Showing posts with label Pay2Win. Show all posts
Showing posts with label Pay2Win. Show all posts

Wednesday, 3 June 2015

First they came for the pet-collectors ...

I know it's a while since I posted about the price of WoW Tokens, but that's mainly because I'm dumbfounded by it.

Blizzard engineers continue to play with the algorithms governing the in-game price of  WoW Tokens. By now I'd come to doubt that the relationship between price, supply and demand is anything more than tenuous. I note that we have never seen any data on actual volume of transactions, and also that wowtoken.info has ceased to report the "time taken to sell", presumably because it was stuck at a fixed "4 hours" for so long. I think that in their effort to smooth price fluctuations, Blizzard's engineers have erred in reducing current supply and demand to a minor input in their equation.

I continue to buy the game-time tokens from time to time when I see them cheap on the auction house.

However, I have cancelled my subscription, and won't be renewing it when my gold runs out. To me, these tokens are the point of no return. In effect, Blizzard are now selling epics for cash (with the intermediate step that you must first exchange your cash for gold, then exchange the gold for epics). this is something many people (I include myself) have been warning about for many years, and it has inevitably happened. Take a trip down memory lane with my favourite mage blogger, Larísa of the Pink Pigtail Inn. The context of that article is that selling pets in-game for cash is the start of a slippery slope. It has proven to be so, and all the arguments people made that Blizzard might sell fluff for cash but never what matters (epics) have turned out to be wrong. Larísa, knew it, I knew it, you knew it, deep in your heart.

I know there is plenty of fun to be had in Azeroth that doesn't rely on earthly cash or Azerothean gold: I love exploring and finding little nooks and items not shown on the map. I love to stand, as Painter Mikkal does, and just gaze at the beauty of the world. I love finding routes up to "unreachable places", I love chatting to the many amazing people I have met, and I love killing orcs. But the group finder tool dealt a heavy blow to my sense of immersion in a virtual world; and now being able to buy epics like this has been the final straw for me.

I'm sure I'll keep some gold back so I can resubscribe for a while post-Draenor, and I've still plenty of game time tokens on my account, so I'm not going real soon; but my heart is no longer eager.


Monday, 27 April 2015

Tokens: A tangled web

Blizzard changed the algorithm they used to calculate bid and offer prices on the WoW Token, just four days ago. Previous to that, the prices steadily climbed, until suddenly they started steadily falling. And vice versa. A steady climb in price followed by a steady drop. The graph of the North American Gold (Game-Time) Token was almost a saw wave. Blizzard social engineers didn't like that, and around the 23rd or 24th of April, they tried a new algorithm. They tried to curve those straight lines, and I think they are pretty happy with the result, the price graph looks more fluid now.

I certainly loved it. It coincided with the  launch of the WoW Token in Europe, and it made it the most predictable price graph on the planet. I'm sharing this with you now so you can benefit as I have done. the prices are so predictable that I predict Blizzard will be tinkering with the formula pretty soon now.

The "secret" is in the rate of change of prices. They are too predictable, too like a sine wave. The price rises at a steady rate until it's near its peak, then the rate of change drops.

Do you want to buy a $teel (RMT) WoW Token to sell for gold? You want to get the most gold for your money. Don't sell that token until the positive rate of change drops. That signals that the price is near its peak (there are no sharp random behaviours here). That is the time to sell, to maximise your gold.

Do you want to buy a gold (game time) WoW Token? Easy. Just follow the prices downward until the negative rate of change  drops. That signals that the price is near its trough (there are no sharp random behaviours here). That is the time to buy. Don't spend your Azerothean gold until then.

Blizzard social engineers are tinkering with the exchange rate, like the USSR of old. They don't trust the free market. They want to control it so that there are no unexpected jolts to the system. That's what makes it predictable. I've been able to use this in the few days since EU launch to predict the best time for me to buy my tokens, and I hope you have, too.

What about Blizzard? Are they happy with the result? I don't know. They may be happy that both sides of the equation get the best deal possible, at their expense. It isn't a big expense. Smart buyers of the $teel token get a lot of gold for their euro, dollar or pound. Smart buyers of the gold (game time) token, get their 30 days for the cheapest gold price possible. Both sides are happy. The piggy in the middle, who absorbs the difference in gold, is Blizzard - who can print gold coins for free. It's win-win-win (except for the inflation, of course. But these are the sort of economic sins that are paid for by the next government - or development team -  not this one).

