this post was submitted on 15 Feb 2024
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And have we come full circle to god damn horse armor.

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[–] Rubanski@lemm.ee 9 points 5 months ago (3 children)

Also kind of crazy that loot boxes were far less predatory than the current ow2 system is. It was very possible to never buy boxes and get everything. Nowadays? No chance

[–] Contend6248@feddit.de 2 points 5 months ago* (last edited 5 months ago)

I mean, they also freed me from my pain wanting to play that game, only with their shitty update, so i have to thank Blizzard.

[–] Carighan@lemmy.world 2 points 5 months ago (1 children)

Well, I'm of two minds about that.

To a healthy person, the current system is pricier and more aggressive. Things are constantly being shoved in your face, but they're all purchase-only, and 20€/skin is just absurd.

But, I disagree that it's more predatory. To a vulnerable person, the new system doesn't elicit an addictive response, which loot boxes due to their gambling nature do.

[–] Rubanski@lemm.ee 7 points 5 months ago (1 children)

I think FOMO is quite a strong motivator for a addictive person. At least loot boxes were obtainable via playing the game. I wouldn't say I am an excessive gamer, but I still managed to basically get everything over the span of 6 years playing the game. But now you HAVE to spend money to relieve FOMO pressure. Forcing you to spend money is quite predatory.

[–] GhostMatter@lemmy.ca 5 points 5 months ago* (last edited 5 months ago)

I agree with this. Overwatch 2 is FOMO galore. It stressed me out.

With Overwatch 1, most content came back later, with exceptions for the charity skin and a few small things.

[–] TwilightVulpine@lemmy.world 2 points 5 months ago

It was possible to get everything but lets not overlook the inherently manipulative framing of either paying or making the game a second job, which cultivates a sunk cost mindset, which might once again make the player pay out of FOMO.

There are reasonable amounts of grind that can make games fun for some people, but the length of grind and the limited timeframes for obtaining items are all geared to feed into the same monetization cycle. All of that artificially, because it's not like any digital game has to clear their storeroom and shelves to make space for new collectibles.

Game companies have been very sly about how they use physical real world metaphors to create justifications for their manipulative systems. Lootboxes too, because you can't guess what's in a closed pack... except the game keeps perfect track of what is available, what you have and what you don't have. The only reason why anyone would get repeated lootbox items, is to lead them on and get them to waste money.