安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
But that’s just my opinion. Governments worldwide are currently deciding if that’s the case. I like this kind of topic and I see at least a few countries recently considering banning this stuff as gambling. I’m neutral whatever the result, it doesn’t affect me as I never wasted money on “luck boxes”, that’s gambling for me and I don’t like gambling. Things are only worth when you have effort to acquire.
And yes of course devs explore and abuse that dopamine effect you say, it’s plain gambling.
how about one of those "candy grab bags" convenience stores sell?
what about subscription services like Humble Monthly over at Humble Bundle?
all those and many more things are running off of the same basic premise as loot boxes
"Running off the same basic premise" isn't really much of an argument. Football and hockey run off the same basic premise that "two teams compete against each other, and whoever has a higher score when the clock runs out, wins".
And yet they're two very different sports, with two very different sets of rules. Try bringing a stick to a football pitch and saying "but it's basically the same as hockey", I dare you.
you know when you are making the purchase you are getting SOMETHING, sure you aren't entirely sure what that something is but you can get a rough idea.. just like with a pack of cards, just like with a grab bag, just like with subscription box services..
sure some of the possible things may be "better" or "rarer" than others, but there is hundreds of different kinds of purchasable items out there like that..
now gambling would be a different situation.. lets look at a slot machine, or a game of blackjack.. its for the most part a binary process, you put in money and you either get SOMETHING back from it, or you get NOTHING back from it..
in the case of a loot box, you are always getting something.. sure what you get may not be what you wanted, and it may not even be a good item, but you made the purchase aware you were to get SOMETHING, and something is what you got..
now if the loot boxes had a chance to be completely empty, then yes that would be gambling at its core.. but since you do get SOMETHING from the purchase, even if the exact nature of that something remains unknown at the initial point of purchase you are getting what you had decided to pay for..
if we are to classify them as gambling, by extension trading cards, subscription bundle services, those choclate eggs with toys in them, even closed labeled assortment packs (which can be found at just about any store) would also be gambling as they work the exact same way..
you are making a purchase, sure you don't know the exact nature of what the purchase contains, but you get SOMETHING from it and you are aware at the time of purchase that the exact contents of the package are unknown but there is something within..
now don't get me wrong, i hate the whole loot box thing with a passion, but as you are guaranteed to get something from the purchase it doesn't really fall into the field of gambling.. its a ♥♥♥♥♥♥ thing to do in your game, but not gambling
No, it's not.
Except that in the case of a pack of trading cards, you're not stuck with what you get, while in the case of a subscription box service, you are.
I'm going to address the rest of what you said the moment you quit insisting that it's "literally exactly the same" and acknowledge that there's a difference.
Otherwise, well, have fun playing football with hockey sticks.
Because this is a natural reaction your brain has to any stimulus that is pleasant. Open a present. Dopamine rush. Bite into a burger, DOpamine Rush. Jerk-Off, Dopamine RUsh. Run a mile, Dopamine RUsh, Ace a Quiz, Dopamine RUsh. FIne a 20 Lying on the street, you guessed it, dopamine rush.
Hell videogames buy themselves are dopamine factors. Level up? Dopamine, Made a sick jump, dompamine, Did a combo? DOpamine, Got a cheevo, Dopamine. New High score, dopamine
COnsidering there's nothing you can do to stop, well actually there is but it's not particularly healthy. Look WHat hooks idiots into loot boxes is a combination of paoor maths education, sunk cost fallacy, and poor impulse control. These are all things every responsible person learns to control by the age of nten... barrring some developmental abnormality.
The point is, its not kids spending hundreds on these things. Its adults. kids have limited funds and eventually wise up when they realize the pleasure/$ ratio is pretty low on lootboxes. Again barring any developmental malady.
I need to try this. I'm gonna go out on the street and ask random 10 year olds what "sunk cost fallacy" is, see how many of them have learned that by their age.
My prognosis is "Not ♥♥♥♥♥♥♥ many".
Not many will know the name but if you describe it to them they will usually have 'Oh, that's what its called." or a "there actually a name for that? Wow."
Kids are capable of understanding and relating to many complex things. o quote doctor seuss, "You just have to use smaller words to describe it to them."
How do you know, have you checked?
Actually yes. I've seen it happen lots of times. Anyone who is conscious enough to recall their own childhood will also remember quite a few experiences of experiencing something before knowing the word or term for it.
It's like how if you say the word : schadenfreude to a non-german kid and and they likjely won't know what you mean. Descrivbe what it means and they will understand it right away since now you've put a name to something they had likely already experienced or used another word for,