Let's talk about P2W - What is it? What is it not?

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kuciol wrote:
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Exile009 wrote:

It's not in the least bit self-explanatory, which is why we're having an argument over it to begin with - and why this thread with a survey exists. We're already seeing two different interpretations here, neither of which is self-contained in the term itself.

By your interpretation, a whole slew of commonly accepted pay2win games (such as so much on mobile, as well as even some infamous non-mobile titles) would actually not deserve that label. Fair enough. You're free to argue for that interpretation, but please don't pretend it's obvious. We aren't.

And if you want to put some arbitrary time calculation on a definition, I'd question your basis for said calculation. Cos that argument will be endless since it's fundamentally about subjective tolerance levels, which vary. It's a pretty shitty way to do definitions because, as mentioned, it's basically arbitrary. Unless you have some objectively justifiable criterion in mind for what extents count as a pay2win and what don't, that's just your opinion.


But it is! I told you that context matters. I gave an example of time for warframe, where 1 week is really meaningless and thus doesnt make game p2w because it doesnt give you any real benefit. For PoE it would be totally different. It all depends on what game and what item we are talking about. Even modes in the same game could differ. Exp potion in league would give you very noticeable advantage but the same potion in standard would really be meaningless. Thats what i mean when i said context matters.

If said item, any item is pretty much mandatory in any way then its p2w. If you can do fine without it then its not. Thats how you define pay to win. You can argue if said item is or isnt mandatory but definition of p2w doesnt change, doesnt have any levels. Something just is or isnt p2w.


So apparently it's possible to argue over the contents of a definition, but the definition doesn't change? Errr...that sounds like a pretty shitty definition to me. I mean, Imma just go ahead and say a hundred stash tabs is mandatory, and suddenly your definition works for my purposes. That's an opinion - you'll disagree, I'll say we can agree to disagree and congratulations! We've gotten nowhere.

Then there's the whole time element of your argument. Even accepting that context matters and will vary from game to game, what is the significance of 1 week? Or 6 months? Or 10 years? How are you choosing these numbers? Upon what basis? How are you claiming that 1 week is meaningless but half a year isn't? Is there any objective rationale for that judgment? No, it's just an arbitrary number, chosen as per your tolerance levels. So what makes your tolerance levels so special? What makes anyone's feelings on the issue special? Even within the same game, same context, what justifies these numbers? How is there going to form any consensus around them? This isn't the speed of light, measurable from nature itself. It isn't based on a carefully defined set of criterion, such as the basis upon which the number of planets in the solar system is decided (and even then there was controversy when Pluto was dropped). And I contend that it's also not something there's likely to be much agreement over in the community, which is the least basis needed for all good artificially chosen numbers (like how long an astronomical unit should be). The best you'd be able to achieve is some sort of narrow plurality (not majority, just the one with the highest number of votes) win in a public vote among the community, and even then chances are more people would've voted against it (i.e. for all the other options combined) than for the winning time period. Basically, your definition bakes in endless contention and acrimony.

On the other hand, our definition doesn't have these weaknesses. The only argument to be had over it is whether something gives you a gameplay advantage or not, which is typically much easier for people to agree on. No, you very rarely see people argue that skins offer gameplay advantages - one of the only examples of that in this game's history was when the first Divine Ire mtx was released, which showed the radius of the skill better than the default, and that was fixed up pretty quickly by improving the base skills' visuals. Apart from contrived examples for the sake of argument, that doesn't come up very much. On the other hand, stash tabs have come up pretty much since this game's inception. Other very common examples you hear of are some of the things mentioned in the survey - loot pets, item quantity increases and the like. Generally speaking, you're going to see a lot more consensus over whether something offers a gameplay advantage or not, than over what specific amount of gameplay advantage crosses an arbitrary line or not. You think 1 week is meaningless, but plenty of others will disagree. And that makes your criterion a pretty terrible way to decide things. Any definition should always have as one of its core aims that a reasonable level of agreement over it can be expected. And our definition hews closer to that than yours ever will.
Last edited by Exile009#1139 on Jul 17, 2020, 4:07:13 PM
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Exile009 wrote:

So apparently it's possible to argue over the contents of a definition, but the definition doesn't change? Errr...that sounds like a pretty shitty definition to me. I mean, Imma just go ahead and say a hundred stash tabs is mandatory, and suddenly your definition works for my purposes. That's an opinion - you'll disagree, I'll say we can agree to disagree and congratulations! We've gotten nowhere.

Then there's the whole time element of your argument. Even accepting that context matters and will vary from game to game, what is the significance of 1 week? Or 6 months? Or 10 years? How are you choosing these numbers? Upon what basis? How are you claiming that 1 week is meaningless but half a year isn't? Is there any objective rationale for that judgment? No, it's just an arbitrary number, chosen as per your tolerance levels. So what makes your tolerance levels so special? What makes anyone's feelings on the issue special? Even within the same game, same context, what justifies these numbers? How is there going to form any consensus around them? This isn't the speed of light, measurable from nature itself. It isn't based on a carefully defined set of criterion, such as the basis upon which the number of planets in the solar system is decided (and even then there was controversy when Pluto was dropped). And I contend that it's also not something there's likely to be much agreement over in the community, which is the least basis needed for all good artificially chosen numbers (like how long an astronomical unit should be). The best you'd be able to achieve is some sort of narrow plurality (not majority, just the one with the highest number of votes) win in a public vote among the community, and even then chances are more people would've voted against it (i.e. for all the other options combined) than for the winning time period. Basically, your definition bakes in endless contention and acrimony.