Blizzard are experimenting. Blizzard will change this again. I don't think they meant to make their prices so predictable. Expect them to tinker with the algorithm again. Meantime, make use of this actionable information while it is still current. I have.

[Edit: I just noticed that WoWToken.info is now including rates of change in their graphs, which makes timing your purchases a snap. When the rate-of-change curve crosses the zero-point, you are at a price max or min. It won't recross that line for several hours. The rate-of-change curve is too predictable.]




Tuesday, 3 March 2015

Controlling the Market

Blizzard have announced their long-awaited PLEX scheme, the WoW Token. I wrote about it back in December: first about the idea itself, and then about the price. True to form, Blizzard have found a way to do this that minimizes player agency, and maximizes Blizzard's stranglehold on the world.

Of course Blizzard sets the dollar price, as it is the only manufacturer of WoW Tokens on Earth. But Blizzard has also decided that it alone will set the Azerothean gold exchange price, and once bought, the token cannot be resold. You can't decide what price you want to sell it to other players for, or what offer you will make to other players to buy it. You can't undercut other players, in order to make your sale happen earlier. You can't buy when there is a glut for resale when there is a famine. You can't bargain with other players at all. Your choice is this: sell at Blizzard's price or don't sell at all. Buy at Blizzard's price or don't buy at all.

Blizzard say that at any given moment, they calculate the gold sale price of a token dynamically, and that all tokens on sale will be at that price, but the price the seller receives is fixed at the moment of offering it for sale. How is that going to work? How can the price the seller receives be calculated dynamically when she puts it on sale, but the price of all tokens on sale be the same at any moment? There are a couple of possibilities.

1. There is a disparity between sale price and buy price. Blizzard takes a variable commission depending on the dynamically calculated price. For instance, let's say there are 10 WoW tokens for sale at 25k gold each. If I offer a WoW Token for sale, Blizzard might tell me that I will get 24k gold for it, and then Blizzard will list it at 25k, making a 1k commission. Or (as a variant of this):

2. Blizzard keeps it's price promise, and makes up the difference from its own gold mint. For instance, let's say there are 10 WoW tokens for sale at 25k gold each. If I offer a WoW Token for sale, Blizzard might tell me that I will get 20k gold for it, and then Blizzard will list it and all the others at 24k, losing 1k on the earlier, more expensive tokens. They might also take a fixed commission from the transaction to mitigate having to mint more gold.

3. In effect, there is only one token ever on sale. It is the oldest token in the queue. It cannot be undercut and will never return unsold from the AH. The dynamic price offered to new sellers is calculated depending on the size of the queue, but the price offered to buyers is the price of the oldest token.

4. A combination of 2 and 3.  The token on sale is always the oldest token, but it is on sale at the current dynamically calculated price (i.e. the price calculated for the newest token), while its seller gets the price that was dynamically calculated at the time she offered it for sale, less some AH fees. For instance, let's say there are 10 WoW tokens for sale at 25k each (and the sellers were promised 25k less commission). I offer mine for sale, and Blizzard calculates a new dynamic price of 24k for mine, less commission. The price of the other 10 are now set at 24k, and mine joins the back of the queue. When someone buys the oldest token for 24k, its seller still gets 25k less commission.

This is all just guesswork. Update: Blizzard have confirmed that it is option 4, and that there is no commision.

I don't understand why Blizzard doesn't trust its players to buy and sell these tokens normally*, nor why these tokens cannot be resold. If they are afraid of dupe bugs, they should first fix their game so that such bugs cannot occur.


* The reason stated on their blog made me laugh. They wanted to do it "without making players feel like they’re playing a game with their hard-earned money". That's exactly what we're doing when we pay our subscription.



Thursday, 15 January 2015

Cosmetic items and paying for power

Gevlon has a very interesting article on what defines a "cosmetic item" in a game. While I generally agree with much of this I have a few reservations. The value of "cosmetic" in Gevlon's definition is one that won't affect anyone's gameplay. Gevlon goes further and suggests that this is the basis on which we can determine if a game is pay2win*. If an item affects somebody's gameplay it is a pay2win game.

Whilst I can agree with that, I don't think it is sufficient to determine that a game is play2win. There are items that may not affect my gameplay that nonetheless increase the power of other players competing with me.

