I was thinking how it would be cool to develop mobile games that uses the same hooks the pay-to-play ones use. But instead of it being revenue, that money is invested for the player and they get it back later when they’re more lucid and less gambly.

So people who have addictions can scratch that itch like they normally would but it wouldn’t wreck their finances. Most investing needs a lot of personal information which is too much to ask for I think. Storing their money like a bank is too much responsibility as well, when they buy credits or upgrades I’d want those funds going directly to the investment package. It could be too complicated of a problem to solve but I would have no qualms copying the popular loot box games and taking their customers away if the reward side could be easily set up.

  • bionicjoey
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    2 months ago

    So the game takes your money, puts it in the stock market for you, and then gives you a loot box with some skins in it. What’s to stop me from taking my money out of the stock market, putting it back into the game, and buying another loot box?

    The money sounds irrelevant to the loot box here. What we really have is a game that is moving your money to somewhere kind of inconvenient and then separately from that transaction just giving you a free loot box. Part of the fun of lootboxes for people who enjoy them is the fact that you are paying something for them. If you don’t actually give anything to the game, then the game might as well just be a big button that generates a new loot box every time you click it. There’s no cost associated with opening a loot box in this idea.

    • Akrenion@programming.dev
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      2 months ago

      The game is supposed to be a piggy bank for gambling addicts. You do not get money back right away. In the market you could sell your shares but the game manages it for you as a means to protect the gamer from downwards spirals.