America's ESRB has dealt with the ongoing
loot box controversy by slapping an «in - game purchases» label on relevant titles.
Not exact matches
In a new blog post, the analytics firm argues that «the
loot box controversy hampered Star Wars Battlefront II out of the gate» as shown
by the game's monthly active users compared to its predecessor's, and that the resulting dumpster fire has caused publishers to rethink lootboxes and self - regulate or at least modulate their greed — an effect we've already seen in the MMO industry too.
Despite the hype surrounding its launch and good critical reviews, the game was swallowed whole
by its
loot box controversy.
Although Team Fortress 2's
loot boxes didn't cause much
by way of complaints at the time, Valve's addition of random microtransactions did gain major
controversy when tried again.
Today, the Entertainment Software Rating Board (ESRB), the self - regulatory association responsible for rating the content of video games, responded to the mounting
controversy around the industry's shift toward microtransactions, specifically the gambling - style
loot box systems favored
by the world's most popular competitive multiplayer titles.
In - game purchases have been a part of
controversy around the game's
Loot boxes — while players can buy new heroes, equipment, and vehicles
by earning credits within the game, they can also buy more crates with «crystals» sold for real - world money.
Star Wars Battlefront II
by Electronic Arts faced a lot of
controversy over its
loot boxes.