mardi 10 octobre 2017

Video games have a loot box fetish, and it's starting to harm the way we play



This year, I've played seven major titles which explicitly use loot boxes as part of their in-game economies: Middle-earth: Shadow of War, Mass Effect: Andromeda, Injustice 2, Lawbreakers, Forza Motorsport 7, For Honor, and the Star Wars Battlefront 2 beta. Let's not forget, too, that Destiny 2's Bright Engrams and FIFA 18's Card Packs are essentially the same gimmick wrapped up in passably different clothing. That's seven different genres, all strung up by a gambling-oriented system of microtransactions that, until a few years ago, was relegated to the realm of the free-to-play mobile market. So what's going on? 
In short, it’s an inevitable evolution of a culture which has dominated the business of the AAA industry for years. After so many episodes of controversy surrounding overt pay-to-win mechanics and shamelessly overpriced microtransactions, the loot box is the publisher's way of dressing up monetisation in more palatable packaging.  
Try opening a loot box in any of the games I mentioned above, and notice the manner in which the process plays out. The player is encouraged to open the box themselves with the press of a button, as a carefully designed formula of animations and sound effects work their magic to create a great sense of anticipation, before the contents of the package is finally revealed (usually an assortment of pedestrian cosmetic items). 
It’s a sensory experience that’s specifically designed to entice your attention and whet your appetite, like the eye-catching light show of a pachinko machine, and the whole song and dance implies that the loot box itself is a meaningful and entertaining investment, more than just a needless meta-game expenditure. You’re no longer merely converting real-world cash for in-game cash, but betting on an addictive lotto of luck and potential. Hell, Activision seems to believe that opening loot boxes is such a euphoric experience for its customers, that Call of Duty: WWII will actually reward players for watching others open their own loot boxes.  

A common problem

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. 17 months ago, when Overwatch first arrived on the scene, its use of loot boxes generated a noticeable but relatively mild amount of fuss, as many were willing to forgive Blizzard based on the merits of the game itself.
Today, Middle-earth: Shadow of War has only just released, but it’s already arriving to a hostile reception from both press and public alike, after Warner Bros. announced that the game, a largely single-player experience, will feature an online market where players will be able to purchase loot boxes for the chance of obtaining high-level Orcs. That’s right, loot boxes for Orcs. 
"The more forgiving we are of loot boxes, the further publishers will push to test the limits of how much money they can make from them."
Having played and completed Shadow of War, I can safely say that I never visited the market on my own volition once, but that’s not to say it didn’t put a dampener on my experience with the game. During the later stages of the campaign, I could almost sense Shadow of War subtly encouraging me, like the devil on my shoulder, to skip over its endless splurge of nemesis missions and instead build an army byway of of my own wallet. 

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