Recently Browsing 0 members
No registered users viewing this page.
Oxygen discusses loot boxes and their moral implication.
Hearthstone and Overwatch's overwhelming financial success have pushed Heroes of the Storm to adopt a similar monetization model by introducing its own loot box system back in May 2017. How have loot boxes changed the landscape of gaming? What are some of their moral implications?
Table of contents
A brief history of randomized microtransactions
Back in November, Star Wars Battlefront 2 players denounced Electronic Arts' unscrupulous business practices that required players to spend an exorbitant number of in-game hours to be on an equal footing with players who could instead opt to spent large amounts of money on randomly generated in-game items... in a game they had already purchased for some $60. To most, EA had gone too far with so-called pay-to-win which, to add insult to injury, was highly randomized. This controversy served to put randomized microtransactions under the global spotlight, prompting comments and actions from lawmakers and political figures globally.
Such microtransactions are far from new, however. Back in 2007, Zhengtu Network was looking to monetize its homonymous game in Asian countries. To understand the move, it should be said that Asian markets were quite different from their American and European counterparts: players generally didn't purchase full titles and instead relied chiefly on internet cafés and copying games to play. Instead of relying on base sales to generate a profit, Zhengtu turned to loot boxes, which made sense for a young population of gamers that were much more receptive to a nickel-and-dime approach. The experiment proved so successful that it bred an entire genre of "free-to-pay" games, particularly on mobile platforms, that would come to solely exploit microtransactions to thrive.
Western regions were first exposed to microtransactions in 2009 through those Zynga compulsion loop-driven Facebook social "games" we've all been involuntarily exposed to. Team Fortress 2 would soon come up with its twist on microtransactions, in 2011, by introducing the loot box system we are so familiar with. Valve's logic was that by making their game mostly available for free, gamers would flock to the popular title in such numbers that even if only a small fraction of those players ended up spending, they would generate a profit. Valve won their bid, Team Fortress 2's population grew by a staggering factor of 12, and many mainstream games, including games from the FIFA, Counter-Strike, and Battlefield franchises, League of Legends, and, of course Overwatch, would follow suit.
The Star Wars controversy I discussed earlier happened to explode because of the franchise's humongous cultural significance that allowed the controversy to reach way beyond the social circles of those who would normally be concerned. In other words, non-gamers were, for the first time, exposed to the concept of loot boxes. To top it off, Star Wars Battlefront 2's loot box system was a particularly insidious blend of ludicrous costs, a highly pay-to-win scheme, and a high base game cost for what was essentially the re-release of a decade-old game. One of the most important conversations that would stem from the controversy is about the very nature of loot boxes and whether or not they should be considered a form of gambling, and thus regulated.
Why microtransactions? And how?
From a business standpoint, making a product free to then rely solely on post-consumption microtransactions may come off as an odd decision; why run risk of not seeing a return on your investment by not charging consumers right away? The context of games, and specifically, multiplayer games, is quite different from what I might call traditional consumerism: players are also part of the product, as without functional matchmaking, multiplayer games obviously stop working. Social bonds also tend to keep players more invested, and more players simply means more opportunities for bonds to develop.
The real prize, however, lies in a specific player profile known as a whale. Whales are essentially players who spend a ludicrous amount of money on otherwise free products. In its 2016 report on monetization, Swrve demonstrated that a mere 0.19% (!) of players contributed to some 48% of freemium games' revenue. Doesn't it make sense, then, to try and cater to said whales? How do you do it? Besides the importance of creating an appealing game, I believe that there are four main components to what we might colloquially call whale hunting.
