@lyon-nl
25Gamer,blogger, recent graduate and looking for new ways to express myself and my interests
steemit.com/@lyon-nlVOTING POWER100.00%
DOWNVOTE POWER100.00%
RESOURCE CREDITS100.00%
REPUTATION PROGRESS0.00%
Net Worth
0.040USD
STEEM
0.000STEEM
SBD
0.011SBD
Effective Power
5.001SP
├── Own SP
0.632SP
└── Incoming DelegationsDeleg
+4.369SP
Detailed Balance
| STEEM | ||
| balance | 0.000STEEM | STEEM |
| market_balance | 0.000STEEM | STEEM |
| savings_balance | 0.000STEEM | STEEM |
| reward_steem_balance | 0.000STEEM | STEEM |
| STEEM POWER | ||
| Own SP | 0.632SP | SP |
| Delegated Out | 0.000SP | SP |
| Delegation In | 4.369SP | SP |
| Effective Power | 5.001SP | SP |
| Reward SP (pending) | 0.000SP | SP |
| SBD | ||
| sbd_balance | 0.000SBD | SBD |
| sbd_conversions | 0.000SBD | SBD |
| sbd_market_balance | 0.000SBD | SBD |
| savings_sbd_balance | 0.011SBD | SBD |
| reward_sbd_balance | 0.000SBD | SBD |
{
"balance": "0.000 STEEM",
"savings_balance": "0.000 STEEM",
"reward_steem_balance": "0.000 STEEM",
"vesting_shares": "1029.587696 VESTS",
"delegated_vesting_shares": "0.000000 VESTS",
"received_vesting_shares": "7114.072110 VESTS",
"sbd_balance": "0.000 SBD",
"savings_sbd_balance": "0.011 SBD",
"reward_sbd_balance": "0.000 SBD",
"conversions": []
}Account Info
| name | lyon-nl |
| id | 641740 |
| rank | 661,946 |
| reputation | 62432549 |
| created | 2018-01-23T14:31:09 |
| recovery_account | steem |
| proxy | None |
| post_count | 2 |
| comment_count | 0 |
| lifetime_vote_count | 0 |
| witnesses_voted_for | 0 |
| last_post | 2018-04-17T12:26:42 |
| last_root_post | 2018-04-17T12:26:42 |
| last_vote_time | 2018-08-16T08:00:06 |
| proxied_vsf_votes | 0, 0, 0, 0 |
| can_vote | 1 |
| voting_power | 0 |
| delayed_votes | 0 |
| balance | 0.000 STEEM |
| savings_balance | 0.000 STEEM |
| sbd_balance | 0.000 SBD |
| savings_sbd_balance | 0.011 SBD |
| vesting_shares | 1029.587696 VESTS |
| delegated_vesting_shares | 0.000000 VESTS |
| received_vesting_shares | 7114.072110 VESTS |
| reward_vesting_balance | 0.000000 VESTS |
| vesting_balance | 0.000 STEEM |
| vesting_withdraw_rate | 0.000000 VESTS |
| next_vesting_withdrawal | 1969-12-31T23:59:59 |
| withdrawn | 0 |
| to_withdraw | 0 |
| withdraw_routes | 0 |
| savings_withdraw_requests | 0 |
| last_account_recovery | 1970-01-01T00:00:00 |
| reset_account | null |
| last_owner_update | 1970-01-01T00:00:00 |
| last_account_update | 2018-01-23T14:40:33 |
| mined | No |
| sbd_seconds | 0 |
| sbd_last_interest_payment | 2018-02-07T11:05:06 |
| savings_sbd_last_interest_payment | 1970-01-01T00:00:00 |
{
"id": 641740,
"name": "lyon-nl",
"owner": {
"weight_threshold": 1,
"account_auths": [],
"key_auths": [
[
"STM5DYrNxA2feXgpV8y94fJVsQPWkBv8BhaARPjParESemtY3XizH",
1
]
]
},
"active": {
"weight_threshold": 1,
"account_auths": [],
"key_auths": [
[
"STM5mt5or1gJhUiBf3tmPkGLdR73M4yfWjdrNeKpWujjSq9RCxQDd",
1
]
]
},
"posting": {
"weight_threshold": 1,
"account_auths": [],
"key_auths": [
[
"STM51dJX2qafPQ91bcZerQHQbjNLqYFs59if4jiwqA7aRunNUsoVE",
1
]
]
},
"memo_key": "STM5sqsmpeDrK7NdWLWNeQFCSoWq5RXDzhpd2d8M9xCCdyGwdRVsi",
"json_metadata": "{\"profile\":{\"profile_image\":\"https://goo.gl/images/fpJHqn\",\"name\":\"LyoN NL\",\"about\":\"Gamer,blogger, recent graduate and looking for new ways to express myself and my interests\",\"location\":\"Rotterdam, The Netherlands\"}}",
"posting_json_metadata": "{\"profile\":{\"profile_image\":\"https://goo.gl/images/fpJHqn\",\"name\":\"LyoN NL\",\"about\":\"Gamer,blogger, recent graduate and looking for new ways to express myself and my interests\",\"location\":\"Rotterdam, The Netherlands\"}}",
"proxy": "",
"last_owner_update": "1970-01-01T00:00:00",
"last_account_update": "2018-01-23T14:40:33",
"created": "2018-01-23T14:31:09",
"mined": false,
"recovery_account": "steem",
"last_account_recovery": "1970-01-01T00:00:00",
"reset_account": "null",
"comment_count": 0,
"lifetime_vote_count": 0,
"post_count": 2,
"can_vote": true,
"voting_manabar": {
"current_mana": "8143659806",
"last_update_time": 1779073932
},
"downvote_manabar": {
"current_mana": 2035914951,
"last_update_time": 1779073932
},
"voting_power": 0,
"balance": "0.000 STEEM",
"savings_balance": "0.000 STEEM",
"sbd_balance": "0.000 SBD",
"sbd_seconds": "0",
"sbd_seconds_last_update": "2018-02-07T11:05:06",
"sbd_last_interest_payment": "2018-02-07T11:05:06",
"savings_sbd_balance": "0.011 SBD",
"savings_sbd_seconds": "0",
"savings_sbd_seconds_last_update": "2018-02-07T11:05:06",
"savings_sbd_last_interest_payment": "1970-01-01T00:00:00",
"savings_withdraw_requests": 0,
"reward_sbd_balance": "0.000 SBD",
"reward_steem_balance": "0.000 STEEM",
"reward_vesting_balance": "0.000000 VESTS",
"reward_vesting_steem": "0.000 STEEM",
"vesting_shares": "1029.587696 VESTS",
"delegated_vesting_shares": "0.000000 VESTS",
"received_vesting_shares": "7114.072110 VESTS",
"vesting_withdraw_rate": "0.000000 VESTS",
"next_vesting_withdrawal": "1969-12-31T23:59:59",
"withdrawn": 0,
"to_withdraw": 0,
"withdraw_routes": 0,
"curation_rewards": 0,
"posting_rewards": 5,
"proxied_vsf_votes": [
0,
0,
0,
0
],
"witnesses_voted_for": 0,
"last_post": "2018-04-17T12:26:42",
"last_root_post": "2018-04-17T12:26:42",
"last_vote_time": "2018-08-16T08:00:06",
"post_bandwidth": 0,
"pending_claimed_accounts": 0,
"vesting_balance": "0.000 STEEM",
"reputation": 62432549,
"transfer_history": [],
"market_history": [],
"post_history": [],
"vote_history": [],
"other_history": [],
"witness_votes": [],
"tags_usage": [],
"guest_bloggers": [],
"rank": 661946
}Withdraw Routes
| Incoming | Outgoing |
|---|---|
Empty | Empty |
{
"incoming": [],
"outgoing": []
}From Date
To Date
2026/05/18 03:12:12
2026/05/18 03:12:12
| delegator | steem |
| delegatee | lyon-nl |
| vesting shares | 7114.072110 VESTS |
| Transaction Info | Block #106146970/Trx 12001172a4ed7e692efd7997e2072d8b017475c2 |
View Raw JSON Data
{
"trx_id": "12001172a4ed7e692efd7997e2072d8b017475c2",
"block": 106146970,
"trx_in_block": 1,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2026-05-18T03:12:12",
"op": [
"delegate_vesting_shares",
{
"delegator": "steem",
"delegatee": "lyon-nl",
"vesting_shares": "7114.072110 VESTS"
}
]
}2026/05/12 15:46:24
2026/05/12 15:46:24
| delegator | steem |
| delegatee | lyon-nl |
| vesting shares | 4401.861705 VESTS |
| Transaction Info | Block #105989999/Trx e5da931ac5636956051bbdd45edc82d0b3b1e5b0 |
View Raw JSON Data
{
"trx_id": "e5da931ac5636956051bbdd45edc82d0b3b1e5b0",
"block": 105989999,
"trx_in_block": 2,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2026-05-12T15:46:24",
"op": [
"delegate_vesting_shares",
{
"delegator": "steem",
"delegatee": "lyon-nl",
"vesting_shares": "4401.861705 VESTS"
}
]
}2026/04/26 02:28:36
2026/04/26 02:28:36
| delegator | steem |
| delegatee | lyon-nl |
| vesting shares | 7126.587866 VESTS |
| Transaction Info | Block #105514541/Trx ccfdd02bcd0f9507179648217d906945dded8a57 |
View Raw JSON Data
{
"trx_id": "ccfdd02bcd0f9507179648217d906945dded8a57",
"block": 105514541,
"trx_in_block": 2,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2026-04-26T02:28:36",
"op": [
"delegate_vesting_shares",
{
"delegator": "steem",
"delegatee": "lyon-nl",
"vesting_shares": "7126.587866 VESTS"
}
]
}2026/01/23 15:41:39
2026/01/23 15:41:39
| delegator | steem |
| delegatee | lyon-nl |
| vesting shares | 4443.408524 VESTS |
| Transaction Info | Block #102861269/Trx 7c38ca9489e27cbf4941986a7db64111668e55f8 |
View Raw JSON Data
{
"trx_id": "7c38ca9489e27cbf4941986a7db64111668e55f8",
"block": 102861269,
"trx_in_block": 3,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2026-01-23T15:41:39",
"op": [
"delegate_vesting_shares",
{
"delegator": "steem",
"delegatee": "lyon-nl",
"vesting_shares": "4443.408524 VESTS"
}
]
}2024/12/17 10:55:30
2024/12/17 10:55:30
| delegator | steem |
| delegatee | lyon-nl |
| vesting shares | 4607.627721 VESTS |
| Transaction Info | Block #91307558/Trx ca2b4b84b38f095f26ab75d89018bdc543b1631d |
View Raw JSON Data
{
"trx_id": "ca2b4b84b38f095f26ab75d89018bdc543b1631d",
"block": 91307558,
"trx_in_block": 7,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2024-12-17T10:55:30",
"op": [
"delegate_vesting_shares",
{
"delegator": "steem",
"delegatee": "lyon-nl",
"vesting_shares": "4607.627721 VESTS"
}
]
}2023/11/14 02:37:36
2023/11/14 02:37:36
| delegator | steem |
| delegatee | lyon-nl |
| vesting shares | 4776.761253 VESTS |
| Transaction Info | Block #79861738/Trx d8e01ecf8309a5060785bd6e566b1866f5f19ffa |
View Raw JSON Data
{
"trx_id": "d8e01ecf8309a5060785bd6e566b1866f5f19ffa",
"block": 79861738,
"trx_in_block": 3,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2023-11-14T02:37:36",
"op": [
"delegate_vesting_shares",
{
"delegator": "steem",
"delegatee": "lyon-nl",
"vesting_shares": "4776.761253 VESTS"
}
]
}2023/09/22 01:17:30
2023/09/22 01:17:30
| delegator | steem |
| delegatee | lyon-nl |
| vesting shares | 7714.040039 VESTS |
| Transaction Info | Block #78351973/Trx 9b2e41f894656a6efd8aa2df5344201dcbc5eef5 |
View Raw JSON Data
{
"trx_id": "9b2e41f894656a6efd8aa2df5344201dcbc5eef5",
"block": 78351973,
"trx_in_block": 4,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2023-09-22T01:17:30",
"op": [
"delegate_vesting_shares",
{
"delegator": "steem",
"delegatee": "lyon-nl",
"vesting_shares": "7714.040039 VESTS"
}
]
}2022/11/03 14:39:42
2022/11/03 14:39:42
| delegator | steem |
| delegatee | lyon-nl |
| vesting shares | 7935.721477 VESTS |
| Transaction Info | Block #69116792/Trx 8a70bdbc4a9bc8793e07fd1ffc442a647dfc945d |
View Raw JSON Data
{
"trx_id": "8a70bdbc4a9bc8793e07fd1ffc442a647dfc945d",
"block": 69116792,
"trx_in_block": 5,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2022-11-03T14:39:42",
"op": [
"delegate_vesting_shares",
{
"delegator": "steem",
"delegatee": "lyon-nl",
"vesting_shares": "7935.721477 VESTS"
}
]
}2022/01/17 17:56:39
2022/01/17 17:56:39
| delegator | steem |
| delegatee | lyon-nl |
| vesting shares | 8155.956613 VESTS |
| Transaction Info | Block #60817758/Trx 7a7f6c20b3846da96ecd914a26f5aa4f4865ef13 |
View Raw JSON Data
{
"trx_id": "7a7f6c20b3846da96ecd914a26f5aa4f4865ef13",
"block": 60817758,
"trx_in_block": 28,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2022-01-17T17:56:39",
"op": [
"delegate_vesting_shares",
{
"delegator": "steem",
"delegatee": "lyon-nl",
"vesting_shares": "8155.956613 VESTS"
}
]
}2021/06/14 03:28:39
2021/06/14 03:28:39
| delegator | steem |
| delegatee | lyon-nl |
| vesting shares | 8340.023366 VESTS |
| Transaction Info | Block #54610900/Trx e04a557a06a77677e245b78d1a54f2845d96b2bb |
View Raw JSON Data
{
"trx_id": "e04a557a06a77677e245b78d1a54f2845d96b2bb",
"block": 54610900,
"trx_in_block": 13,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2021-06-14T03:28:39",
"op": [
"delegate_vesting_shares",
{
"delegator": "steem",
"delegatee": "lyon-nl",
"vesting_shares": "8340.023366 VESTS"
}
]
}2020/12/11 13:44:15
2020/12/11 13:44:15
| delegator | steem |
| delegatee | lyon-nl |
| vesting shares | 8527.445340 VESTS |
| Transaction Info | Block #49358261/Trx 1ec314d86b890707ef2d01c5fc63a8558c6a48f1 |
View Raw JSON Data
{
"trx_id": "1ec314d86b890707ef2d01c5fc63a8558c6a48f1",
