the gambling mechanics, but make it impossible to trade or sell the items gained from it.
That takes away their economic value and makes lootboxes no longer fall under the strict definition of gambling as codified in Dutch law.
I.e. they found a loophole and went for it.
Not as much as companies love to find legal loopholes or employ least-effort solutions to preserve sleazy methods of income, I can assure you. That's the real problem here.
I would want Valve to mark only the items that come out of the lootboxes as non-tradable and non-marketable. And leave the remainder of the marketplace and trades open.
It's not like it would take them that much time to set-up either. Because 90% of what they need is already there:
There is already a geo-fencing infrastructure available for the marketplace and trading system, which is currently being used to carpet-ban all CS:Go and DOTA2 market and trade transactions for Dutch accounts.
And there is already a method to mark certain items gained under particular conditions as non-tradable and non-marketable, albeit with a cooldown period until they do become tradable and/or marketable.
Just about the only thing necessary would be the ability to remove said cooldown and keep the items always marked non-tradable and non-marketable. In an emergency situation, you could even mark the lot of it with a cooldown expiring in two centuries, and then add a small hack to the UI to not display the timer if the cooldown is that far in the future.
That should literally take no more than a week to build; test and roll-out. And Valve has had two months to work on this.
I know. I was just pointing out that it's the combination of the two (random element and able to trade) that deems them illegal. It's even emphasized on the website of the Kansspelautoriteit that it's both together which counts.
Their full answer is more nuanced, with additional considerations.
Opening a pack of trading cards is not accompanied by flashy slot-machine-like effects aimed at raising dopamine levels.
Putting cards to market and converting them into real world money is not as straightfoward. They require physically travelling to a trade meet-up or require long delays from postage. The markets are decentralized, whereas for games there are typically one or two large and well-known, easily accessed online markets. In the case of Valve's games, those markets are even directly exploited by Valve itself.
etc.
"Uncrating your loot 3...2...1..."
I've never been a fan of all the flasiness around opening them (basically because I know it's all theatrics and a waste of time)
That sounds like pre-internet trading card marketplaces. I know a few people still playing MtG and nowadays everything is way more streamlined and have online marketplaces (still they're physical objects that need to be delivered)
All the discussion is way more nuanced than people makes it to be.
Recently, the focus on loot boxes finally runs Team Fortress 2 into the grave. Users Idling and bots are the new normal. No content updates for a few years except adding new loot boxes and some cosmetics. Free to Play users cannot chat or use microphone in a game about teamwork. Not nice.
The people who leave online games will not come back anytime soon if loot boxes is all that developers care about. Loot boxes need to be on some 3'rd party site with warnings like in a casino that you can lose everything and that you confirm on your own responsibility that you are 18 years old etc. Or just ban loot boxes. Don't get me wrong. Microtransactions where you know what you buy is fine. DLC is too. Even if both can be overpriced. Any decision to buy is at the discretion of the user.
Portal 2 works great without loot boxes, despite having some microtransactions. Of course microtransactions never kicked off there in the first place, but the store still works and it's still one of the highest rated games ever on Steam.
TLDR - make games not loot boxes.