On the other hand, our definition doesn't have these weaknesses. The only argument to be had over it is whether something gives you a gameplay advantage or not, which is typically much easier for people to agree on. No, you very rarely see people argue that skins offer gameplay advantages - one of the only examples of that in this game's history was when the first Divine Ire mtx was released, which showed the radius of the skill better than the default, and that was fixed up pretty quickly by improving the base skills' visuals. Apart from contrived examples for the sake of argument, that doesn't come up very much. On the other hand, stash tabs have come up pretty much since this game's inception. Other very common examples you hear of are some of the things mentioned in the survey - loot pets, item quantity increases and the like. Generally speaking, you're going to see a lot more consensus over whether something offers a gameplay advantage or not, than over what specific amount of gameplay advantage crosses the line or not. You think 1 week is meaningless, but plenty of others will disagree. And that makes your criterion a pretty terrible way to decide things. Any definition should always have as one of its core aims that a reasonable level of agreement over it can be expected. And our definition hews closer to that than yours ever will.


1. Thats how definitions work? You can only argue what applies to it. You could argue that map, currency and premium tabs qualify as p2w, anything beyond is completely skip-able and thus not p2w.

2. Depending on the context it could be even 10 year. It all about how meaningful said thing will be in 10 years. In every case i can think of it wont be relevant and thus having it now by paying constitutes p2w. Its all about how reasonable the time stamp is, can you catch up, and how relevant said item is. If its irrelevant item like colors for example it doesnt matter how long you need to grind for it, it wont be p2w ever.

3. Your definition is simply stupid, you can literally pull anything under it. You can go check BDO where people called skins p2w because they were harder to see. Same thing happened in fortnite i believe but im not 100% sure about that one. Any payed feature will be p2w for someone going by that stupid definition. You need defined advantage for something to be p2w. There are no levels to that.

Since you are so hard stuck up on my time example, please enlighten me. What advantage does it give you having something 1 week faster, when you know fully well it will be relevant for at least a year and next "grind" comes in 3 months, item is not mandatory whatsoever and you win nothing by having it faster?
Last edited by kuciol#0426 on Jul 17, 2020, 4:24:11 PM
So by your definition if path of exile sold exalts to players it wouldn't be pay to win?
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j33bus wrote:
So by your definition if path of exile sold exalts to players it wouldn't be pay to win?


It is very defined advantage isnt it? But for SSF and you cant race with that and cant migrate? Sure, why not.
Last edited by kuciol#0426 on Jul 17, 2020, 4:52:42 PM
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kuciol wrote:
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j33bus wrote:
So by your definition if path of exile sold exalts to players it wouldn't be pay to win?


It is very defined advantage isnt it? But for SSF and you cant race with that and cant migrate? Sure, why not.


Trading, sorting and storing better is also a very defined advantage with the tabs though.

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Gulch wrote:
You can't WIN anything in this game. Pay to win what, exactly? WTF are people winning?


My thoughts exactly.

First define what are the conditions of winning in PoE then we can have a discussion of what particular MTX is pay-to-win.
Filthy Casual Scrub.
"Belief is the strongest metal of them all." - Izaro
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j33bus wrote:

Trading, sorting and storing better is also a very defined advantage with the tabs though.



Thats why i said you can make a case of some tabs being p2w. But tabs dont constitute power, they just let you save some time. You can do exactly the same things with and without them. It will just be annoying. Its convinience, not advantage. If the game was competitive they would straight up be p2w, but its not and its a bit iffy.
Time is money, in-game and irl. Anything that saves you time, potentially helps you win by freeing you to gain exp and complete objectives rather than sort and sift through trash.
[19:36]#Mirror_stacking_clown: try smoke ganja every day for 10 years and do memory game
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crunkatog wrote:
Time is money, in-game and irl. Anything that saves you time, potentially helps you win by freeing you to gain exp and complete objectives rather than sort and sift through trash.


So what are you winning exactly? Keyword "potentially" implies you dont know. Everyone just says how p2w they are but non of you can specify what it is that you are winning. Dont even try to say "time" because you play games to waste it in the first place.
Last edited by kuciol#0426 on Jul 17, 2020, 5:39:57 PM
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kuciol wrote:
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crunkatog wrote:
Time is money, in-game and irl. Anything that saves you time, potentially helps you win by freeing you to gain exp and complete objectives rather than sort and sift through trash.


So what are you winning exactly? Keyword "potentially" implies you dont know. Everyone just says how p2w they are but non of you can specify what it is that you are winning. Dont even try to say "time" because you play games to waste it in the first place.


You trade faster, getting you more currency. Arguably by your time definition this gives you a consistent advantage and are therefore even worse than straight up selling one time currency.

convenience is and advantage you can perform the same game actions faster.

You're also goalpost shifting now from "not too bad" to "what even is "winning""

Also you do not play games to waste time, you play games to have fun.

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element274 wrote:
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Gulch wrote:
You can't WIN anything in this game. Pay to win what, exactly? WTF are people winning?


My thoughts exactly.

First define what are the conditions of winning in PoE then we can have a discussion of what particular MTX is pay-to-win.


Then the claim of "never pay to win" is problematically deceptive as the game can never possibly be pay to win. It's like saying my water doesn't contain uranium.
Last edited by j33bus#3399 on Jul 17, 2020, 5:57:48 PM

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