To take an example, let's look at premium tanks in World of Tanks. Premium tanks are acquired in one of two ways: usually they are bought with cash, either directly through the web-store, or indirectly by buying a currency called gold through the web-store, and buying the premium tank with gold. The second and more unusual way is to win the tank by completing an in-game time-limited mission (for example, I won a ToG II by completing a mission called Togtober last October. Most dedicated players were able to complete this mission: it wasn't onerous, only time-consuming. However no new player can ever complete the mission, because the closing date is past). Most premium tanks aren't available in this way.

My premium tank may be no better in a particular match than your standard tank, and will not change your gameplay, but I have two extra advantages that I bought with my premium tank:
1. I earn extra credits, so I can afford more credit-bought premium ammo than you can (all else being equal), and
2. I can share a crew between my premium tank and a standard tank, thus training that crew twice as fast as  you can train your crew - I mean that I'll have one well-trained crew capable of crewing two tanks, to your two half-trained crews (or well-trained and untrained) after an equal number of matches.

Of course, in-game, you won't know whether my crew was fast-trained, gold-trained or simply normally-trained. You won't know if my premium ammo was credit-bought after a long grind, credit-bought after a short grind in a premium, or shop bought. And you won't care. You'll never meet me again, and it won't change your gameplay - driving a premium tank doesn't signal any level of competence or damage-dealing ability to other players, and plenty of non-premium tanks carry premium ammo**. The tank itself is nothing special in battle. Nonetheless I buy myself power when I buy a premium tank, which seems like a cosmetic item. In itself it is not more powerful than your standard tank. It gives me a little more power than you over the course of several matches, but that is irrelevant to you, because we will only meet once in battle.

See Hetzer Forever for more on that.


* Syncaine makes the point that it's more exactly pay-4-power. I think we can all agree that this is what we mean by pay2win.

** Of course, premium ammo is a clear non-cosmetic pay2win item. My point is that the premium tank seems like a cosmetic item, while also being pay2win.

Monday, 12 January 2015

Tobold's Game

Tobold is at it again: pretending not to know the difference between toys and games. I pointed it out to him back in 2013. He doesn't want to know, though, because he wants to buy his progress in the cash store, and doesn't want to acknowledge that this hurts other people's games (see Toys and Games for why)

By the way, that's the second time Tobold has used the title "Everything is Pay2Win". The previous time was back in 2013. which prompted me to ask how Free2Play games could be monetized without being Pay2Win. Nobody came up with any suggestions. Can you think of any?

Wednesday, 24 December 2014

Paying to lose

As I mentioned in "Plexing Warcraft", in EVE Online, paying for a powerful ship doesn't necessarily mean you become a powerful player. I'm learning the same lesson in World of Tanks, where my latest RMT purchase is the E-25. It's a light, fast, "tank destroyer". I put that in quotes because in fact, its accurate gun doesn't actually do a lot of damage per shot, though it does penetrate well, and has a fast reload rate. Anyway, I bought it for reasons of envy. Everybody else seems to have one, and they are in almost every battle where their tier is allowed. So much so that wargaming.net has decided to withdraw them from sale before every tier 7 battle becomes 15v15 E-25s swarming over each other.

So I bought one while I still could, and now I'm learning the hard way what EVE veterans know. I've paid for a tank that I don't know how to play. Its high speed makes me want to rush forward and spot. I seem to die very fast in every battle, though sometimes I grant you it is fun weaving between enemy heavies as they swing their guns in my direction, trying to swat the fly that's buzzing around their faces.

All the same, I've got to find a better tactic. It reminds me a lot of the ELC AMX, another tank that I can't play. Let me try playing as a sniper instead of as a scout.

Monday, 22 December 2014

Plexing Warcraft

Blizzard announced that they are now considering a version of Plex for the World of Warcraft: a game-time token that is exchangeable for gold in-game. In other words, I can buy with earthly euros a token that I can then sell for Azeroth gold. Or in my case, the other way round. I have to let that sink in. This would be immediately advantageous for me, since I am as rich as Croesus in Azeroth gold. I have already bought whatever useful BoE epics I can get. But I did this through in-game means. World of Warcraft, essentially, is a collector's world. Even those who are only interested in collecting boss kills must do so by first collecting gear. If that gear will soon be purchasable for euros, the point of most in-game activity ceases. Why bother skinning, mining, inscribing and so on to make gold, when its available on your credit card?

