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Cake day: June 17th, 2023

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  • The thing with coin-ops, and arcades in general, is that you still had to physically go somewhere, and have the coins to keep playing. If you walked away, someone would take the machine. Worst case scenario, the machine stopped working when it ran out of coin/token space.

    I’m not denying that there are similarities, and that ultimately every game ever has been built on a fundamental mechanic of risk/reward, but it was rudimentary and broadly speaking deterministic and visible to the user (you knew how to get a free ball in most pinball games, for example).

    The combination of easy payments, of very high amounts, and online competitive play where the high rollers can be multi-millionaires from anywhere in the world, and a pay-to-win mechanic makes certain modern games not just addictive, but financially crippling, if played by someone susceptible to addiction.


  • I don’t want to be all old man yells at cloud, but back in my day popular games were played a lot because they were primarily enjoyable for the story, the achievement of completing a particular level or boss, playing against friends, etc. And sure, you’d have the odd bad parent trying to claim their kid was addicted to Counterstrike 1.6, but it was broadly speaking nonsense. The vast majority of games were offline, or had very limited online modes built around direct competition with other players (FPS, sports games, etc), and publishers would get all their money from the initial sale, with only a few games having expansion packs, most notable The Sims.

    But in the early 2010s a few things changed:

    • broadband internet became ubiquitous in markets with high levels of existing gamers
    • distribution of games swapped from physical media to downloads
    • ‘everyone’ had a pretty powerful computer in their pocket making it much more accessible
    • a bunch of people in the industry started reading about positive psychology - the idea that you can create habits through rewards - and apply them to video games to increase playtime
    • those mechanics turned out to be very powerful in driving particular user behaviours, and started to be targeted at monetisation models - and so we got loot boxes, etc

    So we went from a situation where video games were fun for the same reasons traditional games, or sports, are fun, to one where many video games include a lot of gambling mechanics in their core gameplay loops - loot boxes being the obvious one, but any lottery-based mechanic where you spend real money counts - in an industry with no relevant regulation, nor age limitation.

    It is definitely possible for people to get addicted to these mechanics, the same way people can get addicted to casino games, or betting on horse racing, especially when for some games that is literally what the developer wants.





  • Since all people mix together ideas they’ve learned from their own input to create new things, just like AI does, then all people-produced content should also be inherently uncopyrightable, unless produced by a person who has never been exposed to copyrighted content.

    While copyright and IP law at present is massively broken, this is a very poor interpretation of the core argument at play.

    Let me break it down:

    • Yes, all human created art takes significant influence - purposefully, and accidently - from work which has come before it
    • To have been influenced by that piece, legally, the human will have had to pay the copyright holder to; go to the cinema, buy the bluray, see the performance, go to the gallery, etc. Works out of copyright obviously don’t apply here.
    • To be trained in a discipline, the human likely pays for teaching by others, and those others have also paid copyright holders to view the media that influenced them aswell
    • Even thought the vast majority of art is influenced by all other art, humans are capable of novel invention- ie things which have not come before - but GenAI fundamentally isn’t.

    Separately, but related, see the arguments the Pirate Parties used to make about personal piracy being OK, which were fundamentally down to an argument of scale:

    • A teenager pirating some films to watch cos they are interested in cinema, and being inspired to go to film school is very limited in scope. Even if they pirate hundreds of films, it can’t be argued that it’s 100 lost sales because the person may have never bought them anyway.
    • A GenAI company consuming literally all artistic output of humanity, with no payment to the artists what so ever, “learning” to create “new” art, without paying for teaching, and spitting out whatever is asked of it, is massive copyright infringement on the consumption side, and an existential threat to the arts on the generation side

    That’s the reason people are complaining, cos they aren’t being paid today, and they won’t be paid tomorrow.