On the morning of July 18th, as CSGO’s last high-end event before the off-season, IEM Cologne 2022 came to an end with FaZe’s victory, I was finally able to end the night and go to work with dark circles under my eyes. day.
However, compared to the excitement after watching the normal BO5 almost overnight, what makes me even more happy is that a bunch of prints from the box in my hand finally have a chance to come out.
As we all know, CSGO is a free game.
Similarly, the consensus of the vast majority of people is that free is the most expensive.
G Fatty is obviously an old profiteer who understands this. On his Steam, the jewelry trading market has become one of the most popular sections on the platform. This is the most difficult place for many similar game distribution platforms to replicate, and it is also the place where many games have been transformed into financial products.
The value of these gun skins themselves is determined by their rarity and unique wear level. The way to get these gun skins is often derived from boxes.
For 17 yuan, it is possible to get thousands of yuan worth of gun skins. Even if you don’t have a special prize-winning knife or glove, the ordinary skin you get can be used in the game, or you can use the “elimination contract” for a 10-for-1 ratio to exchange for a firearm with a higher rarity.
In this way, many players have the idea of ”no loss if you don’t open it, but you can earn blood”, and the income brought by the key has become one of Valve’s main incomes in CSGO.
The various metaphysics of opening the box also allow CSGO to derive a unique culture and ritual after the fierce game.
From “Good Luck” to “We Are the Champions”, from “I go to the toilet and come back with a knife” to the console scraping prize, all of them have also implicitly promoted the popularity of CSGO as a game.
After the earliest “Team Fortress 2” deeply linked the creative workshop and trading system, the unique “hat trick” of this game circle began to show its appeal to ordinary users.
Countless people have seen business opportunities and development potential from it, and jewelry makers have continuously produced excellent designs, which have been incorporated into the official trading system by V.
Since then, video games have expanded the scope of virtual property in the narrow sense. And Valve is also consolidating the value of virtual property through means of circulation, game updates, etc., while making virtual items a truly valuable asset, completing the turn from “virtual products” to “real value”.
So if you really want to talk about the concepts of the so-called “metaverse” and “virtual currency”, G Fatty has actually been ahead of a lot of “bragging kings”.
However, the problem of virtual property, whether it is G fat who has exhausted his dividends now, or the “metaverse” that is “new fire from old stoves”, it is always difficult to solve the problem of ownership of virtual property.
Even though Steam has had the “Red Lock Operation”, which caused countless people’s inventory to either be killed by “reselling robots”, or the account has lost its value after being banned from trading, but when the phenomenon of virtual currency market shutting down and running away emerges one after another, Both of them are slightly related, and it seems that history is reincarnating again and again.
Compared with the more clear property ownership in reality, virtual property is not objective and fair if it is directly used to compare with the property owned in reality because of its particularity.
But as a user, every time I think of the virtual property that I bought with real money or got out of the box, and the sword of Damocles hangs above my head at all times, will I feel a chill on my back? ?
From the earliest “Red Moon Case” about virtual property in China, to the probabilistic fraud of “Zero Bar”, to “FGO User Agreement Amendment” and “Tencent sued DD373”, it can be seen that there is a circle The noose is around the necks of many players, and when to tighten it often depends only on the mood of the gaming company as they count the money.
In the case of “Tencent sued DD373”, Tencent has already spoken: For accounts, players only have the right to use but not the right to trade, both accounts and virtual property belong to Tencent, and if the player’s account is stolen, Tencent is still very “humane” to retain powers of prosecution and prosecution.
I don’t object to the money-making practices of game companies, but as virtual property begins to be included in the process of legal protection, this way of “providing services” interprets “ownership” as “use right”, and “all interpretation rights belong to oneself” Does the practice of everything going well after “all” seem too “overlord clause”?
Some people may list countless losses that game companies may encounter after returning the “ownership” of virtual property to users.
But I don’t know if you still remember that in 1924, someone bluntly said that “banning child labor will definitely bring down the economy”; in 1938 they said that “if standard working hours are implemented, no one will be found”; rights” will bankrupt them…
Since last year, our Civil Code has included virtual property in the category of legal protection. Although it is still insufficient to solve practical problems, it is at least a correct and effective step.
There may be many people who have disputes over the definition of “virtual property”. There are not only the voice of “account is the only virtual property”, but also the argument of “krypton gold explosion, all property”.
Either way, it means that we, as players, are eager to protect every real money we invest in the game, so that our contribution in the game is not a string of codes that are arbitrarily manipulated by the game company.
Although we have become accustomed to agreeing to everything overtly or covertly, at least next time, please make my “disagree” more visible.
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