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Cake day: June 30th, 2023

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  • Valid point. Still I think that there’s a notable difference between the physical vs digital aspects though that makes digital much worse.

    There’s seems to be more effort involved with cards because they’re physical, more ritual maybe of going to the store to pick up a pack of cards or having to wait for the delivery giving it that cool down time vs digital where access is instant gratification and gambling dopamine hit.

    Another thing I’ve noticed is that those companies that have tried physical loot boxes haven’t faired well either and haven’t taken off like their digital counterparts. Maybe it’s that mix of seeing physical items vs value and waiting for the next hit kind of dampens the gambling addition effect.

    And then there’s the whole money into currency with the whole 1000 gems for 99 bucks to buy a 950 gem item psychological predation that you don’t have in physical collectibles, at least not that I’m aware of.

    I guess overall I find the digital loot box just on another level of predatory, exploitation of addiction much worse than physical collectibles.

    But hey I’m all for regulating physical items for gambling too. It would be interesting to see a actual study on them like they’ve done with loot boxes.









  • And what does that have to do with anything this article is pointing out here? They’re not suing small indie developers for using unlicensed music they’re talking about suing a store front that sells games that already has a damn license for their games. Hell they used examples of the large publishers here not even making a case that indie companies are the issue with them probably because indie studios aren’t using big name artist unlike the large publishers they’re pointing to.

    No good sir, you do not get to provide a non-sequitur as a valid argument.

    Explain how it’s perfectly valid to sue a store to make them obtain a music usage license for selling a games that has already licensed their music in their games. Explain how they are liable for music used in the games they simply sell and don’t develop.














  • Because that was the beginning of the adventure game era where there was no concept of game design and ensuring that the games made logical sense, hence the birth of “moon logic”, thanks Roberta. These games were also made to be obtuse because games were very expensive back then and making obscure logic was an incentive to make things more “worth” it, often intending to make the game last months of play time to solve their “logic” puzzles and you had to be in tune with the game designer to get them.

    Not to mention that due to intention or lack of game design, these games were notorious for allowing you to put yourself into a unwinnable state with no way to correct it, things like Space Quest with the alien kiss of death that won’t trigger until the very end of the game or that Kings Quest game where you had one shot to throw a boot at a cat or you’d be dead man walking.

    Not being able to finish these games wasn’t even unusual back then without the help of friends or BBS. Heck I had games adventure games I bought from that era that I never finished until the got re-released on Steam.