On the 5th, Nexon announced that it will transparently disclose the probability of item appearance in all games. This is the head-on breakthrough’number of wins’ chosen to calm public opinion when suspicion that the probability of in-game items, etc. was manipulated during the update process of the company’s game’Maple Story’. However, since this’complete disclosure of probability of probabilistic items’ is premised on Nexon’s unilateral’autonomy’ disclosure, the question remains whether game users or the government can verify this when Nexon fully discloses the probability. Discussing the need for legalization rather than leaving only the industry autonomy to disclose the probability of’probability-type items’ starts from here.
-Why did’Probability Item’ become a hot potato?
The term’probability-type item’ refers to’the specific type, effect, and performance of games that game users purchase for a fee, directly or indirectly, are determined by accidental factors’. For example, taking Maple Story, which has been a problem this time, when a game user purchases a’random box,’ they can obtain capsule-type items and reinforcement-type items with only a fixed probability regardless of their will or preference with the game user. The problem is that such’probability-type items’ should be premised on the fact that game users can obtain items by predictable’determined probability’, and with Maplestory’s success, it has become a major profit model in the Korean game industry. Regarding the probability of an item, the industry has never disclosed it to date because it is a business model (BM) or trade secret. Therefore, from the perspective of game users, it is impossible to predict how much more money they will have to spend in the future to obtain the specific item they want, and is it natural that the game company manipulated the probability to their advantage to promote speculative behavior? There was also a disbelief. And through this’Nexon Incident’, this suspicion was revealed to some extent.