"block": 49358261,
"trx_in_block": 5,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2020-12-11T13:44:15",
"op": [
"delegate_vesting_shares",
{
"delegator": "steem",
"delegatee": "lyon-nl",
"vesting_shares": "8527.445340 VESTS"
}
]
}2020/12/06 07:20:30
2020/12/06 07:20:30
| delegator | steem |
| delegatee | lyon-nl |
| vesting shares | 1912.543513 VESTS |
| Transaction Info | Block #49209801/Trx fe52618e7acb5f7d352b9e45594f2d7649c4ae18 |
View Raw JSON Data
{
"trx_id": "fe52618e7acb5f7d352b9e45594f2d7649c4ae18",
"block": 49209801,
"trx_in_block": 1,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2020-12-06T07:20:30",
"op": [
"delegate_vesting_shares",
{
"delegator": "steem",
"delegatee": "lyon-nl",
"vesting_shares": "1912.543513 VESTS"
}
]
}2020/12/05 17:22:06
2020/12/05 17:22:06
| delegator | steem |
| delegatee | lyon-nl |
| vesting shares | 8533.653194 VESTS |
| Transaction Info | Block #49193349/Trx e1dacce21e996b765d9195016eb3d66fbfdf5fe5 |
View Raw JSON Data
{
"trx_id": "e1dacce21e996b765d9195016eb3d66fbfdf5fe5",
"block": 49193349,
"trx_in_block": 1,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2020-12-05T17:22:06",
"op": [
"delegate_vesting_shares",
{
"delegator": "steem",
"delegatee": "lyon-nl",
"vesting_shares": "8533.653194 VESTS"
}
]
}2020/11/02 21:02:21
2020/11/02 21:02:21
| delegator | steem |
| delegatee | lyon-nl |
| vesting shares | 1920.017158 VESTS |
| Transaction Info | Block #48264162/Trx 39bab2b8f04505b50ca43168df816f218a0a3d8a |
View Raw JSON Data
{
"trx_id": "39bab2b8f04505b50ca43168df816f218a0a3d8a",
"block": 48264162,
"trx_in_block": 3,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2020-11-02T21:02:21",
"op": [
"delegate_vesting_shares",
{
"delegator": "steem",
"delegatee": "lyon-nl",
"vesting_shares": "1920.017158 VESTS"
}
]
}2020/05/09 08:20:51
2020/05/09 08:20:51
| delegator | steem |
| delegatee | lyon-nl |
| vesting shares | 8736.458553 VESTS |
| Transaction Info | Block #43220089/Trx 4de8b473abd69a20997f22dab82fa4cc275fedbe |
View Raw JSON Data
{
"trx_id": "4de8b473abd69a20997f22dab82fa4cc275fedbe",
"block": 43220089,
"trx_in_block": 23,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2020-05-09T08:20:51",
"op": [
"delegate_vesting_shares",
{
"delegator": "steem",
"delegatee": "lyon-nl",
"vesting_shares": "8736.458553 VESTS"
}
]
}2020/05/08 12:20:42
2020/05/08 12:20:42
| delegator | steem |
| delegatee | lyon-nl |
| vesting shares | 1953.311140 VESTS |
| Transaction Info | Block #43196652/Trx 77c274ccaaaf956014b9a93d58bfc19255989995 |
View Raw JSON Data
{
"trx_id": "77c274ccaaaf956014b9a93d58bfc19255989995",
"block": 43196652,
"trx_in_block": 2,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2020-05-08T12:20:42",
"op": [
"delegate_vesting_shares",
{
"delegator": "steem",
"delegatee": "lyon-nl",
"vesting_shares": "1953.311140 VESTS"
}
]
}2020/01/23 16:44:03
2020/01/23 16:44:03
| parent author | lyon-nl |
| parent permlink | on-lootboxes-and-microtransactions-games-as-a-service-is-ruining-the-industry-opinion |
| author | steemitboard |
| permlink | steemitboard-notify-lyon-nl-20200123t164403000z |
| title | |
| body | Congratulations @lyon-nl! You received a personal award! <table><tr><td>https://steemitimages.com/70x70/http://steemitboard.com/@lyon-nl/birthday2.png</td><td>Happy Birthday! - You are on the Steem blockchain for 2 years!</td></tr></table> <sub>_You can view [your badges on your Steem Board](https://steemitboard.com/@lyon-nl) and compare to others on the [Steem Ranking](https://steemitboard.com/ranking/index.php?name=lyon-nl)_</sub> ###### [Vote for @Steemitboard as a witness](https://v2.steemconnect.com/sign/account-witness-vote?witness=steemitboard&approve=1) to get one more award and increased upvotes! |
| json metadata | {"image":["https://steemitboard.com/img/notify.png"]} |
| Transaction Info | Block #40184751/Trx 44f860b6f162b6ae173f6efc06505e1182a3400d |
View Raw JSON Data
{
"trx_id": "44f860b6f162b6ae173f6efc06505e1182a3400d",
"block": 40184751,
"trx_in_block": 10,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2020-01-23T16:44:03",
"op": [
"comment",
{
"parent_author": "lyon-nl",
"parent_permlink": "on-lootboxes-and-microtransactions-games-as-a-service-is-ruining-the-industry-opinion",
"author": "steemitboard",
"permlink": "steemitboard-notify-lyon-nl-20200123t164403000z",
"title": "",
"body": "Congratulations @lyon-nl! You received a personal award!\n\n<table><tr><td>https://steemitimages.com/70x70/http://steemitboard.com/@lyon-nl/birthday2.png</td><td>Happy Birthday! - You are on the Steem blockchain for 2 years!</td></tr></table>\n\n<sub>_You can view [your badges on your Steem Board](https://steemitboard.com/@lyon-nl) and compare to others on the [Steem Ranking](https://steemitboard.com/ranking/index.php?name=lyon-nl)_</sub>\n\n\n###### [Vote for @Steemitboard as a witness](https://v2.steemconnect.com/sign/account-witness-vote?witness=steemitboard&approve=1) to get one more award and increased upvotes!",
"json_metadata": "{\"image\":[\"https://steemitboard.com/img/notify.png\"]}"
}
]
}2019/11/01 08:31:51
2019/11/01 08:31:51
| delegator | steem |
| delegatee | lyon-nl |
| vesting shares | 8842.857636 VESTS |
| Transaction Info | Block #37789018/Trx d2f098889ebde08e53bffc4478adc78336fcdcfb |
View Raw JSON Data
{
"trx_id": "d2f098889ebde08e53bffc4478adc78336fcdcfb",
"block": 37789018,
"trx_in_block": 21,
"op_in_trx": 0,
"virtual_op": 0,
"timestamp": "2019-11-01T08:31:51",
"op": [
"delegate_vesting_shares",
{
"delegator": "steem",
"delegatee": "lyon-nl",
"vesting_shares": "8842.857636 VESTS"
}
]
}2019/01/23 16:02:09
2019/01/23 16:02:09
| parent author | lyon-nl |
| parent permlink | on-lootboxes-and-microtransactions-games-as-a-service-is-ruining-the-industry-opinion |
| author | steemitboard |
| permlink | steemitboard-notify-lyon-nl-20190123t160209000z |
| title | |
| body | Congratulations @lyon-nl! You received a personal award! <table><tr><td>https://steemitimages.com/70x70/http://steemitboard.com/@lyon-nl/birthday1.png</td><td>Happy Birthday! - You are on the Steem blockchain for 1 year!</td></tr></table> <sub>_[Click here to view your Board](https://steemitboard.com/@lyon-nl)_</sub> > Support [SteemitBoard's project](https://steemit.com/@steemitboard)! **[Vote for its witness](https://v2.steemconnect.com/sign/account-witness-vote?witness=steemitboard&approve=1)** and **get one more award**! |
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}lyon-nlupvoted (100.00%) @cryptoriddler / rainbow-over-paderborn-regenbogen-ueber-paderborn2018/06/25 08:37:00
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2018/04/18 10:12:00
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}2018/04/18 10:03:00
2018/04/18 10:03:00
| parent author | |
| parent permlink | games |
| author | lyon-nl |
| permlink | on-lootboxes-and-microtransactions-games-as-a-service-is-ruining-the-industry-opinion |
| title | On Lootboxes and Microtransactions - Games as a Service is ruining the industry [opinion] |
| body | We've probably all read it somewhere, governments starting investigations into so-called loot boxes inserted into recently released games such as Star Wars Battlefront II, Destiny 2, Overwatch, Call of Duty WW2 and many other triple-A titles. But what are these loot boxes they are talking about, what’s the difference between them and say Micro-transactions and why am i stating that it's ruining the industry? We'll get right into that after this small service announcement: > I am not an authority on this topic, just a passionate gamer that has his own opinion that he wants to get out. With that out of the way, let's dive in shall we? One topic at a time. **Lootboxes** You've probably seen the name before, heard it on some gaming website or seen it in your local media outlet. So-called Loot boxes. Incentivizing gamers all over the globe to whip out their parents credit cards and go to town in the in-game shop. But what does a loot box actually entail? As defined by Margaret Rouse from Whatis.com: > *"In video games, a loot box is an in-game purchase consisting of a virtual container that awards players with items and modifications based on chance. Loot boxes are considered to be a type of microtransaction."* - Source: http://whatis.techtarget.com/definition/loot-box Now, one specific word that stands out here is *chance*. Basically, purchasing a loot box does not guarantee a certain item, it guarantees a certain amount of rewards, but the contents could be randomized. You could receive five beautiful skins that would only have a one in a million chance of being awarded, or receive five worthless items with a chance of one to five to be awarded. You cannot influence these award-rates and are basically just hoping for the best. Many consider loot boxes to be just like slot-machines: you insert your cash, pull the lever (or press the button in this case) and hope for the best possible outcome. It becomes clear that loot boxes themselves might be fun to purchase and open but in the long run you're more likely to end up having spend $100,- on nothing but duplicate items. Most of the recent Triple-A releases build their entire revenue system around these transactions even, but we will get to that later. First we have to take a look at the other side of the purchasing possibilities: Microtransactions themselves. **Microtransactions** A micro-transaction is basically a small, one-time purchase done in an in-game shop of a game. Usually between the price of $0.99 - $9.99. While a loot box is also considered a microtransaction, lootboxes give you a random set of rewards, while a microtransaction itself gives you a fixed item of your choosing (e.g: the lootbox is the reward for the microtransaction). Still with me on that one? Good to hear, because we are about to go a bit deeper! Microtransactions usually encompass a one-time purchase for an item of your liking. This can be a nice skin for your character, a new weapon, new skills, XP-boosts, new vehicles or even in some cases the unlocking of levels and content directly. In an ideal world, microtransactions would only sell cosmetic items. Nothing game-changing, no boosts over people who choose not to pay. However, the controversy with these transactions comes from exactly that critical point. To what extend do game-developers and franchises allow microtransactions and what is the impact of them in-game. Is it merely for show and tell, showing off your beautiful new weapon skin? Or does the act of paying extra for an item directly affect a users experience by giving him an (debatable unfair) edge over others? Recently it seems that it's the latter, especially when we factor in the new take on video-game production that's been driving the bigger publishers lately: Games as a Service. **Games as a Service** Games as a Service is the “new” hot thing in the gaming industry currently. For those of you unfamiliar with the term “as a Service”, allow me to explain with an example from the software industry: Software in the past used to be a one-time transaction. The software would be sold to the