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True, and I say this as a fan of Balatro…
…but the core of Balatro is literally in its random presentation. The blinds are random, the jokers are random, the store is random, the planets are random, the tarot cards are random, it’s all random. World of Warcraft didn’t need you to pay money to get epic loot either, but I still had friends ruin their lives over chasing epic loot in WoW. I haven’t had any friends ruin their lives over Balatro yet, but I also don’t think it’s impossible for that to happen. Obviously Balatro isn’t “gambling” in the sense of taking a risk with actual real money, but otherwise it still fits the definition of a skinner box.
Because at their core, when a massive amount of the gameplay revolves around random chance, it’s very easy to get addicted to it.
Well what do you want the solution to be? I think it’s easy to say that games should be transparent about what you’re paying for, my stance is that gacha should be outright illegal because of that. But I don’t think it makes sense to go after any and all kinds of randomness in games.
I’m not the one who made the original post so I’m not asking for a solution for this.
I’m pointing out how hard it is to lay down a line in the sand and say “this one is bad and this one is good” because sadly, but very arguably, the core game mechanics are addictive themselves.
I remember the couple in
ChinaSouth Korea whose baby died because they were playing too much WoW.It’s been 20 years I got the country wrong: https://arstechnica.com/gaming/2005/06/547/
Some people just cannot control themselves when it comes to a skinner box.
I don’t know what the solution is because I’d rather not see Diablo/WoW/Borderlands/Balatro get banned.
I just think it is important to discuss the reality of their skinner box operational procedures.
Gacha is the line in the sand I’m willing to draw. Don’t put randomness in the price tag.
I mean, in the US before the reversal of the Chevron doctorine, the easy solution would be to pass legislation banning “dark patterns” then assign a regulatory agency to design guidance and enforce the law
The core of lots of games revolve around random chance, and plenty of those exhibit no addictive behavior whatsoever. I’d certainly like to hear a research psychologist’s take on it though.