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.
You could probably replicate a lot of Skinner box psychology that game devs use to feed on gambling addictions, but then just replace the instant value of any prizes with time value of money. For example, you could make a slot machine game where if somebody wins, the game just buys a 5 year bond for them with equivalent return to what a slot machine would normally pay out instantly.
Without the instant payout, would it still feel the same?
Probably not, but if the bond’s present value was equivalent to what the machine would have paid out, it’s still a prize.
I really just want it to be as similar as possible. They can purchase the $5 loot box just like in a normal game. Get that excitement of opening it and getting rare items. But instead of throwing their money in an insatiable black hole it is wisely invested. Win/win
So you want a game dev to be paid by a player in exchange for some in-game reward, but then the game dev basically gifts the money back to the player? Because it’s their money at that point in the transaction.
The player doesn’t pay for it. I do. It is their money. They could cash out the funds and walk away. They will get an instant reminder what they spent, money that would be thrown away for a fancy sprite. Those games don’t cost anything to develop, they target people’s weaknesses and exploit them.
This doesn’t make any sense. So you would have people give you their money, and then when they open a loot box, instead of a skin or whatever it would just be a message like “haha, you expected a skin for your character, but it’s actually just shares in an S&P 500 ETF!”
Wouldn’t that get old pretty quickly? Like, it’s not a surprise. Why would people play this “game” instead of literally any other game where their microtransactions at least go toward the semblance of fun (even if that fun is fleeting and exploitative)?
The idea is that they get both. The reward of the game but also growing their bonds. There are fees that need to be paid so this is not as easy as the idea makes it out to be but i like the concept.
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.
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.