Then, the system will provide what will be the content of the loot box.
It's not a gamble, it's success base and luck base.
I'd rather compare gacha games where you pull items from wishes where it's mostly paid to be a gamble than the former.
In MMO, you didn't really pay, you are grinding which means even a free to play gamer can receive the same.
I understand what you are talking about, but it seems to me that we are not discussing grinding in games - where everyone is equal at a distance, that is, roughly speaking, if you grind for 100 hours, then on average you will get 2 S things, 10 A things, etc. We are talking about buying additional boxes from which you can get items that are not otherwise available in the game. And this is very similar to gambling. Because there is no "buying a sword for 100 dollars" but there is buying a lottery ticket to get a sword and in the end the price of the sword can be several thousand dollars if you are unlucky and let's say 5 dollars if you are lucky. How is this different from gambling?
Sorry that I have no idea about the example you used but it seems it's near what I have stated, maybe you just missed reading that part.
Yes, we are going far from what the OP is trying to ask. It is about the transition.
I think it's easy to be a gambler after being a gamer because you have been through different types of risks.
As I said in my earlier posts, gambling is way easier to learn than games with lots of tutorials and instructions to learn.