I really hope you read this review instead of jumping to the score because if microtransactions and a pay - to - progress loot box system don't bother you, this game is certainly for you.
For instance
some loot box systems do allow for players to work towards acquiring what they want by buying / selling from a user marketplace using in - game currency, Madden's Ultimate Team model with their auction house comes to mind.
Not exact matches
Do you love the trend of online multiplayer games having
loot boxes, in - game currency and crafting
systems that affect gameplay Continue Reading →
The customization part comes in the form of a
loot boxes system, which doesn't imply spending real money.
Indeed, barely a second goes by where one of its core elements doesn't bring to mind the superior experience offered by other games, from the shooting mechanics of Quake and Unreal Tournament, to the mobility tactics of Titanfall and Tribes, to Overwatch «s own objective - based gameplay, specific character classes, and «
Loot Box» reward
system.
Having
loot box systems like this are an obvious way to make large amounts of revenue through player micro-transactions from people who either don't have the time or the effort to put in the grind that is necessary to progress in the game.
Following negative response to the Battlefront II beta, EA and developer DICE made some tweaks to the game's
loot boxes and progression
system, but the controversy didn't end there.
What
do you think of Star Wars Battlefront II's
loot boxes and progression
system?
I
do like how the game will only ever make you wait for about ninety seconds before giving you a match against bots, meaning you can still gain the exp you don't in skirmish games without having to wait ages for players, its great for the types of people that aren't big on multiplayer, each vehicle has unlockable skins, voice lines, tombstones to mark deaths and emotes for bragging rights, the game also features a leveling
system with
loot boxes for unlockable gear and titles at each level up, meaning there are always rewards for even the casual player to earn which is great for replay value.
The fact that you don't explicitly need to spend money is not an excuse for making the
loot -
box system such a visible, almost necessary part of gameplay.
Considering that they intentionally put a
system in place, that suppressed the rewards for all the work you
did, in an effort to push you into buying
loot boxes, I am inclined to believe it's straws we're talking about, not reforms.
«I think the games that successfully
do loot box systems are designed around them completely from the outside and they're a core part of the gameplay
loot, whereas as our loop, it's more based on the gameplay action itself, then gathering items, then using that to create better gear, and then using that to go and
do more action gameplay,» Game director Kaname Fujioka explained.
We could
do with a JQ episode breaking down this game (or another that
does it, but Shadow of War would obviously be the prime example), detailing the ways in which the
loot box system clearly HAS impacted the game's design.
Another popular gripe with the game is
loot distribution that doesn't reflect individual player performance or preferences at all, due to the random nature of the
loot box system.
But then Shadow of War arrived and it's become apparent that's really not the case: Yes,
loot boxes are there, and are advertised every time you enter the game's pause menu and yes, you see this menu a lot as checking your inventory and the Nemesis
System is something you'll
do constantly (we know, seeing it so much can be a drag), but you don't have to spend any money on them.
Stuff like Battlefront 2, doesn't implement such a
system (probably because the card set is so limited and once received they are permanent perks to the character / class / ship they apply to as opposed to time - lapsed usage in Madden) but they
do provide in game currency for duplicates (albeit arguably far too low in relation to what a
loot box costs and the rarity of the card).
As a gamer, I
did not have an issue with the
loot box system or microtransactions.
However I
do have some concerns with the proliferation of
loot box systems which I consider to be gambling in all but name and the move away from single player experiences.
It's your primary progression
system, and the acquisition of cards is
done via
loot boxes... and yes, you can buy
loot boxes with real world money.
OpenCritic has decided to note which games have
loot boxes, as its CEO doesn't care for this
system at all: «You can call it gambling, you can call it gaming addiction, you can call it whatever you want.
Do you love the trend of online multiplayer games having
loot boxes, in - game currency and crafting
systems that affect gameplay Continue Reading →
Do you love the trend of online multiplayer games having
loot boxes, in - game currency and crafting
systems that affect gameplay directly, letting some users have an inherent advantage over others online?
[A] ll class leveling, ability customization, and upgrading is funneled through a randomized
loot box system with tediously high in - game credit costs if you don't spend real money to skip over the grind,» he writes.
The fact that you don't explicitly need to spend money is not an excuse for making the
loot -
box system such a visible, almost necessary part of gameplay.