Not exact matches
Speaking of the weapons, you will be able to find a lot of them doing just the regular story missions
but plenty of them are available through
loot boxes that you can either purchase them using the in - game currency or utilize real - life money in order to get some of the
more rare quality
loot.
The implementation was different in each game
but the overall problem was the same, in that the games were being made purposefully
more difficult, or less interesting, unless you also paid for
loot boxes which contained random in - game items.
For publishers, then, the
loot box is the
more easily marketable solution to the public relations nightmare of the microtransaction,
but players are already starting to catch on to these tactics.
Many times all they do is offer
more loot boxes choices,
but at a cost, yet they never force anyone to buy them.
There are Humans, Salarians, Krogans and
more to choose from,
but the majority are locked away and can be obtained by buying the «
loot boxes», either with in - game credits or real money if you really can't wait.
GDC didn't ask about
loot boxes in 2017, so we have no point of comparison,
but it certainly felt like
more than 1 in 10 games had
loot boxes this past year.
She goes on to discuss
more recent innovations in monetisation: «There's a lot of negative press around monetization,
loot boxes, games as a service, etc.
but these things are trending now in the industry, especially for larger publishers, as an answer to the problem of rising development costs.
At present, Crossfire is the only game which has released their
loot box odds
but as we approach the May 1 deadline, expect
more game companies who publish games in China to release their odds.
But the ongoing
loot box controversy is a reminder that we should be pushing for
more a sustainable and healthy development environment.
But on top of that, it takes an established
loot box monetisation system and expands on it, making it even fairer and
more rewarding than ever before.
Sadly, the minor annoying aspects like tired cliches that just keep coming, the grinding to get
more currency making you race the same races over and over again, the
loot boxes that are hidden away
but still part of the game all make it an easy decision to wait for a sale or wait for it to show up on Origin Access vault (or EA Access on Xbox).
It had no endgame content, most of the collectibles were stuck behind the Eververse
loot box store, and the PVP was
more balance
but just plain boring.
You get give a chibi avatar that allows you to walk around the hub and communicate with other players, there are stickers, emotes and
more avatars to unlock via
loot boxes,
but before we start kicking them it all seems quite generous as it's pretty easy to earn in - game currency.
But in an EA world, that means there wasn't any room for
loot boxes and pointless add - ons that they can fleece
more money out of us with.
Loot boxes and games geared towards a «service» model have seemingly reignited the debate over the monetisation of in - game experiences - one that we faced years ago when free - to - play titles first reared their heads
but are now barging into our games in
more obvious, conspicuous ways.
There was of course the conversation around
loot boxes, which is not a Star Wars Battlefront II specific conversation,
but more one that the industry is having with players across the global community.
Microtransactions and DLC inherently change the way a game is developed,
but loot boxes are much
more invasive ways for these companies to make money.
Admittedly, there's nothing in the buyable
loot boxes you can't potentially get in - game with a hell of a lot of time and effort,
but it's hard to see Blizzard selling bundles of skins, emotes and various other trinkets, some of which cost
more than Overwatch itself, and not feel a sense of disapproval, especially considering there's no other game rewards and the vast majority of
loot boxes only cough up boring sprays or character voice lines.
Loot boxes are mostly purchased with in - game virtual currency,
but in - game virtual currency is
more often than not, paid for with real money.
Konami opines as long as they don't do
loot boxes allowing players to pay
more for additional features isn't much of a big deal
but it's up to the players to see if they want to keep paying money for something that they already purchased by paying the full price.
That's okay if you're only unlocking superficial upgrades for your character, like a new hat or outfit,
but when the
loot boxes contain significant player upgrades or other advantages that have a massive effect on the gameplay itself, it becomes
more than a little problematic.