- cross-posted to:
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- cross-posted to:
- [email protected]
Official statement from Valve.
We shared with the NYAG that these types of boxes in our games are widely used, not just in video games but in the tangible world as well, where generations have grown up opening baseball card packs and blind boxes and bags, and then trading and selling the items they receive.
You’re right! We should stop that too!



I don’t get why these target valve and how they are a scourge if it’s purely cosmetic. Only complaint I could see is possibly for tf2, though that never seemed pay to win like.
I’d highly recommend you check out People Make Games’ videos on Counter-Strike gambling, which include testimonials from child gambling addicts. And if you still need more convincing, there’s also some videos by Coffeezilla.
But I’d also like to see more companies held accountable for this than just Valve.
Did end up watching it (I’ve always enjoyed PMG vids and Quinns). In a way I see it, I just don’t quite fully understand why the onus is on Valve. If valve was directly running the gambling sites, that would be one thing. I would give them flack for accepting sponsorships for dota with some of them. Though it’s a similar vein to sport kings advertisements on shows and such.
Even before you get to the reseller sites that Valve is definitely aware of, benefiting from, and doing nothing to stop, the way the system is intended to work is still using all of the tricks out of the slot machine playbook.
This is true, but most things digital do the same thing if I remember correctly. I think rocket league with free loot boxes does that.
How exactly are the children buying the loot boxes in the first place? Me thinks the parents play a role in this…
You can buy gift cards for Steam from the drug store or Walmart with cash, and there are many non-gambling ways to spend money on Steam.
And the kids are getting the cash from?
Far more sources than just a credit card. You can sell something from home during lunch period to another student for enough money to buy a Steam gift card, and their parents would never know.
And again, the parents should be monitoring what their kids do online. They can totally spot it if they cared enough.
Biggest argument: it’s bad to get children addicted to gambling.
Secondary argument: if you buy a game, you shouldn’t have to gamble to get the game’s content.
This one doesn’t apply to Valve’s games, both because the base games are free and because the items can be bought directly. The rest of the gaming industry on the other hand…
Bought from valve directly? Because I don’t think saying you can buy the skin from the Steam marketplace for $1,000 is the slam dunk argument you think it is.
Technically, yes, bought from them directly, but I’m not sure how that distinction matters one way or another.
Either way, you either spend about $1000 on lootboxes, gambling to get it, or you buy it from another player for about that much. Given that the value is player set based on supply and demand, the price will be in the same ballpark either way. You can argue that the price is absurd and abusive, but thats an argument against high prices on worthless digital items, not one against lootboxes.
Yes, there’s a huge difference between selling something with transparent pricing versus offering it as a gambling prize.
The issue is not the price, it’s the addictive gambling mechanic. It’s not about making sure steam doesn’t rip people off, it’s about making sure steam doesn’t get kids addicted to gambling.