consumer, who would pay a one-time fee and then enjoy for the rest of its duration the perks of the software. However, big software producers soon realized that this system, while generating revenue at release, would not be a continuous source of revenue. In order to make more revenue out a customer, subscriptions or additions would be introduced. Yearly or monthly subscription fees that would generate a steady revenue-flow, moving away from the one-time transaction for an all-in-one product. Now a consumer would purchase a base product and pay for additional functionality, support and updates all along the way. This has also caught on into the gaming industry now. Before, games would be a one-time sale where players would unlock content through actually playing the game. Unlocking for example all the skins and weapons in a game while playing without extra fees. Now, this system, much like the software example, only has a one-time transaction period in place where the publisher makes money (regardless of merchandising etc). Game studios would rely on a successful release of their game in order to make profit and be able to continue their existence at all. However, for a big publisher it would seem far more interesting if a player continues to bring value to the company throughout a game's life cycle, rather than a one-time transaction. Wouldn’t it be far more valuable to release a game and from then onwards receive a steady stream of additional revenue based on season-passes, micro-transactions, DLC and other services? From a business perspective it makes sense. You gain a lot more value per customer in this way than when you’re limited to a single transaction moment. However, in my opinion, it is this exact service model that is ruining the industry as a whole. And here’s why: **Games as a Service is ruining the gaming industry** There, i said it. Well, i stated it in the title already but now i should arrive at a conclusion. If we factor in all elements so far, micro-transactions, Lootboxes and the "as a Service" component, we see that games have come a long way in the last year. They've evolved from being this one-time purchase, wonderful experience into a playable subscription-type service. It seems more standard these days that when you purchase a new game you should expect it to not be the full experience. Rather you buy a small part of it, a taste if you like, and from there on you are almost obliged to sink in more money to get everything out of a game. Note that i state "almost". The biggest argument the industry and some advocates of the bigger companies have is that "you're not forced to buy expansions, lootboxes or anything else". I agree to disagree here. If you can not get the full experience out of a game due to the fact you refuse to buy an expansion, lootbox or other micro-transactions, you're left with a half-finished product. Take a look at all the games that now come out where the season-pass (again: Games as a Service) is already available upon release. You've shelled out 70+ dollars for your brand new triple A title, but please hand over another 20-40 dollars for upcoming expansions, pretty please? Of course not all games implement this but it's a telling sign that the moment a new game is released you're already pushed towards new purchases for additions and extra content, while you haven't even seen the base game yet. It's a smart move by the companies, this system of getting as much money out of their clients from the get-go sets them up for a very successful launch of a title, boosting financial reserves and giving them momentum to actually build more cool and awesome games. But in my opinion a game-publisher should earn the right to my money by delivering quality games, breath-taking experiences and overall great entertainment. Once they've done so, i'll think about buying that DLC, or getting a lootbox or two to support your cause. But only once they've proven themselves with their work. It's not a given fact i'll hand over all my cash before I've even seen your game. Earn it. To wrap it up: of course, budgets have grown to create games, it's more work-intensive, more resource-expensive to create top-notch games. The days of paying just over 40-50 dollar for a game or less are far behind us but i genuinely hope that in the future we will get the full value for our money again, rather than incomplete games, micro-transaction riddled horror's or simple and stale cash-cows. But that's just my two-cents on it, i would love to hear your opinion about this road the gaming industry has been going down for quite some time. There have been signs of improvement lately, with a successful Far Cry 5 release, EA removing micro-transactions and what not. So who knows, a glorious time for gamers may be upon us again soon! Cheers! |
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"body": "We've probably all read it somewhere, governments starting investigations into so-called loot boxes inserted into recently released games such as Star Wars Battlefront II, Destiny 2, Overwatch, Call of Duty WW2 and many other triple-A titles. But what are these loot boxes they are talking about, what’s the difference between them and say Micro-transactions and why am i stating that it's ruining the industry? We'll get right into that after this small service announcement:\n\n> I am not an authority on this topic, just a passionate gamer that has his own opinion that he wants to get out.\n\nWith that out of the way, let's dive in shall we? One topic at a time.\n\n**Lootboxes**\nYou've probably seen the name before, heard it on some gaming website or seen it in your local media outlet. So-called Loot boxes. Incentivizing gamers all over the globe to whip out their parents credit cards and go to town in the in-game shop. But what does a loot box actually entail?\n\nAs defined by Margaret Rouse from Whatis.com:\n> *\"In video games, a loot box is an in-game purchase consisting of a virtual container that awards players with items and modifications based on chance. Loot boxes are considered to be a type of microtransaction.\"*\n - Source: http://whatis.techtarget.com/definition/loot-box\n\nNow, one specific word that stands out here is *chance*. Basically, purchasing a loot box does not guarantee a certain item, it guarantees a certain amount of rewards, but the contents could be randomized. You could receive five beautiful skins that would only have a one in a million chance of being awarded, or receive five worthless items with a chance of one to five to be awarded. You cannot influence these award-rates and are basically just hoping for the best. Many consider loot boxes to be just like slot-machines: you insert your cash, pull the lever (or press the button in this case) and hope for the best possible outcome. \n\nIt becomes clear that loot boxes themselves might be fun to purchase and open but in the long run you're more likely to end up having spend $100,- on nothing but duplicate items. Most of the recent Triple-A releases build their entire revenue system around these transactions even, but we will get to that later. First we have to take a look at the other side of the purchasing possibilities: Microtransactions themselves.\n\n**Microtransactions**\nA micro-transaction is basically a small, one-time purchase done in an in-game shop of a game. Usually between the price of $0.99 - $9.99. While a loot box is also considered a microtransaction, lootboxes give you a random set of rewards, while a microtransaction itself gives you a fixed item of your choosing (e.g: the lootbox is the reward for the microtransaction). Still with me on that one? Good to hear, because we are about to go a bit deeper!\n\nMicrotransactions usually encompass a one-time purchase for an item of your liking. This can be a nice skin for your character, a new weapon, new skills, XP-boosts, new vehicles or even in some cases the unlocking of levels and content directly. In an ideal world, microtransactions would only sell cosmetic items. Nothing game-changing, no boosts over people who choose not to pay. \n\nHowever, the controversy with these transactions comes from exactly that critical point. To what extend do game-developers and franchises allow microtransactions and what is the impact of them in-game. Is it merely for show and tell, showing off your beautiful new weapon skin? Or does the act of paying extra for an item directly affect a users experience by giving him an (debatable unfair) edge over others? Recently it seems that it's the latter, especially when we factor in the new take on video-game production that's been driving the bigger publishers lately: Games as a Service.\n\n**Games as a Service**\nGames as a Service is the “new” hot thing in the gaming industry currently. For those of you unfamiliar with the term “as a Service”, allow me to explain with an example from the software industry:\n\nSoftware in the past used to be a one-time transaction. The software would be sold to the consumer, who would pay a one-time fee and then enjoy for the rest of its duration the perks of the software. However, big software producers soon realized that this system, while generating revenue at release, would not be a continuous source of revenue. In order to make more revenue out a customer, subscriptions or additions would be introduced. Yearly or monthly subscription fees that would generate a steady revenue-flow, moving away from the one-time transaction for an all-in-one product. Now a consumer would purchase a base product and pay for additional functionality, support and updates all along the way. \n\nThis has also caught on into the gaming industry now. Before, games would be a one-time sale where players would unlock content through actually playing the game. Unlocking for example all the skins and weapons in a game while playing without extra fees. Now, this system, much like the software example, only has a one-time transaction period in place where the publisher makes money (regardless of merchandising etc). Game studios would rely on a successful release of their game in order to make profit and be able to continue their existence at all.