I) Anemic time-to-reward ratios and "unreachable" goals
One of the most typical aspects of competitive free-to-play games is that they almost ubiquitously require players to spend a steady amount of money to stay in the loop. One of the most egregious examples of this might be Hearthstone, for which it is technically possible for a given player to build a competitive deck through sheer playtime. However, doing so would be extremely time-consuming and would require of this player that they focus on a single deck, leaving them extremely vulnerable to metagame shifts (which forcibly occur every time an expansion is released) and unable to experiment. The key to creating a dependence on microtransaction lies in making in-game currency gains so anemic that players feel forced to make steady real money purchases. Going back to our Hearthstone example, and assuming a steady rate of 8 matches per hour, your average player (50% win/loss ratio) might be able to purchase a pack after some 7.5 hours of playtime, daily quests notwithstanding. Since individual packs cost $1.50 USD, this time could be valued at about $0.20 an hour, making a minimum wage job rather appealing by comparison. Although you are hopefully enjoying yourself playing Hearthstone during this time, any player looking to be a serious contender will absolutely have to invest into the game.
Daniel Friedman from Polygon did the legwork for me and produced a fair estimation for the yearly cost of sustaining a reasonable Hearthstone collection: $400, including in-game currency gains. For a whale, this isn't a lot. By comparison, $170 USD a year will keep you completely competitive in Heroes of the Storm, though in reality, you could get away with spending much less by regularly completing daily quests and skipping weak heroes. Again, for a whale, this isn't a lot. As a developer, you then run into this problem of needing to balance the needs of freeloaders, casual players, and whales. On one hand, purchases that have a direct effect on game play (cards in card games, characters in MOBAs, weapons in FPSs, etc.) must remain relatively accessible to all. On the other hand, you need to have content for whales to spend on. And this is exactly why most free-to-play games feature a large amount of expensive cosmetic items. At the time of writing, building a full non-golden Hearthstone card collection would set you back nearly $2,000 USD. For a full golden collection, I've seen estimates ranging between $10,000 and $20,000 USD. This number would increase by approximately $3,000 with every new expansion. For the majority of us, this sounds insane. To a whale, this is a goal.
II) Artificial rarity
Scarcity breeds desire. De Beers exploited this back in the 1930s to artificially inflate the price of its diamonds. Blizzard too does this across its microtransaction games; inherently, high rarity items in Hearthstone, Overwatch, and Heroes of the Storm aren't more powerful (less so for Hearthstone) or attractive (this is subjective, of course) than other items. By assigning rare, epic, and legendary qualities to their items – which is rather clever, by the way, as we have been groomed by years upon years of World of Warcraft to respect these rarities and associated colours – Blizzard is justifying steeper crafting costs and lower pulling chances when there would otherwise be no objective reason to make certain items harder to acquire. Item rarity becomes particularly easy for players to hate, and justifiably so, when it is directly tied to in-game power levels. But for big spenders, high rarity simply becomes synonymous with quality, regardless of the item's intrinsic value, not unlike luxury brands.
Item rarity isn't the only way Blizzard (and other companies; I'm not trying to specifically criticise Blizzard here, but I just happen to know their products well enough) are creating artificial rarity. Although card games such as Hearthstone naturally conjure events whenever a new expansion comes out, Overwatch and Heroes of the Storm very carefully plan time-limited in-game events with event-exclusive and sometimes limited (in the sense that this is your one chance of acquiring them) cosmetic items to imbue players with a hollow sense of urgency. These events often have specific loot boxes, and the items they contain are invariably more expensive than year-round items for players to craft to further incentivise purchases.
III) Obfuscation of costs
Let's have a short quiz.
a) How much is a legendary Hearthstone card worth?
Surprised? So am I.
b) How much is a legendary Heroes of the Storm item worth?
...surprised again? So was I. And I'm actually slightly embarrassed to admit that it took me a few minutes to math this one out. Why? I had to convert my local Canadian currency into a number of "Gems" before looking into making a loot chest purchase. The insidious bit is that whenever I tried to purchase a specific number of chests, I'd always either have some leftover gems or have to go for a less appealing package. At this rate, this point is just writing itself out.
Gold, gems, dust, credits, "not-money". Whatever you call them, they're much easier to spend than actual cash, not unlike real life credit, and particularly for impulse purchases. You'll notice that such currencies are often purchased by the thousand, which only serves to further disconnect consumers from their money.
