Right, because making it illegal for teenagers to play online games after midnight didn't cause a sudden jump in teens breaking the law. It's a very vague phrase for them to say, what type of criminal activity have the seen jump that leads them to believe games are the reason? For all I know they could be referring to the general figure. Which since they've recently passed laws that turn kids into criminal just because they're playing after midnight I imagine that figure has gone up accordingly.WhiteTigerShiro said:Um... I'm pretty sure they mean that kids are turning to robbery and other such already illegal activities in order to pay for said item trades. Not the fact that making the item trades illegal will suddenly make them into criminals.KeyMaster45 said:Actually I imagine that has something to do with them having passed laws that turn any teenager engaging in perfectly normal gaming habits into hardened criminals in the eyes of the law.and the monetization of item trades is partially responsible for the nation's rising crime rate amongst teenagers.
I would point out that in this specific instance your logic breaks down, because no one anywhere ever has bought a copy of a game directly from steam. Millions have licensed a subscription to a copy of a game from steam , but there is a planet wide gap between the two things.WhiteTigerShiro said:Exactly what counts as a "virtual item"? Is the entirety of Steam going to be illegal? After-all, I'm not buying a physical disc, I'm buying a virtual copy of the game. And if we're okay with the sale as long as it's the entire game, what about DLC? Does it also get past the filter as long as said DLC has a level to play on (as to argue that you're buying a level, and not the weapon)? I dunno, this law is a little too vague to really work, imo. Unless they really do mean to ban the entirety of digital distribution.
The same could arguably be said of most games.Dexter111 said:Virtual items cost nothing to make, aren't real and don't obey the laws of scarcity.
By the looks of it, my post went right over your head. Its not greed, its business. A gaming company wants to stay afloat. And they want to keep supporting their games for a longer time. Do you honestly think Team fortress 2 would continiue to get updates even today if valve didn't earn a cent by doing so? Its very simple, if a game starts costing more to keep alive than it does to stop all support for it, you do the latter. Everyone and their dog is looking for ways to do this, and you just flat out deny the progress and call it greed. I don't know about you, but I enjoy games like team fortress 2, dota 2, diablo 3, and other games like -every mmo ever made in the history of ever-!Dexter111 said:They had already denied Blizzard classification on allegations of Online Gambling in the game, so they had to remove the RMAH from the Korean version of the game to be able to go to market in the first place: http://www.pcgamer.com/2012/01/13/diablo-3-drops-real-money-auction-house-in-south-korea-to-secure-official-classification/Excludos said:Only if you think crippling evolution is awesome. The entire industry is moving towards cheaper games and microtransactions and/or other ways to gain income. Do you really want to go back to stone ages where games cost a fortune, and once you buy it any support for it will shut down after a couple of years? Thanks for your input, but its turned up invalid.Dexter111 said:YES, PLEASE LISTEN TO SOUTH KOREA AND IMPLEMENT PROGRESSIVE LAWS LIKE THIS EVERYONE ELSE!
Sorry for caps, but this is fucking awesome.
They are progressive when it comes to gaming and their e-sport is bigger than anywhere else. Because of problems in the local gaming culture they can likely gauge needed laws better, and honestly I would hope more western cultures adopt this kind of thing and maybe do something regarding the DLC abuse going on, but most countries have largely just discovered that gaming exists aside from the ?rotting the brain of our children with violence? part of it they were regurgitating for years, they certainly haven?t gotten behind the business culture of pure greed and exploitation that has been developing over the past few years.
I?d at least like to see some lawsuits going around and consumer protection agencies having a more watchful eye over things live I've written here: http://www.escapistmagazine.com/forums/read/9.378812-Blizzard-gets-in-trouble-with-French-and-German-consumer-protection-agencies
This is no "progress" in any way or form, the greed and exploitative measures of publishers are exactly that, virtual items have no real worth and cost nothing to make and they shouldn't be given any worth.
They are completely right with this and I'm just hoping that more Western countries have the same foresight to pass similar laws:
?The main purpose of the games is for entertainment and should be used for academic and other good purposes,? said Kim Kap-soo, head of the ministry?s content policy division, Wednesday.
Just because an item excists of 1s and 0s doesn't mean its 1. isn't real 2. doesn't take time to make, and most importantly 3. doens't have an ownership. As long as you own something, it can be traded. Theres a market for "ideas", why shouldn't there be a market for virtual items?Dexter111 said:There is no "market" around virtual items, there can only be markets for things that are worth something.MammothBlade said:GG Korea, nice job shooting yourselves in the foot.
Whether people like it or not, there is a market based on virtual items. If no fraud is involved, then there is no problem. It may well be considered dishonourable by other gamers, but it creates some extra money on the side for those who are not all that well off.
