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New York vs Valve: the loot box ‘gambling’ showdown
FT Alphaville had not previously seen this chart set, which is a shame because it is very funny:
This interesting comparison by the Borg was brought to our attention because it appears in a newly launched court case against Valve, the PC gaming leviathan. Reuters:
You can read the press release here, and the full complaint here — it’s not very long (about fifty pages) and pretty clearly written. You can also check out our deep-dive into Valve from last year here, but the tl;dr is it’s an odd, very private company that — thanks to its platform Steam, the dominant market for PC games and add-ons — gets money like Charles Dickens.
New York’s beef is all about Valve’s selling loot boxes, purchasable add-ons that give players a random in-game item, usually cosmetic. Many people who have played video games in the past couple of decades are likely to be familiar with this concept, which manifests in slightly different guises across a huge swath of titles, particularly in the free-to-play genre (where titles are normally supported by so-called ‘microtransaction’ income).
For James and New York, opening loot boxes has a simpler name: gambling.
From the complaint:
These virtual items, usually called “skins”, offer no advantage within a game. Instead, they change the appearance of something superficial, like the player’s character or their weapons. People like spending money on them for all the regular reasons people like spending money on frivolous cosmetic things: they make them feel special.
Valve was a pioneer of this business model through titles like Team Fortress 2. The concept is simple: you give people a game for free, then sell them digital packs which contains one or more random in-game items of variable rarity. This sometimes happens within a marketplace where users can also buy those items directly.
To be clear, this isn’t a hot or entirely unexpected thing for the Empire State to pick a fight over: loot boxes have been making people mad for years, with the Danes and the Quinault Indian Nation among those to have clashed with Valve over skin sales in the past. As Polygon notes, however, these previous clashes have tended to fizzle out:
Part of the reason for the loot box hate is that — across many titles — they can contain powerful in-game items, producing a “pay to win” dynamic in which users are in effect trading money for a chance to potentially improve their performance. As far as we understand, this isn’t an issue with many of Valve’s loot boxes, which are instead orientated towards cosmetics.
Another reason is that loot boxes often offer poor value against available benchmarks, with many gamers frustrated to receive chaff items (cosmetic or otherwise) that could be bought for less than the cost of the pack. This is where the gambling element comes in: players may be tempted to spend, say, £2 on a loot box (or equivalent), hoping that it might contain something “worth” £20. Or £200. Or more.
Here, Valve appears to have an issue. From the complaint:
The other reason is that these packs are just incredibly addictive. The New York complaint aptly compares them to a slot machine: most times that a player opens a loot box, they’re likely to get a common, low-value item. But every now and then, the algorithm will give them something ultra-rare, the equivalent of a big payout. Needless to say, this is an effective way to take advantage of human behaviour.
Complaint:
(The loot box system is roughly the same for other Valve titles like TF2 and DotA 2.)
On Steam, Valve’s platform, there’s an added edge to this. Users who have acquired cosmetic items via loot boxes can then sell those items on to other users, enabled by Steam’s “Community Market” or across a number of different reselling websites.
Steam Community Market
The (artificial) scarcity of rare items drives up prices for those items, resulting in instances like an (artificially) unique Counter Strike 2 AK-47 skin reportedly selling for a seven-figure dollar sum in 2024. In other words, users open these packs in the hope that they might contain a cosmetic item of extraordinary value.
The reality is normally more disappointing. Resale sites are flooded with the cheapest items, which are invariably worth less than a single loot box. In an uncited calculation, New York alleges — based, presumably, on resale prices — that roughly 96 per cent of Counter-Strike loot boxes contain an item worth less than the box cost.
Cosmetic items can be converted to cash without much difficulty. After a user sells a cosmetic item from one of Valve’s games on Steam, funds are paid into their Steam Wallet — forming a cash balance that can be spent on other things within the platform. Notably, this includes video game hardware, providing users with a means to convert virtual gains into durable goods. Complaint:
Alternatively, the large number of third-party sales platforms that exist will simply pay good, old-fashioned regular money. The existence of these sites, the complain alleges, is a key motivation for users who hope a loot crate might contain something worth far more than the cost of opening it:
On top of these marketplaces, there are also sites are explicitly involve gambling. Valve says it cracks down on the latter variety of site, but New York’s contention is that the regular marketplaces encourage and enable gambling as well:
Much of the latter part of New York’s complaint hinges on the general harms of gambling, and the specific risk that (alleged) in-game gambling offerings presents to children. It’s unclear whether New York actually considers harms to children as specific grounds for restitution, or a useful way to win sympathy in court. (Counter-Strike and Team Fortress 2 are rated as Mature 17+, while DotA 2 is 13+. Steam does not enforce age checks.)
Regardless, here’s an excellent video from People Make Games that covers the (alleged) gambling markets adjacent to Valve products and the people who have fallen victim to them:
The causes for action, instead, are based much more around the wider “oops, we re-invented gambling” issue that seems to be cropping up a lot across America at the moment. New York:
We think this will be a fascinating case (and one that may offer another interesting view inside the Valve black box). FTAV is certainly not a lawyer, but the long-standing argument that loot boxes represent a form of gambling seems … pretty compelling? Valve makes perfect sense as a target due to its dominant position and the unique nature and scale of its resale markets — the huge amount of affection the company many gamers hold for the company is neither here nor there.
The consequences — should New York win — could of course go way beyond Valve. We can’t emphasise enough how prevalent loot boxes are: other games companies will be watching carefully to see how this one plays out.
**Further reading:
**— Valve conquered PC gaming. What comes next?
— Prediction markets barely make money; sportsbooks make money