You look like candy. I don't mind spending you at all.
The random nature of loot boxes and card packs only serves to further obfuscate how much players are actually spending for what they're getting. If you've ever wondered why players weren't just allowed to pick whatever card (or cosmetic, in the case of loot boxes) they needed from packs since cards have no resale value and cannot be traded with other players, this is it. And if you've ever wondered why obvious filler such as Sewer Crawler or Worgen Greaser gets printed with every expansion, there's your answer again.
IV) Steady compulsion looping
No random microtransaction system can be successful without providing its target market with a highly controlled but steady stream of merchandise. Games such as Heroes of the Storm offer a frontloaded number of loot chests to hook its players in, then cleverly use the "progression" system to regularly feed them with bits of dopamine. The player profile has a section dedicated to indicating how close players are to acquiring their next reward as a constant reminder. The tiered loot chest system even acts as a small knob to control exactly how much players should be getting, and when. Items such as Stimpacks have the dual effect of doubling the rate of the compulsion looping schedule and instilling players with a false sense of faster progression to become particularly addictive. Positive reinforcement variable ratio schedules are also found under the form of a mechanic known by players as a "pity timer" which ensures that at least one legendary item will be collected every 35th loot chest (every 39th card pack in Hearthstone) to ensure a certain level of randomized microtransaction loyalty.
The visuals and sounds that accompany the opening of loot boxes is specifically designed to heighten excitement, with higher rarity items being generally accompanied by flashier animations and more exciting sound effects.
Ultimately, the goal of the system is to create a form of extrinsic motivation that encourages players to remain active and incentivises them to make purchases. Daily quests fulfill a similar purpose, though they obviously cannot be purchased.
Are loot boxes and card packs a form of gambling?
With randomized microtransactions under the proverbial spotlight, I believe this question is going to be a big one in the near future. As of right now however, the answer varies broadly depending on who you ask; many American and European countries are in the process of studying the question, whereas most Asian countries have already legislated. Given the different gaming culture, as was explained in the second paragraph of this article, this makes sense: Asian countries have been way more exposed to microtransactions – and their effects – than western countries have.
In an unexpectedly liberal move, China dropped a bomb in December 2016 when it announced that game publishers dealing in the country would have to reveal the draw chances of randomized virtual items and services. Furthermore, this new law outright banned loot box-like systems. Blizzard complied with the new legislation in a particularly crass way by instead selling meaningless amounts of in-game currency (dust for Hearthstone, credits for Overwatch, etc.) and giving out an equal amount of packs or loot boxes as a "gift" for purchasing said currency. I'm not joking.
Of course, this is just one step towards regulation (or not) in one country, and, as stated earlier, distinct countries are tackling the issue at different speeds. However, I suspect the battle to have far-reaching consequences. In the US, lawsuits against analogous systems, notably, Pokémon cards, was ultimately dismissed back in 1999. Why? Simply put, booster packs were deemed to "not be harmful enough" despite passing the gambling test, which serves to identify what constitutes gambling in the US. How do you perform this test? Look for the three following elements:
Consideration; basically, a cost or "risk" Chance; an unpredictable outcome (what will I win, or; will I win something at all?) Prize; what you will gain if you do win (for binary gambling), or; what you will gain (i.e. cards, for non-binary gambling) Notice anything? Loot boxes and card packs – though only those purchased with real currency – fit the bill. I've seen individuals argue that loot boxes could not be considered gambling because they always had a yield, but the test cares little about the nature of the yield as long as it is directly tied to consideration and chance. Jurisprudence has set a rather strange factor – harm, which, I have no idea how the judge evaluated – as one of the main component for future lawsuits. And so, we must then ask whether loot boxes and analogous systems are in fact harmful. Some have hypothesized that they can contribute to video game addiction, but the very existence of this disorder is still being debated. Perhaps we should instead look at gambling addiction to make a case, though we are headed deep into political and moral territories. Who should be in control of their own fate? Let's not go there just yet.