\n\nHowever, for a big publisher it would seem far more interesting if a player continues to bring value to the company throughout a game's life cycle, rather than a one-time transaction. Wouldn’t it be far more valuable to release a game and from then onwards receive a steady stream of additional revenue based on season-passes, micro-transactions, DLC and other services? From a business perspective it makes sense. You gain a lot more value per customer in this way than when you’re limited to a single transaction moment. However, in my opinion, it is this exact service model that is ruining the industry as a whole. And here’s why:\n\n**Games as a Service is ruining the gaming industry**\n\nThere, i said it. Well, i stated it in the title already but now i should arrive at a conclusion. If we factor in all elements so far, micro-transactions, Lootboxes and the \"as a Service\" component, we see that games have come a long way in the last year. They've evolved from being this one-time purchase, wonderful experience into a playable subscription-type service. It seems more standard these days that when you purchase a new game you should expect it to not be the full experience. Rather you buy a small part of it, a taste if you like, and from there on you are almost obliged to sink in more money to get everything out of a game. Note that i state \"almost\". The biggest argument the industry and some advocates of the bigger companies have is that \"you're not forced to buy expansions, lootboxes or anything else\". \n\nI agree to disagree here. If you can not get the full experience out of a game due to the fact you refuse to buy an expansion, lootbox or other micro-transactions, you're left with a half-finished product. Take a look at all the games that now come out where the season-pass (again: Games as a Service) is already available upon release. You've shelled out 70+ dollars for your brand new triple A title, but please hand over another 20-40 dollars for upcoming expansions, pretty please? Of course not all games implement this but it's a telling sign that the moment a new game is released you're already pushed towards new purchases for additions and extra content, while you haven't even seen the base game yet.\n\nIt's a smart move by the companies, this system of getting as much money out of their clients from the get-go sets them up for a very successful launch of a title, boosting financial reserves and giving them momentum to actually build more cool and awesome games. But in my opinion a game-publisher should earn the right to my money by delivering quality games, breath-taking experiences and overall great entertainment. Once they've done so, i'll think about buying that DLC, or getting a lootbox or two to support your cause. But only once they've proven themselves with their work. It's not a given fact i'll hand over all my cash before I've even seen your game. Earn it.\n\nTo wrap it up: of course, budgets have grown to create games, it's more work-intensive, more resource-expensive to create top-notch games. The days of paying just over 40-50 dollar for a game or less are far behind us but i genuinely hope that in the future we will get the full value for our money again, rather than incomplete games, micro-transaction riddled horror's or simple and stale cash-cows. \n\nBut that's just my two-cents on it, i would love to hear your opinion about this road the gaming industry has been going down for quite some time. There have been signs of improvement lately, with a successful Far Cry 5 release, EA removing micro-transactions and what not. So who knows, a glorious time for gamers may be upon us again soon!\n\nCheers!",
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2018/04/17 12:31:21
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| author | lyon-nl |
| permlink | on-lootboxes-and-microtransactions-games-as-a-service-is-ruining-the-industry-opinion |
| title | On Lootboxes and Microtransactions - Games as a Service is ruining the industry [opinion] |
| body | We've probably all read it somewhere, governments starting investigations into so-called loot boxes inserted into recently released games such as Star Wars Battlefront II, Destiny 2, Overwatch, Call of Duty WW2 and many other triple-A titles. But what are these loot boxes they are talking about, what’s the difference between them and say Micro-transactions and why am i stating that it's ruining the industry? We'll get right into that after this small service announcement: > I am not an authority on this topic, just a passionate gamer that has his own opinion that he wants to get out. With that out of the way, let's dive in shall we? One topic at a time. **Lootboxes** You've probably seen the name before, heard it on some gaming website or seen it in your local media outlet. So-called Loot boxes. Incentivizing gamers all over the globe to whip out their parents credit cards and go to town in the in-game shop. But what does a loot box actually entail? As defined by Margaret Rouse from Whatis.com: > *"In video games, a loot box is an in-game purchase consisting of a virtual container that awards players with items and modifications based on chance. Loot boxes are considered to be a type of microtransaction."* - Source: http://whatis.techtarget.com/definition/loot-box Now, one specific word that stands out here is *chance*. Basically, purchasing a loot box does not guarantee a certain item, it guarantees a certain amount of rewards, but the contents could be randomized. You could receive five beautiful skins that would only have a one in a million chance of being awarded, or receive five worthless items with a chance of one to five to be awarded. You cannot influence these award-rates and are basically just hoping for the best. Many consider loot boxes to be just like slot-machines: you insert your cash, pull the lever (or press the button in this case) and hope for the best possible outcome. It becomes clear that loot boxes themselves might be fun to purchase and open but in the long run you're more likely to end up having spend $100,- on nothing but duplicate items. Most of the recent Triple-A releases build their entire revenue system around these transactions even, but we will get to that later. First we have to take a look at the other side of the purchasing possibilities: Microtransactions themselves. **Microtransactions** A micro-transaction is basically a small, one-time purchase done in an in-game shop of a game. Usually between the price of $0.99 - $9.99. While a loot box is also considered a microtransaction, lootboxes give you a random set of rewards, while a microtransaction itself gives you a fixed item of your choosing (e.g: the lootbox is the reward for the microtransaction). Still with me on that one? Good to hear, because we are about to go a bit deeper! Microtransactions usually encompass a one-time purchase for an item of your liking. This can be a nice skin for your character, a new weapon, new skills, XP-boosts, new vehicles or even in some cases the unlocking of levels and content directly. In an ideal world, microtransactions would only sell cosmetic items. Nothing game-changing, no boosts over people who choose not to pay. However, the controversy with these transactions comes from exactly that critical point. To what extend do game-developers and franchises allow microtransactions and what is the impact of them in-game. Is it merely for show and tell, showing off your beautiful new weapon skin? Or does the act of paying extra for an item directly affect a users experience by giving him an (debatable unfair) edge over others? Recently it seems that it's the latter, especially when we factor in the new take on video-game production that's been driving the bigger publishers lately: Games as a Service. **Games as a Service** Games as a Service is the “new” hot thing in the gaming industry currently. For those of you unfamiliar with the term “as a Service”, allow me to explain with an example from the software industry: Software in the past used to be a one-time transaction. The software would be sold to the consumer, who would pay a one-time fee and then enjoy for the rest of its duration the perks of the software. However, big software producers soon realized that this system, while generating revenue at release, would not be a continuous source of revenue. In order to make more revenue out a customer, subscriptions or additions would be introduced. Yearly or monthly subscription fees that would generate a steady revenue-flow, moving away from the one-time transaction for an all-in-one product. Now a consumer would purchase a base product and pay for additional functionality, support and updates all along the way. This has also caught on into the gaming industry now. Before, games would be a one-time sale where players would unlock content through actually playing the game. Unlocking for example all the skins and weapons in a game while playing without extra fees. Now, this system, much like the software example, only has a one-time transaction period in place where the publisher makes money (regardless of merchandising etc). Game studios would rely on a successful release of their game in order to make profit and be able to continue their existence at all. However, for a big publisher it would seem far more interesting if a player continues to bring value to the company throughout a game's life cycle, rather than a one-time transaction. Wouldn’t it be far more valuable to release a game and from then onwards receive a steady stream of additional revenue based on season-passes, micro-transactions, DLC and other services? From a business perspective it makes sense. You gain a lot more value per customer in this way than when you’re limited to a single transaction moment. However, in my opinion, it is this exact service model that is ruining the industry as a whole. And here’s why: **Games as a Service is ruining the gaming industry** There, i said it. Well, i stated it in the title already but now i should arrive at a conclusion. If we factor in all elements so far, micro-transactions, Lootboxes and the "as a Service" component, we see that games have come a long way in the last year. They've evolved from being this one-time purchase, wonderful experience into a playable subscription-type service. It seems more standard these days that when you purchase a new game you should expect it to not be the full experience. Rather you buy a small part of it, a taste if you like, and from there on you are almost obliged to sink in more money to get everything out of a game. Note that i state "almost". The biggest argument the industry and some advocates of the bigger companies have is that "you're not forced to buy expansions, lootboxes or anything else". I agree to disagree here. If you can not get the full experience out of a game due to the fact you refuse to buy an expansion, lootbox or other micro-transactions, you're left with a half-finished product. Take a look at all the games that now come out where the season-pass (again: Games as a Service) is already available upon release. You've shelled out 70+ dollars for your brand new triple A title, but please hand over another 20-40 dollars for upcoming expansions, pretty please? Of course not all games implement this but it's a telling sign that the moment a new game is released you're already pushed towards new purchases for additions and extra content, while you haven't even seen the base game yet. It's a smart move by the companies, this system of getting as much money out of their clients from the get-go sets them up for a very successful launch of a title, boosting financial reserves and giving them momentum to actually build more cool and awesome games. But in my opinion a game-publisher should earn the right to my money by delivering quality games, breath-taking experiences and overall great entertainment. Once they've done so, i'll think about buying that DLC, or getting a lootbox or two to support your cause. But only once they've proven themselves with their work. It's not a given fact i'll hand over all my cash before I've even seen your game. Earn it. To wrap it up: of course, budgets have grown to create games, it's more work-intensive, more resource-expensive to create top-notch games. The days of paying just over 40-50 dollar for a game or less are far behind us but i genuinely hope that in the future we will get the full value for our money again, rather than incomplete games, micro-transaction riddled horror's or simple and stale cash-cows. But that's just my two-cents on it, i would love to hear your opinion about this road the gaming industry has been going down for quite some time. There have been signs of improvement lately, with a successful Far Cry 5 release, EA removing micro-transactions and what not. So who knows, a glorious time for gamers may be upon us again soon! Cheers! |
