The Daily Grind: Are MMO lockboxes actually even worse than gambling?
MMO blogger Ethan “Isarii” Macfie made an interesting point in one of his recent Critical Writ videos that I think deserves some amplification and debate. He argues that lockboxes are fairly compared to gambling — but in fact, they’re far worse.
In a traditional gambling setup, he notes, you might have 99 losers in a group of 100. The payment provided by the losers literally pays the winners (as well as pays for the infrastructure behind the casino). Without the losers’ cash, the casinos would have nothing to give to the winners – the risk is the only thing the casinos have to trade on.
In video gaming, however, that’s not how it works. A video game company is capable of selling gameplay as a product. There’s no fundamental scarcity of pixels in a digital game, and the profits from lockboxes aren’t going back to the winners in any sort of tangible way. Lockboxes merely allow the studio to create losers from pure greed. As he puts it, “They choose to introduce these goods in a way that creates losers out of their customers who don’t get what they want and have to take more chances possibly still not getting what they want to really purchase what they’re trying to purchase.”
Do you agree with Isarii? Is he right that MMO lockboxes are even worse than gambling?