• 4 Posts
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Joined 3 years ago
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Cake day: July 5th, 2023

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  • Yes, there’s a huge difference between selling something with transparent pricing versus offering it as a gambling prize.

    The issue is not the price, it’s the addictive gambling mechanic. It’s not about making sure steam doesn’t rip people off, it’s about making sure steam doesn’t get kids addicted to gambling.

    Yes, exactly my point. Whether you paid previously, and whether its available without gambling has no impact on the definition of gambling or if it is bad.



  • Bought from valve directly? Because I don’t think saying you can buy the skin from the Steam marketplace for $1,000 is the slam dunk argument you think it is.

    Technically, yes, bought from them directly, but I’m not sure how that distinction matters one way or another.

    Either way, you either spend about $1000 on lootboxes, gambling to get it, or you buy it from another player for about that much. Given that the value is player set based on supply and demand, the price will be in the same ballpark either way. You can argue that the price is absurd and abusive, but thats an argument against high prices on worthless digital items, not one against lootboxes.


  • Honest question I’m curious to hear peoples opinions on: Gambling is obviously dangerous, and I think we can all agree that exposing kids to it easly is bad. At the same time, for any form of virtual gambling, how do you ensure that kids can’t access it without putting a significant limit on adults’ freedoms? Like, Lemmy is very pro-privacy, but would this be a case where the (few) merits of ID based verification would be justified, or should we be just be banning all gambling outside of designated casinos, or…

    Edit: Honestly, thinking it over and reading responses, my personal thoughts are to require clear disclosures on products that include gambling (physical or not), possibly put stricter regulations on how it is accessed, such as a safety warning before accessing it to add another step of friction each time, and put limitations on the mechanics of it to prevent rigging the odds in ways that are manipulative or abusive. Be curious to hear people’s opinions on this too.




  • Worth reemphasizing that while Valve’s relatively generous trading support makes it easier to sell items, this also isn’t remotely unique to Valve. For a less malicious example, look at every RPG ever, where people have 3rd party sites to buy/sell gold and items. I don’t play enough RPGs to have a specific example, but I have no doubt that something similar exists for MMORPGs that include lootboxes. This also extends to other games too. For example, from my understanding, my War Thunder account is worth about $2000 if I decide to sell it, because I have so many rare items that are now only accessible via loot boxes.

    The problem isn’t unique to Valve. They’re just one player in a very, very large market. If this is something people actually care about, we need to crack down on all of it. As it stands, even the current, very clearly illegal practices are ignored.




  • PlzGivHugs@sh.itjust.workstomemes@lemmy.worldFediverse
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    26 days ago

    And with good reason, given that high quality content is expensive. Even for a channel that is purely something as simple as video essays, if you’re doing a good job, its going to take hundreds of hours of research and writing, nonetheless something more demanding.



  • As someone who doesn’t pay attention to niche fighting games: Guilty Gear games are still being made? I thought they were a retro game or something. I think you’re overestimating it’s prominence. The only moden fighting games that come to mind as someone who has no interest in competitve play are Street Fighter, Mortal Combat (and Injustice), Smash Bros, and 2XKO. I’m don’t have confidence to say that fighting games aren’t growing, but the only news/attention I’ve seen for the genre since the launch of Street Fighter 6 has been a couple 2XKO trailers.


  • I want to know the whole process of what its like streaming games as a hobby.

    Basically, you get a microphone, download OBS, set up an account on one or more steaming platforms and just play games. If you’re doing it as a hobby, just do what you want to do. If you just want to chill, play games, and talk, do that. If you want to try scripting streams or making it more high production, you can experiment with camera/microphone hardware and live production tools. If you want to try and be an “”“influencer”“” type, you can practice acting, improv, and being more energetic. Its very open ended.

    Im not the best at games but i still like them and i think it would be neat to build a community possible, but im still unsure? Im not even sure where to start to stream to a community?

    If you want to be successful and/or build up a larger community, you’ll need to go to Twitch and/or YouTube. Odds are, it will start very slow and theres no garentee you’ll ever build up much of a community. It is a competitve space because its so easy to get into, but if you’re doing it as a hobby (rather than to compete or make money), then you can just focus on what makes it fun for you.

    If you’re looking for specific techniques or tips, to get viewers, I would recommend a couple:

    • Stream something unique - if you’re the millionth person playing Minecraft, you’re less likely to get viewers than if you’re the one person streaming Ricochet. Similarly, if you’re playing basic Minecraft Survival, you’re competing with a thousand others. If you’re using Minecraft to act out Macbeth, you’ll stand out.
    • Try to minimize downtime durring streams: if viewers get bored, they’ll be more likely to leave. You can reduce this by picking games with less downtime, planning more thoroughly, or just by being entertaining yourself.
    • Try to stream consistantly or regularly: If you have a schedule, people are more able to come back to your streams. It doesn’t have to be perfect, but something like, “I stream every Friday at 5:00, and other days as I feel like it” can help.

  • It is true that AI work (and anything derived from it that isn’t significantly transformative) is public domain. That said, the copyright of code that is a mix of AI and human is much more legally grey.

    In other work, where it can be more separated, individual elements may have different copyright. For example, a comic was made using AI generated images. It was ruled that all the images were thus public domain. Despite that, the text and the layout of the comic was human-made and so the copyright to that was owned by the author. Code, obviously can’t be so easily divided up, and it will be much harder to define what is transformative or not. As such, its a legal grey area that will probably depend on a case-by-case basis.





  • Although not sure about Nigeria, are slippers and flip flops like expected to be worn or just available?

    In my (limitted) experience, its expected. When I visited a friend who was Nigerian, they offered me slippers to wear in the house, and they felt uncomfortable going barefoot in my (Canadian) house.

    Edit: Talked to my Nigerian friend, shoes off is expected, and slippers are just a personal preference. The map is just wrong.