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"body": "We've probably all read it somewhere, governments starting investigations into so-called loot boxes inserted into recently released games such as Star Wars Battlefront II, Destiny 2, Overwatch, Call of Duty WW2 and many other triple-A titles. But what are these loot boxes they are talking about, what’s the difference between them and say Micro-transactions and why am i stating that it's ruining the industry? We'll get right into that after this small service announcement:\n\n> I am not an authority on this topic, just a passionate gamer that has his own opinion that he wants to get out.\n\nWith that out of the way, let's dive in shall we? One topic at a time.\n\n**Lootboxes**\nYou've probably seen the name before, heard it on some gaming website or seen it in your local media outlet. So-called Loot boxes. Incentivizing gamers all over the globe to whip out their parents credit cards and go to town in the in-game shop. But what does a loot box actually entail?\n\nAs defined by Margaret Rouse from Whatis.com:\n> *\"In video games, a loot box is an in-game purchase consisting of a virtual container that awards players with items and modifications based on chance. Loot boxes are considered to be a type of microtransaction.\"*\n - Source: http://whatis.techtarget.com/definition/loot-box\n\nNow, one specific word that stands out here is *chance*. Basically, purchasing a loot box does not guarantee a certain item, it guarantees a certain amount of rewards, but the contents could be randomized. You could receive five beautiful skins that would only have a one in a million chance of being awarded, or receive five worthless items with a chance of one to five to be awarded. You cannot influence these award-rates and are basically just hoping for the best. Many consider loot boxes to be just like slot-machines: you insert your cash, pull the lever (or press the button in this case) and hope for the best possible outcome. \n\nIt becomes clear that loot boxes themselves might be fun to purchase and open but in the long run you're more likely to end up having spend $100,- on nothing but duplicate items. Most of the recent Triple-A releases build their entire revenue system around these transactions even, but we will get to that later. First we have to take a look at the other side of the purchasing possibilities: Microtransactions themselves.\n\n**Microtransactions**\nA micro-transaction is basically a small, one-time purchase done in an in-game shop of a game. Usually between the price of $0.99 - $9.99. While a loot box is also considered a microtransaction, lootboxes give you a random set of rewards, while a microtransaction itself gives you a fixed item of your choosing (e.g: the lootbox is the reward for the microtransaction). Still with me on that one? Good to hear, because we are about to go a bit deeper!\n\nMicrotransactions usually encompass a one-time purchase for an item of your liking. This can be a nice skin for your character, a new weapon, new skills, XP-boosts, new vehicles or even in some cases the unlocking of levels and content directly. In an ideal world, microtransactions would only sell cosmetic items. Nothing game-changing, no boosts over people who choose not to pay. \n\nHowever, the controversy with these transactions comes from exactly that critical point. To what extend do game-developers and franchises allow microtransactions and what is the impact of them in-game. Is it merely for show and tell, showing off your beautiful new weapon skin? Or does the act of paying extra for an item directly affect a users experience by giving him an (debatable unfair) edge over others? Recently it seems that it's the latter, especially when we factor in the new take on video-game production that's been driving the bigger publishers lately: Games as a Service.\n\n**Games as a Service**\nGames as a Service is the “new” hot thing in the gaming industry currently. For those of you unfamiliar with the term “as a Service”, allow me to explain with an example from the software industry:\n\nSoftware in the past used to be a one-time transaction. The software would be sold to the consumer, who would pay a one-time fee and then enjoy for the rest of its duration the perks of the software. However, big software producers soon realized that this system, while generating revenue at release, would not be a continuous source of revenue. In order to make more revenue out a customer, subscriptions or additions would be introduced. Yearly or monthly subscription fees that would generate a steady revenue-flow, moving away from the one-time transaction for an all-in-one product. Now a consumer would purchase a base product and pay for additional functionality, support and updates all along the way. \n\nThis has also caught on into the gaming industry now. Before, games would be a one-time sale where players would unlock content through actually playing the game. Unlocking for example all the skins and weapons in a game while playing without extra fees. Now, this system, much like the software example, only has a one-time transaction period in place where the publisher makes money (regardless of merchandising etc). Game studios would rely on a successful release of their game in order to make profit and be able to continue their existence at all.\n\nHowever, for a big publisher it would seem far more interesting if a player continues to bring value to the company throughout a game's life cycle, rather than a one-time transaction. Wouldn’t it be far more valuable to release a game and from then onwards receive a steady stream of additional revenue based on season-passes, micro-transactions, DLC and other services? From a business perspective it makes sense. You gain a lot more value per customer in this way than when you’re limited to a single transaction moment. However, in my opinion, it is this exact service model that is ruining the industry as a whole. And here’s why:\n\n**Games as a Service is ruining the gaming industry**\n\nThere, i said it. Well, i stated it in the title already but now i should arrive at a conclusion. If we factor in all elements so far, micro-transactions, Lootboxes and the \"as a Service\" component, we see that games have come a long way in the last year. They've evolved from being this one-time purchase, wonderful experience into a playable subscription-type service. It seems more standard these days that when you purchase a new game you should expect it to not be the full experience. Rather you buy a small part of it, a taste if you like, and from there on you are almost obliged to sink in more money to get everything out of a game. Note that i state \"almost\". The biggest argument the industry and some advocates of the bigger companies have is that \"you're not forced to buy expansions, lootboxes or anything else\". \n\nI agree to disagree here. If you can not get the full experience out of a game due to the fact you refuse to buy an expansion, lootbox or other micro-transactions, you're left with a half-finished product. Take a look at all the games that now come out where the season-pass (again: Games as a Service) is already available upon release. You've shelled out 70+ dollars for your brand new triple A title, but please hand over another 20-40 dollars for upcoming expansions, pretty please? Of course not all games implement this but it's a telling sign that the moment a new game is released you're already pushed towards new purchases for additions and extra content, while you haven't even seen the base game yet.\n\nIt's a smart move by the companies, this system of getting as much money out of their clients from the get-go sets them up for a very successful launch of a title, boosting financial reserves and giving them momentum to actually build more cool and awesome games. But in my opinion a game-publisher should earn the right to my money by delivering quality games, breath-taking experiences and overall great entertainment. Once they've done so, i'll think about buying that DLC, or getting a lootbox or two to support your cause. But only once they've proven themselves with their work. It's not a given fact i'll hand over all my cash before I've even seen your game. Earn it.\n\nTo wrap it up: of course, budgets have grown to create games, it's more work-intensive, more resource-expensive to create top-notch games. The days of paying just over 40-50 dollar for a game or less are far behind us but i genuinely hope that in the future we will get the full value for our money again, rather than incomplete games, micro-transaction riddled horror's or simple and stale cash-cows. \n\nBut that's just my two-cents on it, i would love to hear your opinion about this road the gaming industry has been going down for quite some time. There have been signs of improvement lately, with a successful Far Cry 5 release, EA removing micro-transactions and what not. So who knows, a glorious time for gamers may be upon us again soon!\n\nCheers!",
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}2018/04/17 12:26:42
2018/04/17 12:26:42
| parent author | |
| parent permlink | games |
| author | lyon-nl |
| permlink | on-lootboxes-and-microtransactions-games-as-a-service-is-ruining-the-industry-opinion |
| title | On Lootboxes and Microtransactions - Games as a Service is ruining the industry [opinion] |
