"Fallout" by Fabled Creative
Behind the addictive psychology and seductive art of loot boxes by Alex Wiltshire: “Loot
boxes are everywhere. They're in shooters, RPGs, card games, action
games and MOBAs. They also take the form of packs, chests and crates.
They're filled with voice lines, weapon skins, new pants or materials to
get you more loot boxes. They're in free games and paid ones,
singleplayer and multiplayer. They can be free to open and paid for with
real money. You may feel an almost violent antipathy to the very idea
of them, but you've probably also opened a fair few. The appeal isn't
hard to grasp. Opening a loot box is a rush: a moment of anticipation
followed by release. That colourful animated flurry is often accompanied
by disappointment, but is sometimes with the joy of getting exactly the
item that you wanted. And then you feel the gambler's pull to open
another, pushing you back into the game to grind or digging into your
wallet to earn or buy your next one.”
For Honor, Halo Wars 2 Push The Boundaries Of Microtransactions by James Kozanitis: “Microtransactions
of any kind in video games will always irk consumers, even in a game
like Overwatch that is sold at a relative discount ($40) and only has
cosmetic bonuses available for purchase. Throw in microtransactions that
actually affect the game or give someone a competitive advantage, and
you've just invited a village of pro-consumers to sharpen their
pitchforks and come after you. Of course, there are a few different
schools of thought, with arguments both for and against. The argument of
time vs money is the most compelling. The basic argument is one type of
gamer has more time than he has money, so he can use that time to
invest in unlocking better upgrades, and the other type of gamer has
more money than he has time, so he can use his money to gain an
advantage he wouldn't be able to gain through time. But, that falls
short when you complicate things any further. What if you have more
money than I have time? Better yet, what if you have both money and
time? Better yet, what if you have more money and time than I have
either? Then is this microtransaction model fair?”
The Future of Gaming: Free DLCs and Paid Microtransactions by Boston Blake: “Over
the course of the last two decades, the gaming industry has seen
significant shifts in how video games are created and played. Thanks to
improvements in technology and graphics, games have better, more
realistic visuals. Thanks to the growth and expansion of the internet,
gamers can now play in real time with friends and strangers from around
the globe. More recently, there’s been a shift in the way video game
developers collect revenue: namely DLCs and microtransactions. In fact,
despite the negative rap many gamers hold toward microtransactions,
there’s no denying it’s an effective means of income for video game
companies. This shift has been so lucrative, in fact, that this Game
Rant writer believes it will be an integral part of the future of
gaming. The last few years have taught us that gamers have high
expectations for video game developers, to the point that even a minor
flaw in an otherwise stellar game can spell disaster for a game’s
potential sales. This changing mindset among gamers has led to new
practices by the gaming industry that will forever change the future of
gaming.”
The maddening genius of the loot box by Nick Statt: “The
most astounding part is that none of this matters at all. Every item is
cosmetic: they won’t make you run faster, deal more damage, or
collaborate better with your teammates. Everything Blizzard has included
in the update, and every update prior to the anniversary event, is
designed to be an aesthetic flourish. You can get your hands on a funny
dance animation, or a slickly designed new skin that makes a character
look like a futuristic space marine or even a beekeeper. More than
anything, the anniversary event illustrates why Blizzard’s business
model for Overwatch is such a successful departure for multiplayer
shooters — and how it could become the gold standard going forward.
Because Blizzard doesn’t sell in-game currency at a 1:1 ratio, like many
other modern games with collectibles, players are forced to buy bulk
packs of loot boxes. These boxes have a random chance of dropping
something you’ll want. But more often than not, they contain stuff you
already have. There’s also a currency in the game that will let you buy
items directly, yet you can only earn that currency by opening a loot
box. So think of this system as like trading card booster packs, where
you might have a slight chance of getting a rare card grouped in with a
bunch of so-so ones.”
Microtransactions Are Hurting and Devaluing Video Games by Taneli Palola:
“Over the last few years microtransactions have become increasingly
more commonplace within the video game industry, popping up in a huge
number of high profile games as video game companies have realized the
potential profits that can be made from them. This system is
understandable in free-to-play games where microtransactions are the
only source of income for the developer. A good example of a game like
this would be something like Dota 2, where the main purpose of
microtransactions is to buy cosmetic changes to the various characters
in the game, while the game itself and all of the characters remain
free-to-play for everyone. However, the use of microtransactions in
games becomes an issue when they are used in full priced premium titles.