Moral and design concerns
It is with much noise and celebrating that Heroes of the Storm moved away from its standard microtransaction system to embrace loot chests fully back in May 2017. Most of the changes brought in by Heroes 2.0 would ultimately serve to support the introduction of randomized microtransactions.
Indeed, if economic research showed that loot boxes were not more lucrative than typical microtransactions (such as buying exactly what you want, such as a given Hearthstone card or Heroes of the Storm skin for a set price), they simply wouldn't exist. They are predatory in the sense that they exploit basic behavioural traits to make more money than a typical, non-random system would.
The success of loot boxes becomes particularly terrifying when certain fundamental games design principles have to be twisted to promote the appeal of purchasing loot boxes. Games such as Overwatch are hardly affected. Other games, such as Hearthstone, are incentivised to make more powerful cards rarer to increase potential profits, though ultimately, this is a thing we have come to accept – unjustifiably, perhaps? – from card games. Other much more reprehensible game examples literally tie player power to randomly finding certain items. Loot boxes and their content need to be advertised, too, which distracts from the game.
Hey MVP! Don't mind my skin and banner, by the way. Cough. But they do look nice. If only you had them, you could be just as good as I am...
The human demand for gambling is undeniable. Unlike video game addiction, however, gambling addiction is recognized as a mental disorder. Whether certain whales are affected by the disorder is difficult to tell, but vices ultimately tend to affect the most vulnerable of us. Controlling certain behaviour is excessively difficult, if not impossible, but knowing that my favourite games may be subsidised by people whose lives are compromised by gambling problems is always a sad thought. And although I generally try and avoid making unfounded assertions, I can't help but to question the effects of exposing children and adolescents to gambling, regardless of the form. This is particularly worrisome as younger gamers are being groomed by popular mobile games to see such microtransactions as completely normal.
Electronic Arts' massive blunder with Star Wars Battlefront 2's loot crate system caused a global awareness of randomized microtransactions, prompting reactions from several political figured around the world. Random microtransactions would be considered a form of gambling by US law, but existing jurisprudence tells us that they are unlikely to be controlled unless objective harm can be proved, just as with physical collectible cards. Random microtransactions exploit human behavioural weaknesses to generate significantly more profit than traditional transactions.
Apply now to join our WoW Classic writing team!
We are recruiting a Paladin-class writer for WoW Classic, as well as additional writers for non-class content guides.
As many of you may already know, we are currently growing our WoW Classic section on the site and populating it with guides for all areas of the game.
We are recruiting writers for the following guides:
Paladin class guide: This will involve writing a full guide for all of the viable specs in WoW Classic, just as we currently have for the other classes. The guide will mainly be PvE-focused, but there will be a PvP section that you will also be required to complete. Non-class guides: This will involve working alongside other writers to complete guides on professions, dungeons, raids, and zones in WoW Classic. You will not be writing any class-specific content, but instead you will be creating "general" guides for the game. Requirements
You must have a strong command of the English language, most importantly in its written form. While this role is open to all, native speakers are preferred. You will need a deep understanding of WoW Classic's mechanics and, in the case of the class writer position, you must fully understand and be familiar with playing as a Paladin at the highest level of "Vanilla" WoW. You will be expected to put out a steady flow of content, with frequent updates as required. You must be at least 18 years of age. Remuneration
This is a paid position, with a revenue sharing agreement (on all content created by the applicant) that will be explained and discussed in the later stages of the recruitment process. If you are interested in the position and feel that you might be the right person for the job, you can send us an email at email@example.com. There is no strict format for applying, so you can complete your application in any way that you feel is appropriate. Please note that, due to there being no strict format, we will treat all correspondence with us part of your application. We will conduct interviews with the top choices following a reviewing period.
There is currently no deadline for applications, but earlier applications will be looked at immediately, given the release date of the game closing in.
We decided to cover Borderlands 3 and hope the reaction will be positive. This first post details what our plans are and why we chose this game.