| body | We've probably all read it somewhere, governments starting investigations into so-called loot boxes inserted into recently released games such as Star Wars Battlefront II, Destiny 2, Overwatch, Call of Duty WW2 and many other triple-A titles. But what are these loot boxes they are talking about, what’s the difference between them and say Micro-transactions and why am i stating that it's ruining the industry? We'll get right into that after this small service announcement: > I am not an authority on this topic, just a passionate gamer that has his own opinion that he wants to get out. With that out of the way, let's dive in shall we? One topic at a time. **Lootboxes** You've probably seen the name before, heard it on some gaming website or seen it in your local media outlet. So-called Loot boxes. Incentivizing gamers all over the globe to whip out their parents credit cards and go to town in the in-game shop. But what does a loot box actually entail? As defined by Margaret Rouse from Whatis.com: > *"In video games, a loot box is an in-game purchase consisting of a virtual container that awards players with items and modifications based on chance. Loot boxes are considered to be a type of microtransaction."* - Source: http://whatis.techtarget.com/definition/loot-box Now, one specific word that stands out here is *chance*. Basically, purchasing a loot box does not guarantee a certain item, it guarantees a certain amount of rewards, but the contents could be randomized. You could receive five beautiful skins that would only have a one in a million chance of being awarded, or receive five worthless items with a chance of one to five to be awarded. You cannot influence these award-rates and are basically just hoping for the best. Many consider loot boxes to be just like slot-machines: you insert your cash, pull the lever (or press the button in this case) and hope for the best possible outcome. It becomes clear that loot boxes themselves might be fun to purchase and open but in the long run you're more likely to end up having spend $100,- on nothing but duplicate items. Most of the recent Triple-A releases build their entire revenue system around these transactions even, but we will get to that later. First we have to take a look at the other side of the purchasing possibilities: Microtransactions themselves. **Microtransactions** A micro-transaction is basically a small, one-time purchase done in an in-game shop of a game. Usually between the price of $0.99 - $9.99. While a loot box is also considered a microtransaction, lootboxes give you a random set of rewards, while a microtransaction itself gives you a fixed item of your choosing (e.g: the lootbox is the reward for the microtransaction). Still with me on that one? Good to hear, because we are about to go a bit deeper! Microtransactions usually encompass a one-time purchase for an item of your liking. This can be a nice skin for your character, a new weapon, new skills, XP-boosts, new vehicles or even in some cases the unlocking of levels and content directly. In an ideal world, microtransactions would only sell cosmetic items. Nothing game-changing, no boosts over people who choose not to pay. However, the controversy with these transactions comes from exactly that critical point. To what extend do game-developers and franchises allow microtransactions and what is the impact of them in-game. Is it merely for show and tell, showing off your beautiful new weapon skin? Or does the act of paying extra for an item directly affect a users experience by giving him an (debatable unfair) edge over others? Recently it seems that it's the latter, especially when we factor in the new take on video-game production that's been driving the bigger publishers lately: Games as a Service. **Games as a Service** Games as a Service is the “new” hot thing in the gaming industry currently. For those of you unfamiliar with the term “as a Service”, allow me to explain with an example from the software industry: Software in the past used to be a one-time transaction. The software would be sold to the consumer, who would pay a one-time fee and then enjoy for the rest of its duration the perks of the software. However, big software producers soon realized that this system, while generating revenue at release, would not be a continuous source of revenue. In order to make more revenue out a customer, subscriptions or additions would be introduced. Yearly or monthly subscription fees that would generate a steady revenue-flow, moving away from the one-time transaction for an all-in-one product. Now a consumer would purchase a base product and pay for additional functionality, support and updates all along the way. This has also caught on into the gaming industry now. Before, games would be a one-time sale where players would unlock content through actually playing the game. Unlocking for example all the skins and weapons in a game while playing without extra fees. Now, this system, much like the software example, only has a one-time transaction period in place where the publisher makes money (regardless of merchandising etc). Game studios would rely on a successful release of their game in order to make profit and be able to continue their existence at all. However, for a big publisher it would seem far more interesting if a player continues to bring value to the company throughout a game's life cycle, rather than a one-time transaction. Wouldn’t it be far more valuable to release a game and from then onwards receive a steady stream of additional revenue based on season-passes, micro-transactions, DLC and other services? From a business perspective it makes sense. You gain a lot more value per customer in this way than when you’re limited to a single transaction moment. However, in my opinion, it is this exact service model that is ruining the industry as a whole. And here’s why: **Games as a Service is ruining the gaming industry** There, i said it. Well, i stated it in the title already but now i should arrive at a conclusion. If we factor in all elements so far, micro-transactions, Lootboxes and the "as a Service" component, we see that games have come a long way in the last year. They've evolved from being this one-time purchase, wonderful experience into a playable subscription-type service. It seems more standard these days that when you purchase a new game you should expect it to not be the full experience. Rather you buy a small part of it, a taste if you like, and from there on you are almost obliged to sink in more money to get everything out of a game. Note that i state "almost". The biggest argument the industry and some advocates of the bigger companies have is that "you're not forced to buy expansions, lootboxes or anything else". I agree to disagree here. If you can not get the full experience out of a game due to the fact you refuse to buy an expansion, lootbox or other micro-transactions, you're left with a half-finished product. Take a look at all the games that now come out where the season-pass (again: Games as a Service) is already available upon release. You've shelled out 70+ dollars for your brand new triple A title, but please hand over another 20-40 dollars for upcoming expansions, pretty please? Of course not all games implement this but it's a telling sign that the moment a new game is released you're already pushed towards new purchases for additions and extra content, while you haven't even seen the base game yet. It's a smart move by the companies, this system of getting as much money out of their clients from the get-go sets them up for a very successful launch of a title, boosting financial reserves and giving them momentum to actually build more cool and awesome games. But in my opinion a game-publisher should earn the right to my money by delivering quality games, breath-taking experiences and overall great entertainment. Once they've done so, i'll think about buying that DLC, or getting a lootbox or two to support your cause. But only once they've proven themselves with their work. It's not a given fact i'll hand over all my cash before I've even seen your game. Earn it. To wrap it up: of course, budgets have grown to create games, it's more work-intensive, more resource-expensive to create top-notch games. The days of paying just over 40-50 dollar for a game or less are far behind us but i genuinely hope that in the future we will get the full value for our money again, rather than incomplete games, micro-transaction riddled horror's or simple and stale cash-cows. But that's just my two-cents on it, i would love to hear your opinion about this road the gaming industry has been going down for quite some time. There have been signs of improvement lately, with a successful Far Cry 5 release, EA removing micro-transactions and what not. So who knows, a glorious time for gamers may be upon us again soon! Cheers! |
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"title": "On Lootboxes and Microtransactions - Games as a Service is ruining the industry [opinion]",
"body": "We've probably all read it somewhere, governments starting investigations into so-called loot boxes inserted into recently released games such as Star Wars Battlefront II, Destiny 2, Overwatch, Call of Duty WW2 and many other triple-A titles. But what are these loot boxes they are talking about, what’s the difference between them and say Micro-transactions and why am i stating that it's ruining the industry? We'll get right into that after this small service announcement:\n\n> I am not an authority on this topic, just a passionate gamer that has his own opinion that he wants to get out.\n\nWith that out of the way, let's dive in shall we? One topic at a time.\n\n**Lootboxes**\nYou've probably seen the name before, heard it on some gaming website or seen it in your local media outlet. So-called Loot boxes. Incentivizing gamers all over the globe to whip out their parents credit cards and go to town in the in-game shop. But what does a loot box actually entail?\n\nAs defined by Margaret Rouse from Whatis.com:\n> *\"In video games, a loot box is an in-game purchase consisting of a virtual container that awards players with items and modifications based on chance. Loot boxes are considered to be a type of microtransaction.\"*\n - Source: http://whatis.techtarget.com/definition/loot-box\n\nNow, one specific word that stands out here is *chance*. Basically, purchasing a loot box does not guarantee a certain item, it guarantees a certain amount of rewards, but the contents could be randomized. You could receive five beautiful skins that would only have a one in a million chance of being awarded, or receive five worthless items with a chance of one to five to be awarded. You cannot influence these award-rates and are basically just hoping for the best. Many consider loot boxes to be just like slot-machines: you insert your cash, pull the lever (or press the button in this case) and hope for the best possible outcome. \n\nIt becomes clear that loot boxes themselves might be fun to purchase and open but in the long run you're more likely to end up having spend $100,- on nothing but duplicate items. Most of the recent Triple-A releases build their entire revenue system around these transactions even, but we will get to that later. First we have to take a look at the other side of the purchasing possibilities: Microtransactions themselves.\n\n**Microtransactions**\nA micro-transaction is basically a small, one-time purchase done in an in-game shop of a game. Usually between the price of $0.99 - $9.99. While a loot box is also considered a microtransaction, lootboxes give you a random set of rewards, while a microtransaction itself gives you a fixed item of your choosing (e.g: the lootbox is the reward for the microtransaction). Still with me on that one? Good to hear, because we are about to go a bit deeper!