We already have to deal with things like pre-order bonuses, season
passes, barely justifiable DLC, content cut from the base game to later
sell as said DLC, and so on. It's been a long time since the video game
you bought was the one you got and that was it.
The Seven Stages Of Spending Too Much Money In Games by Nathan Grayson: ““I
was like you once,” says an old man with a beard down to his belt,
sitting in the corner of a bar. You think he’s talking to you, but maybe
he’s shouting in hopes that someone will listen. “I told myself I’d
never buy loot boxes or heroes or none of that,” he whimpers. “How wrong
I was.” Twist: the old man is me. For the longest time, my policy with
games like Overwatch and, more recently, Fire Emblem: Heroes was “earn
or die... or go play a different video game.” Slowly but surely, though,
things changed. Here, today, I’m going to chronicle the agonizing
process that transformed me into a penniless pauper who shouts in
bars—an old twenty-something rich in skins, but poor in friends, love,
and life.”
Shadow of War developer discusses the game's controversial loot boxes by Tom Phillips: “Last
month, big budget Lord of the Rings game Middle-earth: Shadow of War
revealed it would supplement its full-fat price-tag by including loot
boxes purchasable with real-world money. It was an announcement which,
predictably, did not go down well with fans. The single-player action
adventure has an in-game store, called the Market, that sells orcs and
other items for use in the game's Nemesis System. You can also buy loot
chests, war chests, XP boosts and bundles. The loot chests contain gear
(weapons and armour) of varying rarity. They can also contain XP boosts
which, as you'd expect, help level up playable character Talion faster.
War chests provide orc followers of varying rarity which you can use to
help create a strong army. They can also contain training orders to
level up and customise orc followers. Publisher Warner Bros. accompanied
the announcement with reassurances - that anything gained from the loot
boxes could also be earned by simply playing the game, that the
microtransactions could be ignored completely, and that they were simply
an option offered to players as a way of saving time. So why include
them at all? The commercial argument is clear - these things make money
and, yes, some of this money will go to supporting the game's developer.
But by acknowledging the need to reassure fans it was clear Warner knew
this announcement would draw fire Shadow of War's way.”
The Troubling Psychology of Pay-to-Loot Systems by Nathan Lawrence: ““In
behavioural psychology, that randomised system of reward is the one
that creates the most addiction,” says Emil Hodzic, who runs the Video
Game Addiction Treatment Clinic. “That’s the one that causes all the
drama.” This comment comes from an interview about microtransactions
tied to random number generator (RNG) card packs, or what I call
“pay-to-loot”. It’s a system that exists beyond genres and irrespective
of the price of a game. It’s becoming more common, too. You can find it
in Battlefield 1, Call of Duty: Infinite Warfare, Overwatch,
Counter-Strike: Global Offensive, Gears of War 4, Dirty Bomb and
Hearthstone, to name a handful of names that constantly arose while
researching this piece. Publishers will tell you these RNG
microtransactions are optional, and to an extent that’s true, but
they’re baked into the games in question, and are offered via a number
of access points. Sure, you can spend a few (or a lot of) real-world
bucks, but you can also use artificial in-game currency… all to buy what
amounts to uncertainty. That’s how RNG systems work. What may have been
a shiny loot drop one time, isn’t likely to repeat again anytime soon
because of predetermined loot drop rates.”
Why Opening Loot Boxes Feels Like Christmas, According To Game Devs by Cecilia D'Anastasio: “Overwatch
box animations maximize on anticipation. They break open, shake, spit
into the air and rain down items, never revealing what you receive until
the very end. The rewards almost feel tacked-on to the opening
experience. “When you start opening a loot box, we want to build
anticipation,” Heiberg said. “We do this in a lot of ways — animations,
camera work, spinning plates, and sounds. We even build a little
anticipation with the glow that emits from a loot box’s cracks before
you open it.” Originally, colored lights preceding the spinning plates
hinted at the items’ rarity. It drew the eye to one item in particular
at the expense of others. “We quickly learned that this was too early,
and it killed your anticipation of the box’s contents,” Heiberg said.”
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