We're trying something a little different here on Icy Veins, as we thought we'd try covering Borderlands 3 as a bit of an experiment, and see if our community might be interested in something non-Blizzard. This is a bit of a personal one for me (Starym), as I'm always looking for that next Diablo-like fix and I've been a fan of Borderlands for a long time. I thought that there's probably plenty of other people like me here on Icy Veins that would be interested in alternatives while we wait (and wait and wait) for Diablo 4 and might like to hear some info about them. Also, in case you were wondering, this isn't a paid post or anything similar, just my personal attempt to add something to the Icy Veins community.
So we're going to be covering some Borderlands-related news here, as well as a few roundups of what's already been announced, and hopefully we'll also be doing guides when the game releases. But first, why did we pick this game as our first non-Blizzard title and what's the game actually about?
Borderlands as a franchise, and the third installment in particular, seemed like a great fit for our community, with the focus on loot, endgame, character building and a lot of other RPG elements - in short, the game is basically a Diablo First Person Shooter. The new game will be much more expansive than previous entries, both in terms of gameplay content, loot, customization depth (both systemic and cosmetic) - pushing it a little bit more towards MMO territory, while still being a 1-4 player co-op game, so the WoW crowd might also get a kick out of it. With many character setups to explore across the 4 classes, an insane number of guns, shields, grenades and other items to combine into a build, there's plenty of space for guides and character optimization, so there will be a lot to cover, and hopefully we can be a resource to the general Borderlands community as well.
Those were the reasons we thought we should cover the game, but why should you try it?
As with Diablo, the core gameplay was already very good in Borderlands 2 and it's being significantly improved in 3. Customization depth has also been massively increased, bringing many more options and builds to the table. Co-op play is much better this time around as well, with lower level players being able to play with higher levels seamlessly. The guns and loot in general has been made even more interesting with special manufacturer perks, alternate fire on all guns and much, much more. But most of all, it's great to play it with friends and one of the best co-op games around, while still maintaining an interesting single player experience as well.
The Basics of BL3
We'll be covering all the new features and what you can look forward to in separate articles, including all the changes from BL2, but we also wanted to take a look at the basic info for the game in case you weren't familiar with the franchise or just wanted to know what it's really all about.
Release date: September 13th, 2019 What is it: a 1-4 player co-operative PvE focused FPS, drop in-drop out "looter-shooter" with leveling Character builds: each of the 4 Vault Hunters (classes) has 3 skill trees and 3 different active abilities to choose from, as well as a huge amount of guns, shields, grenades and class mods, all with their own properties and stats Itemization: Loot rarity up to legendary (and beyond?), item manufacturers give unique properties to items (Hyperion guns have shields attached, Atlas guns have tracking bullets, Maliwan have different elemental properties you can cycle through, etc.), different item components (barrel, sight, etc.) change the properties of guns which takes the number of guns in the game into the billions Extremely unique weapons and items: guns with legs, grenades that split into more that then split into more etc, guns that mock you when you miss, guns with infinite ammo, guns that fire hails of bullets in a descending arc, shields that drop booster packs when you get shot, and much more Quests, experience, leveling, side-challenges that give you paragon-like points to distribute across all characters Vehicles and vehicle customization, both cosmetic and systemic (different gun turrets, wheels vs. hover pads etc.) Sci-fi/space setting, with 5 different planets to visit, your own spaceship home base A lot of humor/satire in the storyline, quests and characters A big focus on the endgame
Stay tuned for the detailed rundown of Borderlands 3's new and returning features, and we hope you'll enjoy this addition to the site and perhaps even give the game a try. Also, here's the full gameplay reveal live-stream, in case you wanted to see more:
We've put together a list of builds from our Path of Exile site, PoE Vault, for the new league!
With Patch 3.7.0 hitting Path of Exile with an overhaul to the melee builds and systems, as well as the start of the Legion Challenge League, this is the perfect time to try out a new build for your favourite classes.