\n\nMicrotransactions usually encompass a one-time purchase for an item of your liking. This can be a nice skin for your character, a new weapon, new skills, XP-boosts, new vehicles or even in some cases the unlocking of levels and content directly. In an ideal world, microtransactions would only sell cosmetic items. Nothing game-changing, no boosts over people who choose not to pay. \n\nHowever, the controversy with these transactions comes from exactly that critical point. To what extend do game-developers and franchises allow microtransactions and what is the impact of them in-game. Is it merely for show and tell, showing off your beautiful new weapon skin? Or does the act of paying extra for an item directly affect a users experience by giving him an (debatable unfair) edge over others? Recently it seems that it's the latter, especially when we factor in the new take on video-game production that's been driving the bigger publishers lately: Games as a Service.\n\n**Games as a Service**\nGames as a Service is the “new” hot thing in the gaming industry currently. For those of you unfamiliar with the term “as a Service”, allow me to explain with an example from the software industry:\n\nSoftware in the past used to be a one-time transaction. The software would be sold to the consumer, who would pay a one-time fee and then enjoy for the rest of its duration the perks of the software. However, big software producers soon realized that this system, while generating revenue at release, would not be a continuous source of revenue. In order to make more revenue out a customer, subscriptions or additions would be introduced. Yearly or monthly subscription fees that would generate a steady revenue-flow, moving away from the one-time transaction for an all-in-one product. Now a consumer would purchase a base product and pay for additional functionality, support and updates all along the way. \n\nThis has also caught on into the gaming industry now. Before, games would be a one-time sale where players would unlock content through actually playing the game. Unlocking for example all the skins and weapons in a game while playing without extra fees. Now, this system, much like the software example, only has a one-time transaction period in place where the publisher makes money (regardless of merchandising etc). Game studios would rely on a successful release of their game in order to make profit and be able to continue their existence at all.\n\nHowever, for a big publisher it would seem far more interesting if a player continues to bring value to the company throughout a game's life cycle, rather than a one-time transaction. Wouldn’t it be far more valuable to release a game and from then onwards receive a steady stream of additional revenue based on season-passes, micro-transactions, DLC and other services? From a business perspective it makes sense. You gain a lot more value per customer in this way than when you’re limited to a single transaction moment. However, in my opinion, it is this exact service model that is ruining the industry as a whole. And here’s why:\n\n**Games as a Service is ruining the gaming industry**\n\nThere, i said it. Well, i stated it in the title already but now i should arrive at a conclusion. If we factor in all elements so far, micro-transactions, Lootboxes and the \"as a Service\" component, we see that games have come a long way in the last year. They've evolved from being this one-time purchase, wonderful experience into a playable subscription-type service. It seems more standard these days that when you purchase a new game you should expect it to not be the full experience. Rather you buy a small part of it, a taste if you like, and from there on you are almost obliged to sink in more money to get everything out of a game. Note that i state \"almost\". The biggest argument the industry and some advocates of the bigger companies have is that \"you're not forced to buy expansions, lootboxes or anything else\". \n\nI agree to disagree here. If you can not get the full experience out of a game due to the fact you refuse to buy an expansion, lootbox or other micro-transactions, you're left with a half-finished product. Take a look at all the games that now come out where the season-pass (again: Games as a Service) is already available upon release. You've shelled out 70+ dollars for your brand new triple A title, but please hand over another 20-40 dollars for upcoming expansions, pretty please? Of course not all games implement this but it's a telling sign that the moment a new game is released you're already pushed towards new purchases for additions and extra content, while you haven't even seen the base game yet.\n\nIt's a smart move by the companies, this system of getting as much money out of their clients from the get-go sets them up for a very successful launch of a title, boosting financial reserves and giving them momentum to actually build more cool and awesome games. But in my opinion a game-publisher should earn the right to my money by delivering quality games, breath-taking experiences and overall great entertainment. Once they've done so, i'll think about buying that DLC, or getting a lootbox or two to support your cause. But only once they've proven themselves with their work. It's not a given fact i'll hand over all my cash before I've even seen your game. Earn it.\n\nTo wrap it up: of course, budgets have grown to create games, it's more work-intensive, more resource-expensive to create top-notch games. The days of paying just over 40-50 dollar for a game or less are far behind us but i genuinely hope that in the future we will get the full value for our money again, rather than incomplete games, micro-transaction riddled horror's or simple and stale cash-cows. \n\nBut that's just my two-cents on it, i would love to hear your opinion about this road the gaming industry has been going down for quite some time. There have been signs of improvement lately, with a successful Far Cry 5 release, EA removing micro-transactions and what not. So who knows, a glorious time for gamers may be upon us again soon!\n\nCheers!",
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}lyon-nlupvoted (100.00%) @pacokam8 / karthus-league-of-legends-review2018/04/03 14:28:06
lyon-nlupvoted (100.00%) @pacokam8 / karthus-league-of-legends-review
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}lyon-nlupvoted (100.00%) @pacokam8 / olaf-league-of-legends-review2018/03/28 12:46:15
lyon-nlupvoted (100.00%) @pacokam8 / olaf-league-of-legends-review
2018/03/28 12:46:15
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}lyon-nlupvoted (100.00%) @pacokam8 / cassiopeia-league-of-legends-review2018/03/21 09:48:21
lyon-nlupvoted (100.00%) @pacokam8 / cassiopeia-league-of-legends-review
2018/03/21 09:48:21
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}lyon-nlupvoted (100.00%) @pacokam8 / kog-maw-league-of-legends-review2018/03/19 14:48:54
lyon-nlupvoted (100.00%) @pacokam8 / kog-maw-league-of-legends-review
2018/03/19 14:48:54
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}lyon-nlupvoted (100.00%) @pacokam8 / twitch-league-of-legends-review2018/03/15 13:28:12
lyon-nlupvoted (100.00%) @pacokam8 / twitch-league-of-legends-review
2018/03/15 13:28:12
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}lyon-nlupvoted (100.00%) @pacokam8 / bard-league-of-legends-review2018/03/15 13:28:03
lyon-nlupvoted (100.00%) @pacokam8 / bard-league-of-legends-review
2018/03/15 13:28:03
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}lyon-nlupvoted (100.00%) @pacokam8 / leblanc-league-of-legends-review2018/03/14 12:36:45
lyon-nlupvoted (100.00%) @pacokam8 / leblanc-league-of-legends-review
2018/03/14 12:36:45
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}lyon-nlupvoted (100.00%) @pacokam8 / dr-mundo-league-of-legends-review2018/03/14 12:36:39
lyon-nlupvoted (100.00%) @pacokam8 / dr-mundo-league-of-legends-review
2018/03/14 12:36:39
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}lyon-nlupvoted (100.00%) @pacokam8 / lesion-rainbow-six-siege-review2018/02/19 12:23:33
lyon-nlupvoted (100.00%) @pacokam8 / lesion-rainbow-six-siege-review
2018/02/19 12:23:33
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}lyon-nlupvoted (100.00%) @pacokam8 / jinx-league-of-legends-review2018/02/14 14:29:30
lyon-nlupvoted (100.00%) @pacokam8 / jinx-league-of-legends-review
2018/02/14 14:29:30
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2018/02/12 16:02:51
| voter | lyon-nl |
| author | pacokam8 |
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View Raw JSON Data
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}lyon-nlupvoted (100.00%) @pacokam8 / rengar-league-of-legends-review2018/02/12 16:02:48
lyon-nlupvoted (100.00%) @pacokam8 / rengar-league-of-legends-review
2018/02/12 16:02:48
| voter | lyon-nl |
| author | pacokam8 |
| permlink | rengar-league-of-legends-review |
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View Raw JSON Data
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}2018/02/08 13:14:33
2018/02/08 13:14:33
| voter | lyon-nl |
| author | waldfee |
| permlink | red-yellow-flower-with-small-beetles-rot-gelbe-bluete-mit-kleinen-kaefern |
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View Raw JSON Data
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}lyon-nlupvoted (100.00%) @pacokam8 / orianna-league-of-legends-review2018/02/08 13:14:30
lyon-nlupvoted (100.00%) @pacokam8 / orianna-league-of-legends-review
2018/02/08 13:14:30
| voter | lyon-nl |
| author | pacokam8 |
| permlink | orianna-league-of-legends-review |
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View Raw JSON Data
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}lyon-nlblockchain operation: transfer to savings2018/02/07 11:05:06
lyon-nlblockchain operation: transfer to savings
2018/02/07 11:05:06
| from | lyon-nl |
| to | lyon-nl |
| amount | 0.011 SBD |
| memo | |
| Transaction Info | Block #19659415/Trx a87dd205a0f0a491546bf93b55632a6b7dd2ea78 |
View Raw JSON Data
{
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}lyon-nlupvoted (100.00%) @pacokam8 / blitz-rainbow-six-siege-review2018/02/07 11:04:12
lyon-nlupvoted (100.00%) @pacokam8 / blitz-rainbow-six-siege-review
2018/02/07 11:04:12
| voter | lyon-nl |
| author | pacokam8 |
| permlink | blitz-rainbow-six-siege-review |
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View Raw JSON Data
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}2018/02/01 10:33:24
2018/02/01 10:33:24
| voter | lyon-nl |
| author | cryptoriddler |
| permlink | more-than-700-000-steemit-accounts-mehr-als-700-000-steemit-konten |
| weight | 10000 (100.00%) |
| Transaction Info | Block #19486231/Trx cde0067b92a16f248220dbd41bcaa2b31d3ffea0 |
View Raw JSON Data
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}lyon-nlfollowed @gamemusic2018/01/30 16:49:00
lyon-nlfollowed @gamemusic
2018/01/30 16:49:00
| required auths | [] |
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| id | follow |
| json | ["follow",{"follower":"lyon-nl","following":"gamemusic","what":["blog"]}] |