Virtual items cost nothing to make, aren't real and don't obey the laws of scarcity.
There's just big greedy/exploitative companies that set drop rates incredibly low and make their games about grind and stupid people that buy into that.
This is absolutely the appropriate response to that.
Wrong. They cost man-hours in terms of the amount of grinding players have to put into a game to acquire them. Some players aren't willing to put that much time in, but they want said items, so they pay other players to get said virtual items for them. They are as scarce as the amount of labour put into acquiring them.Dexter111 said:There is no "market" around virtual items, there can only be markets for things that are worth something.MammothBlade said:GG Korea, nice job shooting yourselves in the foot.
Whether people like it or not, there is a market based on virtual items. If no fraud is involved, then there is no problem. It may well be considered dishonourable by other gamers, but it creates some extra money on the side for those who are not all that well off.
Virtual items cost nothing to make, aren't real and don't obey the laws of scarcity.
There's just big greedy/exploitative companies that set drop rates incredibly low and make their games about grind and stupid people that buy into that.
This is absolutely the appropriate response to that.
You forgot movies, books, newspapers, magazines, TV etcAeshi said:The same could arguably be said of most games.Dexter111 said:Virtual items cost nothing to make, aren't real and don't obey the laws of scarcity.
That doesn't follow from the previous statements at all, unless you have more information than was in that Korea Times story. It doesn't say that the developers/publishers themselves will be restricted from selling in-game items, it says that players or third-party distributors selling items is prohibited. Which makes sense, because that's the gambling part. A game's store sells items at a fixed price, while player-to-player trades will lead to speculation. Most MMOs prohibit you from giving an item without receiving something in return, to prevent wholesale theft and people getting ripped off. That's why they're targeting trades. You're not trading with the game maker itself, except in the most basic sense that you're "trading" money for a product (most people call that buying).Grey Carter said:According to The Korea Times, the Ministry of Culture Sports and Tourism is planning to introduce legislation which will render all commercial virtual item trades illegal. Under the new law, which will be announced next month, gamers caught trading items for cash (or vice versa) could face a maximum 50 million won fine (approximately US$42,848) and a not-unreasonable-at-all five year jail term.
...
The law also prohibits MMO players from using programs that play games and collect items automatically. According to the ministry, items acquired by bots make up over 60 percent of all items traded in the country, and the monetization of item trades is partially responsible for the nation's rising crime rate amongst teenagers. If the finalized law doesn't feature any exemptions, it will likely cripple the country's MMO industry. An overwhelming majority of Korean MMOs are free-to-play titles which depend on virtual item sales to turn a profit.
Or...you can buy something in a store called a video game, that is in a case on disc and can be popped into a CD/DVD drive to play.Frostbite3789 said:So...you're not very fond of buying video games?redmarine said:I've personally never been very fond of the idea of buying digital items for actual currency. I welcome this change.
On the random item thing, and spending money to get the item.Dexter111 said:Snip
What? Being able to pay once for a game and enjoy the full experience is suddenly the "Stone Age" and undesirable?Excludos said:Only if you think crippling evolution is awesome. The entire industry is moving towards cheaper games and microtransactions and/or other ways to gain income. Do you really want to go back to stone ages where games cost a fortune, and once you buy it any support for it will shut down after a couple of years? Thanks for your input, but its turned up invalid.Dexter111 said:YES, PLEASE LISTEN TO SOUTH KOREA AND IMPLEMENT PROGRESSIVE LAWS LIKE THIS EVERYONE ELSE!
Sorry for caps, but this is fucking awesome.
Paying once for a game to enjoy the full experience is desirably in singleplayer games. The reason this model is stoneage is because, unlike 20 years ago, a lot of games are not singleplayer anymore. That pluss the fact that games are expensive. If you have a fulltime job as a grownup, you might not be able to see this problem. The students does.Scow2 said:What? Being able to pay once for a game and enjoy the full experience is suddenly the "Stone Age" and undesirable?Excludos said:Only if you think crippling evolution is awesome. The entire industry is moving towards cheaper games and microtransactions and/or other ways to gain income. Do you really want to go back to stone ages where games cost a fortune, and once you buy it any support for it will shut down after a couple of years? Thanks for your input, but its turned up invalid.Dexter111 said:YES, PLEASE LISTEN TO SOUTH KOREA AND IMPLEMENT PROGRESSIVE LAWS LIKE THIS EVERYONE ELSE!
Sorry for caps, but this is fucking awesome.
If being nickle-and-dimed to spend an arbitrary, often higher than the game's value, amount of money on a game to fully enjoy all of its content is the future, I'm glad to be living in your "Stone Age"