Then we need to look at the remaining activities, and ask if they are interesting on their own. Raiding with my guild is fun. We are not very hardcore and we raid once a week, sometimes twice. I spend the rest of my week preparing for those raids: collecting apexis crystals in order to buy better gear, gathering, crafting and selling stuff at auction to buy food and flasks, running heroic dungeons and LFR and killing world bosses in the hope of better gear drops.  There is a sense of being in a living world with all of these activities (except the random dungeons and LFR). Will that be enough to sustain in me a desire to continue with those activities? Knowing that I can buy whatever I need with my credit card probably renders them pointless. And what is the value of a living world in which your activities therein are pointless? Will I continue to remain in an Azeroth where I can buy the Sword of a Thousand Truths with my credit card? Of course, soulbound gear isn't purchasable like that. But the precursors will be: the crafted BoE gear that you need to even stand a chance of killing a boss and acquiring that better soulbound gear; all the buff food, potions and flasks that all make the difference between a kill and a wipe. They can all go on your credit card. So will I continue to be interested in an Azeroth in which I only need log on for raid night?

Edit: Alex tweeted "This article should have drawn more examples from Eve Online". That's probably true. Eve, which I don't play, has quite a different economy, based on constant destruction of ships through warfare. The replacement of these ships is what drives economic activity in Eve, and all economic activity is bought and sold in a currency called ISK, which an Eve PLEX can be sold for. In contrast, WoW's economic activity comes in waves, as each new patch makes obsolete the equipment of the previous patch, driving adventurers to to re-quip with the better gear. Sometimes that gear is valued in gold, and is freely tradable. Much of the time the new gear is not tradable (this in itself is a major drain on immersion), but upgrades to the gear (in the form of enchantments, gems and other enhancements) are. Eve players seem to have no problem accepting PLEX, as many feel that buying ships with ISK doesn't make you more powerful: it's personal skill that matters. I have my doubts. A pilot with lots of skill and no ship is not a match for a poorly skilled pilot who actually has a ship to pilot.

Many EVE veterans will say that far from paying to win, inexperienced players who buy top of the range ships with PLEX-bought ISK are simply paying to lose, as they lack the skill to use the ships effectively. That's a good point: buying better gear in WoW generally does improve your damage or healing output, or survivability, no matter how bad the buyer is.

Anyway, if it has worked for Eve, perhaps it will work for WoW. Perhaps an EVE player might put the case for PLEX in Eve? I'm willing to give Blizzard the benefit of the doubt, for now. Let's see if it actually gets implemented, and how.

Tomorrow, I'll look at how much a WoWPLEX would be worth.


Tuesday, 11 November 2014

Hetzer forever!

In World of Tanks, I passed a new milestone yesterday: 10,000 battles completed.


And appropriately, my favourite tank, the Hetzer, fought and won the 10,000th. Go me!



So what have I been doing for 10,000 battles? As you can see from my ratings, I'm a pretty average tanker. And I've mostly been using low tier tanks: there doesn't seem to be any advantage in advancing to higher tiers, as the tanks are much more expensive, and so is the ammo, and you can still be facing opponents two tiers above you. Well, up to tier 9, anyway, when only tier 10 is above you; and tier 10, where nobody is above you.

Tier 5 or 6 tanks seem to be a sweet spot for earning credits (for non-premium tanks). In fact VBAddict shows that the top 10 tanks are all in those two tiers, so there really isn't much incentive to go into higher tiers where net income is lower, or even negative.

It's taken me two years to understand what I should have been doing with my premium tanks. Every now and then, wargaming.net holds a World of Tanks event where the prize is a premium tank Premium tanks normally can only be got by spending real money to buy them. You buy an in-game currency called `gold` with real money, and then you can spend that gold on buying in-game items. Premiom tanks can only be bought with gold (not with the other in-game currency 'credits' that you can earn by playing the game), and so are often referred to as "gold tanks". I've won a fair few of them now. The latest such event was Togtober, and that would net you a British heavy TOG II* premium tank if you completed it. It was while I was trying to earn it, that a clan-mate happened to mention that there is no penalty for putting crew from similar tanks** in a premium tank. That's when it clicked.

