ashecitism
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http://arstechnica.com/gaming/2016/...ird-parties-for-teaching-csgo-kids-to-gamble/
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The seedy world of video game gambling has recently been thrust into the spotlight after the revelation that a pair of successful YouTubers were promoting a gambling site, CSGOLotto, that they happened to own. They failed to disclose their relationship with the site, instead acting as if they merely stumbled across it.
That story has attracted a lot of attention to the massive world of game-related betting, and it has gotten players and critics riled up about the state of the third-party sites that promote and maintain those bets. But while those kinds of dubious-looking sites are easy to malign, the issue of kid-friendly gambling, and its rampant promotion, isn't just a third-party problem. It's a Valve problem. Not only does the software company enable these third parties, it also builds substantial gambling elements directly into its own games.
Third-party sites may have brought this gambling issue to a head, but the part that's arguably more insidious is that Valve's own games include substantial lottery-style gambling elements themselves. Those cosmetics that are traded on external gambling sites are often themselves acquired through Valve-organized gambling.
Let's start with Dota 2's approach. While some Dota 2 items can be bought outright from the game's official store, ranging from perhaps a buck or less all the way up to $34.99 for an Arcana-level bundle, many of the most desirable hats can only be purchased through treasures. Each treasure, typically priced at $2.49, contains a random item from a selection of usually five to ten different hats, with the system randomly picking an option when the treasure is opened.
Historically, opening each treasure was completely random; there was a chance that opening a treasure would just give you a duplicate of an item you already own. If you only wanted one of the items from the treasure, a run of bad luck could force you to open (and, hence, buy) many, many treasures until you struck it lucky. That's no longer the case; the system now promises that you will get no duplicates until you have obtained one of each item, so the upper limit of your spending is at least now capped.
But there's a wrinkle here. In addition to standard items, most treasures also have one, two, or three rare drops. These rares aren't subject to the same no-duplicate guarantees as standard items. If a particular treasure has five standard items and one rare, opening five of the treasures will ensure you receive all five standard pieces. But you may not get the rare at all. Conversely, you may get more than one copy of the rare; it's random and driven by luck.
Counter-Strike: Global Offensive uses a different scheme (one that Dota 2 used before moving to its current mechanism). There, chests drop for free in-game (or can be bought on the community market; most chests cost just a few cents, though a few are more highly valued), but to unlock them, you need to buy keys for about $2.50 a pop. Beyond that it's basically the same deal: each chest has a range of common skins that resell for a couple of bucks or less and then a number of rare skins that are valued at tens or hundreds of dollars. There's no protection against getting duplicates, either; buy ten keys for ten chests and you could get ten identical 10¢ items. Or you could hit the jackpot.
Valve is well-known for its employment of economists to optimize the hat economy, so it's hard to imagine that any of this is accidental. One can imagine schemes that eliminate this gambling elementfor example, awarding the rare hats whenever you buy out the full set of treasures, as a kind of "buy five, get the sixth free" dealbut doing so would remove the incentive to achieve ever higher Battle Pass levels and spend ever greater sums of money on the treasures.
More at the link.