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View Raw JSON Data
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}lyon-nlclaimed reward balance: 0.011 SBD, 0.004 SP2018/01/30 16:48:36
lyon-nlclaimed reward balance: 0.011 SBD, 0.004 SP
2018/01/30 16:48:36
| account | lyon-nl |
| reward steem | 0.000 STEEM |
| reward sbd | 0.011 SBD |
| reward vests | 6.138504 VESTS |
| Transaction Info | Block #19436189/Trx 64ab9d8de069f8c7ab765d65f157dd8a1ea14f09 |
View Raw JSON Data
{
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}lyon-nlreceived 0.011 SBD, 0.004 SP author reward for @lyon-nl / introducing-myself-to-this-community2018/01/30 16:46:36
lyon-nlreceived 0.011 SBD, 0.004 SP author reward for @lyon-nl / introducing-myself-to-this-community
2018/01/30 16:46:36
| author | lyon-nl |
| permlink | introducing-myself-to-this-community |
| sbd payout | 0.011 SBD |
| steem payout | 0.000 STEEM |
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| Transaction Info | Block #19436148/Virtual Operation #6 |
View Raw JSON Data
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}lyon-nlupvoted (100.00%) @pacokam8 / zyra-league-of-legends-review2018/01/30 08:30:12
lyon-nlupvoted (100.00%) @pacokam8 / zyra-league-of-legends-review
2018/01/30 08:30:12
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View Raw JSON Data
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}lyon-nlupvoted (100.00%) @adsactly / adsactly-short-stories-the-other-side-of-the-coin2018/01/29 13:33:33
lyon-nlupvoted (100.00%) @adsactly / adsactly-short-stories-the-other-side-of-the-coin
2018/01/29 13:33:33
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View Raw JSON Data
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}2018/01/29 12:55:48
2018/01/29 12:55:48
| required auths | [] |
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View Raw JSON Data
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}lyon-nlupvoted (100.00%) @pacokam8 / darius-league-of-legends-review2018/01/29 08:41:27
lyon-nlupvoted (100.00%) @pacokam8 / darius-league-of-legends-review
2018/01/29 08:41:27
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View Raw JSON Data
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}lyon-nlcustom json: follow2018/01/25 10:43:15
lyon-nlcustom json: follow
2018/01/25 10:43:15
| required auths | [] |
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| id | follow |
| json | ["reblog",{"account":"lyon-nl","author":"cryptoriddler","permlink":"moss-moos"}] |
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View Raw JSON Data
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}lyon-nlupvoted (100.00%) @cryptoriddler / moss-moos2018/01/25 10:42:03
lyon-nlupvoted (100.00%) @cryptoriddler / moss-moos
2018/01/25 10:42:03
| voter | lyon-nl |
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View Raw JSON Data
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}2018/01/24 15:40:45
2018/01/24 15:40:45
| voter | lyon-nl |
| author | joeparys |
| permlink | njk1byau |
| weight | 10000 (100.00%) |
| Transaction Info | Block #19262143/Trx 197700fced8e1e6c5dd22db168b32deb009102ec |
View Raw JSON Data
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}2018/01/24 11:34:06
2018/01/24 11:34:06
| required auths | [] |
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| id | follow |
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| Transaction Info | Block #19257210/Trx 4cd350b4c7cb04327bd794977fe2886235a556dd |
View Raw JSON Data
{
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}lyon-nlupvoted (100.00%) @pacokam8 / hanzo-overwatch-review2018/01/24 11:33:42
lyon-nlupvoted (100.00%) @pacokam8 / hanzo-overwatch-review
2018/01/24 11:33:42
| voter | lyon-nl |
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| permlink | hanzo-overwatch-review |
| weight | 10000 (100.00%) |
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View Raw JSON Data
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}lyon-nlfollowed @cryptoriddler2018/01/24 07:38:21
lyon-nlfollowed @cryptoriddler
2018/01/24 07:38:21
| required auths | [] |
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View Raw JSON Data
{
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}2018/01/24 03:41:00
2018/01/24 03:41:00
| parent author | lyon-nl |
| parent permlink | introducing-myself-to-this-community |
| author | steem-network |
| permlink | re-introducing-myself-to-this-community-20180124t034059 |
| title | |
| body | <html> <p>Congratulations <a href="/@lyon-nl" target="_blank">@lyon-nl</a>, you have decided to take the next big step with your first post! The Steem Network Team wishes you a great time among this awesome community.</p> <hr> <div class="pull-left"><img src="https://steemitimages.com/DQmaAdLUJ3yaSkmcmWECWyPGPWcjfbCoZ8Tu4RM6H4DbjCi/steem-network-thumbs-up.gif" alt="Thumbs up for Steem Network´s strategy" title="I suggest Steem Network´s strategy" width="320" height="222"></div> <h1>The proven road to boost your personal success in this amazing Steem Network</h1> <p>Do you already know that awesome content will get great profits by following these <a href="/steem-network/@steem-network/spread-your-posts-through-this-proven-strategy-and-get-great-profits-in-return--for-posts-created-at-2018-01-23" target="_blank" alt="Steem Network" title="Follow Steem Network´s suggestions to boost your success">simple steps</a>, that have been worked out by experts?</p> </html> |
| json metadata | {"tags": ["steem-network"], "users": ["steem-network", "lyon-nl"], "image": ["https://steemitimages.com/DQmaAdLUJ3yaSkmcmWECWyPGPWcjfbCoZ8Tu4RM6H4DbjCi/steem-network-thumbs-up.gif"], "links": ["/@lyon-nl", "/steem-network/@steem-network/spread-your-posts-through-this-proven-strategy-and-get-great-profits-in-return--for-posts-created-at-2018-01-23"], "community": "steem-network", "app": "steem-network/1.0.1", "format": "html"} |
| Transaction Info | Block #19247750/Trx baace9d9767e9fe7ed0fe9febb4bd517ee6f7248 |
View Raw JSON Data
{
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"body": "<html>\n<p>Congratulations <a href=\"/@lyon-nl\" target=\"_blank\">@lyon-nl</a>, you have decided to take the next big step with your first post! The Steem Network Team wishes you a great time among this awesome community.</p>\n<hr>\n<div class=\"pull-left\"><img src=\"https://steemitimages.com/DQmaAdLUJ3yaSkmcmWECWyPGPWcjfbCoZ8Tu4RM6H4DbjCi/steem-network-thumbs-up.gif\" alt=\"Thumbs up for Steem Network´s strategy\" title=\"I suggest Steem Network´s strategy\" width=\"320\" height=\"222\"></div>\n<h1>The proven road to boost your personal success in this amazing Steem Network</h1>\n<p>Do you already know that awesome content will get great profits by following these <a href=\"/steem-network/@steem-network/spread-your-posts-through-this-proven-strategy-and-get-great-profits-in-return--for-posts-created-at-2018-01-23\" target=\"_blank\" alt=\"Steem Network\" title=\"Follow Steem Network´s suggestions to boost your success\">simple steps</a>, that have been worked out by experts?</p>\n</html>",
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}cqfupvoted (1.00%) @lyon-nl / introducing-myself-to-this-community2018/01/23 16:57:36
cqfupvoted (1.00%) @lyon-nl / introducing-myself-to-this-community
2018/01/23 16:57:36
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}irfansalfaupvoted (100.00%) @lyon-nl / introducing-myself-to-this-community2018/01/23 16:47:24
irfansalfaupvoted (100.00%) @lyon-nl / introducing-myself-to-this-community
2018/01/23 16:47:24
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}lyon-nlpublished a new post: introducing-myself-to-this-community2018/01/23 16:46:36
lyon-nlpublished a new post: introducing-myself-to-this-community
2018/01/23 16:46:36
| parent author | |
| parent permlink | introduceyourself |
| author | lyon-nl |
| permlink | introducing-myself-to-this-community |
| title | Introducing myself to this community! |
| body | Hey guys, this will be my first post here which was kindly recommended to me by the getting started guide! I've only recently discovered Steemit but it sparked my interest and after looking into it more i feel that this place may finally be the channel i'm looking for to get some creativity flowing! A little bit about myself, i'm a 27 year old recent graduate who just started his working life. With the days filled with office-life i cling now, more then ever, to my hobby's as a way to take the pressure off. One of these outlets: Gaming. For a while now i'm looking for ways to express my opinions, educated guesses and more about pretty much everything surrounding games, the gaming industry and everything else that comes with it. I'm still in the process of taking that leap to start streaming, so in the mean time hiding behind a wall of words seems the perfect springboard to me! Why gaming you may think? Well, as a typical 90's kid (born in 1990) i've been raised with video-games and technical improvements basically my entire life. From the very first Duck-hunt sensation to the WoW addiction and everything in between, gaming has been and always will be a part of my life. Most kids from the 90's have experienced the technical revolution first hand, from the first mobile phones to smart phones, from dial-in connections to high-end PC's. we've seen every change come and go and adapted to all of it. In my case also the evolution of gaming is added to this experience. People can have various opinions about gaming. Some say it's addictive, a waste of time or altogether just plain useless. Some say it's a nice distraction, some use gaming as means to escape the real world. There are even those that use games to cure phobia's or allow people to get over social anxieties. But to me the experience of gaming can be summed up like this: > A great game is like reading a great book or seeing a great movie. The only difference is that **you** are in control. A good game can drag you in, let you live stories in your imagination that would never be able to happen in real life and the best part of all, you are in control of that whole experience from start to finish. You interact with any story that unfolds in front of you. Lose yourself in plots and side-plots and what not, and by the time you're finished you could do it all over again in a heartbeat. It's that feeling I've been looking for in every great book, game or movie ever since and it's something that I'll never stop looking for. So there you have it. I hope to be posting regulary about games i love, developments that happen in the field and basically whatever i can come up with. Looking forward to seeing where this might take me in the future! Cheers! |
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}lyon-nlupdated their account properties2018/01/23 14:40:33
lyon-nlupdated their account properties
2018/01/23 14:40:33
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}lyon-nlupdated their account properties2018/01/23 14:39:42
lyon-nlupdated their account properties
2018/01/23 14:39:42
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