As some of you may already know, we made an announcement last year in December that introduced our Path of Exile guides and news site, PoE Vault. Since then, we have made major improvements to the site, including a full rework of our database, and we are proud to once again feature its content here on Icy Veins for those of you that may have been considering giving the game a go.
This post contains 11 builds that have been created and updated for the latest league in Path of Exile, the Legion Challenge League, with a focus on the builds that were once again made available after the changes in Patch 3.7.0. Whether you are a new player or a returning veteran, you should be able to find a new build to try and enjoy!
For Shadow players, despite the nerfs to the Trickster ascendancy, there are still two great builds to try this league: the Soulrend Trickster build and the Caustic Arrow Trickster build. The Soulrend skill was added in the Synthesis league and quickly gained popularity, due to the incredible survivability of the build, making it a great choice for anyone looking to start the league in cruising comfort. For the Caustic Arrow Trickster, things are definitely more focused on some excellent damage output at early levels through the constantly under-development Caustic Arrow skill.
For Templar players, we have three builds, each featuring a different focus between defence and damage. In the Spark Inquisitor build, we have a perfect balance of damage and defence that will excel in any league you may want to try. For those of you that are looking to head into hardcore leagues and are perhaps looking for something a bit safer, then you may want to pick up the Purifying Flame Inquisitor build instead, in which you'll find slightly slower clear times, but excellent regeneration and defensive capabilities. For those of you that are ready to wade through enemies with huge damage potential and no care for their own survival, then the Ancestral Warchief Inquisitor build is definitely one to try this league.
For those of you that are looking to start this league as a Witch, there's only 1 build on this list for you, but it's a fantastic one! The Storm Brand Elementalist build is an excellent all-rounder, with fast clear times and brilliant mobility.
Despite having only 1 build on this list, the featured choice for the Marauder has efficiency as its middle name. The Uber Labyrinth Farmer Juggernaught build has been designed to complete Labyrinth runs quickly and comfortably, with massive early-game potential.
Duelists are the stars of this list and have clocked in 4 builds, all of which have their own strengths and weaknesses. The Cyclone Slayer build has strong levelling capabilities and deals good single-target damage, but momentum is key, as it needs to keep killing in order to survive. On the opposite end of the spectrum, we've got a revival of instant life leech in the form of the Double Strike Gladiator build. If you're looking for strong end-game instead, the Earthquake Slayer build may be the build for you, with the potential to dominate in both softcore and hardcore, achieving excellent levels of Shaper DPS.
The final build of the post is a brilliant all-rounder that takes shape in the form of the Cyclone Blood and Sand Gladiator build, which benefits from a variety of big buffs in the recent patches that has led to the combination of great damate output and solid defensive stats in the form of high Life, Endurance Charges, Armour and Leech.
We're looking for a dedicated writer to cover Hearthstone on our site and here's how you can apply.
We are thrilled to announce that we are looking for some fresh blood to enter our growing team behind the scenes of Icy Veins! This time, we're looking for a Hearthstone writer who will be of course working from home and communicate with the team through Discord.
News reporting (reposting Blizzard announcements, including, but not limited to patch notes, content patches, interviews, community news, esports). Editorial pieces (own thoughts about the state of the game, upcoming feature, game updates). Contributing to a few decks, maintaining a Tier List, helping with expansion guides. Requirements
Have strong command of the English language (native speakers are preferred, but not required). Have strong proficiency with Hearthstone. Be able to express your thoughts in a concise, coherent, and engaging manner. Be able to put out a steady flow of content. Be at least 18 years of age. Remuneration
This is a paid position, with the amount earned by the writer being a share of the amount generated by the news and guides they write. More details about this will be available throughout the recruitment process. Submissions
E-mail us at firstname.lastname@example.org in order to apply. There is no strict format for applying, so simply try to impress us and remember that we treat all e-mail communication with you as your application. The top choice(s) will be interviewed. There is currently no deadline for applications.
We're recruiting a Hearthstone writer to join our team!