Let me first explain that crew members are trained for a particular tank. For instance, if you look at my Hetzer commander in the picture above (Stabsfeldwebel Krammer), you'll see that he's trained to 105% in the Hetzer (the 5% boost comes from some extra equipment I've added to the base tank model: "Improved Ventilation"). If I were to take Krammer, and put him in another Tank Destroyer (my Marder, for instance), he wouldn't be as effective. He would suffer a 25% penalty due to being unfamiliar with that machine, so he would be effectively at 75% (+5% if I were to add improved ventilation to the Marder). Crucially this penalty is NOT suffered if I move him to a premium tank**

Once I realized this (two years is all it took), I knew at once that I should never give my premium tanks their own crew. I should always put crew from other tanks into them, because I can transfer them from their main tank to the premium and back again at no penalty: the premium tank becomes a training vehicle. I immediately kicked out all my premium crews, and put a bullet in the head of most of them. From now on, my TOG II* is dedicated to training my British heavy Black Prince crew.

Sadly, most of my other premium tanks were light tanks, and I'm not really a fan of light tanks, except at tiers 1 and 2. So the next thing I did was to review the tech-trees for every nation to look at what premium tanks were suitable for training purposes. And of course, I came across the Russian tier 5 heavy tank, the Churchill III***. This tank was ideal for training the crews of my Russian heavies. It's rock solid. Slow moving, but hard to penetrate, and with a decent gun. It can stand toe-to-toe with most tier 5s.

Then I took a look at American tanks, and bought a tier 5 heavy T14. I'm not so comfortable with this tank - my play-style doesn't suit it. It's more nimble than the Churchill, the gun is decent, but the armor is a little thin. Faced with a KV-1, it had better run! Now that I write this, it seems obvious that I should play it more like a medium tank. Anyway, the good news is that I now have three heavy premiums for the three nations that most of my heavies belong to.

The German tree faces a disadvantage, though. Firstly, it has no tier 5 heavy premium tank. In fact its first premium heavy is the tier 8 Loewe. That doesn't concern me too much, though, because I prefer the German TDs. But there is no German tier 5 premium TD, either! The first is the Tier 6 Dicker Max. Tier 5 premiums cost 1500 gold (the currency that is paid for with euros or dollars). Tier 6 premiums are more than double that, at 3200g. So I'm going to hold off buying it until it's on special offer.

Up until now, I've been spending gold only on garage slots and barracks bunks, since these (and gold tanks) are the only items you can't buy them with credits. All the so-called "gold" ammo (APCR and HEAT) that I have was actually bought with credits, not gold. But with the purchase of the Churchill 3 and  the T14, I have officially gone pay-to-win.


* I've no idea why the Tog II* has an asterisk in its name, either.

** No penalty, as long as the vehicles are the same kind. So Tank Destroyer crews can be moved to premium Tank Destroyers and suffer no penalty, but will suffer a penalty if moved to a premium Heavy Tank, for instance. And obviously, they have to be of the same nation.

*** Lend Lease

Thursday, 27 June 2013

Free2Play need not be Pay2Win

Tobold has been on a roller-coaster ride this last few days, from when he believed that "Pay2Win is not an issue", couldn't even admit to knowing what "Pay2Win" meant, and claimed not to know a single Pay2Win game, to his later hyperbolic claim that "Everything is Pay2Win".

This latter claim is based on the idea that Free2Play games must monetize by selling stuff in an item shop, and that in order to sell them, they must address somebody's idea of winning. So, for instance, if I am a hat collector in a particular game, then I am likely to buy hats that are sold in the item store, because otherwise I won't be able to make a complete collection. In other words, it appeals to my personal idea of winning in this particular game, and if it didn't, I wouldn't buy it.

I have two observations to make:

Firstly, people buy fluff items for the fun of it. We don't need to win to have fun. For instance, in WoW, Some people like to use Leyara's Locket, or Noggenfogger Elixir just for the fun of it. I dare say that even if these items were only available in a cash store, there would still be takers, just for the fun of it. Even people who weren't pet collectors bought the pandaren monk, just for the fun of it. This is an important point, as we will see later.

Secondly, I agree with the main thrust of Tobold's argument: in-game items sold in the cash store are usually bought to improve your odds of winning. That's why I've always argued against them. They are not fair, and they are not perceived to be fair. When people talk of "fluff" items, or "cosmetic" items, they often simply mean "Items that don't impact the competitive game that I'm playing, such as boss-killing". The Pandaren Monk and the Sparkly Pony did not impact on the raiders. But they did impact on mount and pet collectors. For them, these were not cosmetic items. When the Sword of a Thousand Truths goes on sale in the same real-money item shop, raiders can't really complain if they ignored the earlier complaints of the pet and mount collectors.

