• ampersandrew@kbin.social
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    1 year ago

    I haven’t checked in on Counter-Strike in a long time, but we can and should call out shitty business practices designed to exploit gambling addiction to make you play when you don’t want to. I’m not equipped to assess whether CS is designed that way, but gaming in general is not predatory and addicting in this way.

    • Molecular0079@lemmy.world
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      1 year ago

      assess whether CS is designed that way

      It isn’t. There’s no grind to get better weapons so that you can remain competitive with other players and no paid lootboxes that give you an early advantage. You start out with the standard set of weapons just like any other player and that never changes. The only addicting thing about the boxes in CS2 is that they look cool but I’d say that that’s more on the player to decide whether they want it or not.

      It’s like saying providing the ability to paint your car is an addicting business practice, which I don’t really buy. This is not the same as pay-to-win and the distinction should be made here.

      • ampersandrew@kbin.social
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        1 year ago

        You get no advantage from the battle passes in Street Fighter 6 either, but they’re still designed in such a way to keep you chasing the rewards. It can be scummy without being pay to win. But again, I don’t know what hooks CS2 has. Last I played CS:GO was when it was $15 and had no microtransactions.

        • Molecular0079@lemmy.world
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          1 year ago

          But because they have no impact on the gameplay, the onus is entirely on the player whether they want it or not. At this point you’re basically saying that they made the battlepasses and lootboxes interesting and therefore they’re bad

          • ampersandrew@kbin.social
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            1 year ago

            No, I’m saying I’ve seen people who keep playing games with this kind of battle pass, loot box, or other reward system when they clearly stopped enjoying the game, the same way any addict keeps doing something they know is harmful to themselves. Systems like these (and again, I have no idea what kind CS2 implements, but it’s a modern online live service game, so it’s probably in the ballpark) just want you to be a body in the online queue so that other players have someone to play with, and they chase that goal through nefarious means.

            But because they have no impact on the gameplay, the onus is entirely on the player whether they want it or not

            Does a problem gambler keep gambling because they want to, or because they can’t will themselves to stop?