Dig Dug wrote:Desired pulls is irrelevant to the issue. The consumer might want a certain card, but the action of buying a booster pack does not make them entitled to that card and it does not mean they have been ripped-off if they do not get that card either. What cards you might get is a schrodinger's cat situation, however you're are putting an abstraction on top of something that isn't abstract. There will always be 10 cards in that Pokemon booster pack, therefore what you are buying is the cards themselves, the abstraction is a secondary desire of the consumer.
"Desired pulls is irrelevant to the issue. The consumer might want a certain virtual hat, but the action of buying a loot box does not make them entitled to that hat and it does not mean they have been ripped off if they do not get that hat either. Which hats you might get is a Schrodinger's Cat situation, however you are putting an abstraction on top of something that isn't abstract. There will always be 5 virtual hats in that Hat Simulator 2018 loot box, therefore what you are buying is the virtual hats themselves, the abstraction is a secondary desire of the consumer."
Dig Dug wrote:Card games and other table based games exist entirely as a system of rules we impose upon ourselves, you don't need the physical cards to even play the pokemon TCG, you could just as easily proxy cards and play the game with those and nothing would actually change. We use the model of buying, trading, and using authentic physical cards because we all mutually agreed to do so.
"You don't have to buy virtual hats to enjoy Hat Simulator 2018. The base hats are perfectly competitive all the way up to Diamond League in Competitive Hat Catwalk. Those who buy virtual hat loot boxes do so because they want to."
Dig Dug wrote:If I gamble I am buying the abstraction. If I make a bet on a football match I am buying an the abstract idea that this result will happen and I will be rewarded for the prediction. In this case the abstraction is primary, it is first and foremost what you are buying. When you buy a loot crate you are buying an abstraction, the code of the game does not psychically exist, it is an abstract concept. This is the line that divides physical items with random elements and entirely abstract systems.
Of course virtual items 'exist' in a meaningful way ("Code doesn't exist"? What?). Put it this way! Assume you can buy 1. Pokemon cards and 2. virtual hats, both directly (forget about boosters for a sec). What are you buying? In both cases you're buying (a) the labour of someone designing that object's statistics within the context of the rules of the game, (b) the art design of that object, (c) the ability to use that object to help you win in a game, and (d) the status of owning something rare and/or the nice feeling of completing a collection. The difference comes in the way that item is delivered to you. In the Pokemon card case you have to cover the very small cost of them using a small amount of paper and ink and then shipping it; in the virtual hat case you have to cover the very very small cost (I admit it's smaller!) of them expending bandwidth to transmit the item to you.
Now instead of buying them directly, imagine buying 1. a closed physical box full of cheap cards (that have value to you because of their meaning in some abstract trading card game rules framework), or 2. a closed virtual box full of very cheap virtual hats (that have value to you because of their meaning in some abstract video game rules framework).
It's the same. Literally exactly the same.
I am not saying Pokemon boosters are bad. I think there are very reasonable arguments as to why Pokemon cards are more appropriate for kids. But this isn't it.
Dig Dug wrote:Regardless of what card you pull the pokemon booster will always have the base value of £3.50, that is the physical value of 9 commons and a rare card in the average booster pack, it is set in stone that these physical objects are what is in the pack.
"Regardless of what virtual hat you pull the loot box will always have the base value of £1, that is the physical value of 4 common virtual hats and a rare virtual hat in the average loot box, it is set in stone that these virtual objects are what is in the pack."
Dig Dug wrote:If a card is worth more than that then it is seen as such due to what the players value it at in the secondary market, there it will have a higher perceived value, but the real value is still the cost of the goods themselves. Finally as physical items pokemon cards are finite, they exist physically as a product that we can run out of, this is why they have actual market value as a product.
Some TF2 hats were limited run and have a real market value too. I have virtual earbuds in TF2 that would be worth £50+ if I were OK with selling virtual earbuds to a mentally ill person for £50 (I'm not).
Dig Dug wrote:In abstract systems the items do not have a base value, my £5 bet on a football match is not worth £5, it has no real value, only a perceived value based on the abstract idea that my bet could win me something.
[Citation needed.] It's clear that a bet is worth £5 to you if you buy one. There is even a measurable physical value to the bet (the labour of the person who writes it down and checks it).
Dig Dug wrote:Loot crates and the items inside them are very similar in that respect, once opened, the content of the crate exists entirely in perceived value, even more so if said items can't be traded with other players. Both of these things are also unlimited in supply, meaning the only value they could ever have is perceived value.
The important value is the perceived value; plenty of lootboxes (and casino based gambling) involve a secondary economy and that doesn't matter; limited run items are a thing but more importantly perceived scarcity is far more relevant to the actions typical consumer than whether virtual items are theoretically infinite.
Dig Dug wrote:To me these are the fine differences between the two and why I think pairing physical products such as trading cards, stickers, and random toy bags with abstract products such as loot crates are a false-equivalence.
Sure, but you're making an arbitrary distinction based on properties of the two which are not different in function.
Yes, a physical card is different from a virtual hat in that one is made of paper and the other is made of virtual triangles. It just doesn't matter.