First they came for the pet-collectors,
And I didn't speak out, because I wasn't a pet-collector
...
Okay, that rather over-dramatizes the situation. But, it doesn't have to be that way, in Free2Play games. There are ways of monetizing these games other than just selling in-game items for real money.

Before I get to what these ways might be, first I want to talk about the nature of Pay2Win. Everybody here already knows that it doesn't mean that I pay some cash to a game company, and they display a "You win" screen. It really means "Pay for a competitive advantage". I think we're all agreed on that. If not, just read "Pay for a competitive advantage" anywhere that I wrote Pay2Win.

That raises the important point of competition. If everyone wins, nobody wins. If everybody must pay for the same competitive advantage, it confers no advantage. That's why I don't think anybody seriously includes subscription games in the list of pay2win games. Everybody playing the game must make that payment, so no  player is advantaged by it (and non-players aren't in the competition). Also, it must be obvious who is winning. There should be a clear way to calculate it. For instance in soccer, goals scored less goals conceded tells you who is winning a particular game; games won less games lost tells you who is winning a particular league, and so on. Leagues formalize this by awarding league points for a win, a draw or a loss. Similarly in Azeroth, it's pretty easy to tell who is winning the gear race. For instance, on my realm, I'm currently being beaten by 200 or so well-geared adventurers. Beauty is in the eye of the beholder, though, and it isn't so easy to agree on a transmogrification winner. That's also why portraiture is not an Olympic sport.

I'm writing this article to remind people that there are ways to monetize Free2Play games that are not Pay2Win. I'm not promoting particular ways of doing so. But as an aid to your creative juices, here are some examples. If you think any one of them is a bad example, I will readily agree with you. If you think any one of them is actually a Pay2Win item, I withdraw it. My point is simply to try to get people to think of ways of monetizing Free2Play games without making them seem unfair.

On to examples.
When I open my browser, it displays my home page, which is Google. How does Google monetise their product? By showing you adverts. Okay, I wouldn't be fond of this solution, as it might not be good for immersion, but it certainly isn't a Pay2Win solution.

In World of Tanks, I pay for garage slots and for barracks with real money, so I can keep more of my  tanks and crew. Otherwise when I want a new tank, I have to scrap an existing tank and crew. In Star Trek Online, I use real money to buy character slots. Rift now sells bag slots. You may say that this does confer a slight competitive advantage, but it is so slight that most people would not perceive it to be unfair. If you do, I withdraw it.

Fun items:
I can imagine selling armour dyes and transmogrification services for real money.
Hairstyles, tattoos, skin and hair dyes, body shaping (such as the items I mentioned earlier).
Dance Studio!

Content:
WoW already sells content, on top of its subscription. You couldn't get to outland before you bought the Burning Crusade expansion pack. Today, you can't get to Pandaria without paying for the content. LOTRO does this  too, and it's a great way to monetize the actual reason we play these games. In a Free2Play game, I would happily pay for access to zones (including dungeons and raids).

My examples may be poor, and I happily withdraw them all. But the point is to free your mind. Tell me what you would pay for that you don't think is Pay2Win. Think different.

Tuesday, 25 June 2013

Quote of the year!

Tobold is at his usual tricks, raising straw man arguments so he can demolish them. His latest strawman is one he's very fond of: 'stupid "all Free2Play is evil" ranting'. Of course, there's nobody saying that Free2Play is evil. But Free2Play is really a proxy term for what is dear to rich-but-time-poor Tobold's heart: Pay2Win. But when I commented that Pay2Win is the issue, not Free2Play, Tobold replied with this astonishing response:

"Pay2Win is not an issue"

I am dumbfounded! The sad thing is, he really believes it. The internet is chock full of discussion and complaints about Pay2Win games, but Tobold has his blinkers on, and doesn't think it's an issue at all. Instead, he tries to muddy the waters by pretending that nobody agrees on what it even means, exactly.

Anyway, Tobold did not choose to answer my substantive point which was that in a game of skill, if you can improve your chance of winning by opening your cheque-book rather than by improving your skill, it rather removes the point of the game.

Now you may make the point that not all games are games of skill, and I won't disagree with you. Some are games of exploration, some are games of collecting, and so on. But where a game is a game of skill, what's the point in paying to win it (or paying for a precursor to it)? It doesn't improve your skill in the slightest.

And I'm not against somebody writing cheques to pay for training (such as professional athletes do), because ultimately, the trainer is simply helping you to develop your skill to its full potential.