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"Hot Take": Fear is a bad motivator
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<blockquote data-quote="EzekielRaiden" data-source="post: 8252171" data-attributes="member: 6790260"><p>In addition to the above legal controversy, there's the wider social controversy. Loot boxes used to be confined to a relatively small portion of games, often those that don't have other revenue streams. A few years back, they started proliferating EVERYWHERE, even into games that you buy for real money AND that have paid DLC. Several games got incredibly bad press/customer responses due to having or adding</p><p></p><p>See, for instance, the absolute brouhaha surrounding the addition of safes (loot boxes) to Payday 2 and the fact that skins coming from them had stats. Particularly when it was revealed that, despite the developers' protestations to the contrary ("it's only one or two points, it's not a big deal" more or less), within days of launch, the fanbase had proven that the math tweaks in the then-most-recent balance patch had reduced numbers across the board JUST enough that you could no longer hit breakpoints unless you had an appropriate skin (e.g. most guards have HP in a multiple of 40, but numerous guns <em>suddenly</em> dealt 39 maximum damage...<em>unless</em> you got a rare skin for it that added an extra point or two.</p><p></p><p>Loot boxes outside of gacha games tend to be seen as a very scummy way to make money. The only game I've ever seen that has a more-or-less reasonable loot box system is Warframe. Its loot boxes are called "relics." Relics:</p><ul> <li data-xf-list-type="ul">never benefit from any resource you can buy with the real-money currency</li> <li data-xf-list-type="ul">are earned and opened only through normal play</li> <li data-xf-list-type="ul">can be traded with other players</li> <li data-xf-list-type="ul">have <em>exactly</em> 6 possible items clearly displayed on them</li> <li data-xf-list-type="ul">can be improved to up your chance of getting rare stuff</li> <li data-xf-list-type="ul">are the only source, via trading in unwanted items, of a valuable resource</li> <li data-xf-list-type="ul">have their rewards shared in multiplayer (so if <em>any</em> squad member gets a rare, <em>everyone</em> can choose it if they want; choosing someone else's reward also gives them a small resource boost)</li> </ul><p>It's probably the only completely non-scummy loot box system I've ever seen. Digital Extremes makes most of their money off other things (various passive boosters, players buying the new hot frame at launch, players rushing build times on equipment, etc.), and it's pretty clear their community appreciates the effort.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8252171, member: 6790260"] In addition to the above legal controversy, there's the wider social controversy. Loot boxes used to be confined to a relatively small portion of games, often those that don't have other revenue streams. A few years back, they started proliferating EVERYWHERE, even into games that you buy for real money AND that have paid DLC. Several games got incredibly bad press/customer responses due to having or adding See, for instance, the absolute brouhaha surrounding the addition of safes (loot boxes) to Payday 2 and the fact that skins coming from them had stats. Particularly when it was revealed that, despite the developers' protestations to the contrary ("it's only one or two points, it's not a big deal" more or less), within days of launch, the fanbase had proven that the math tweaks in the then-most-recent balance patch had reduced numbers across the board JUST enough that you could no longer hit breakpoints unless you had an appropriate skin (e.g. most guards have HP in a multiple of 40, but numerous guns [I]suddenly[/I] dealt 39 maximum damage...[I]unless[/I] you got a rare skin for it that added an extra point or two. Loot boxes outside of gacha games tend to be seen as a very scummy way to make money. The only game I've ever seen that has a more-or-less reasonable loot box system is Warframe. Its loot boxes are called "relics." Relics: [LIST] [*]never benefit from any resource you can buy with the real-money currency [*]are earned and opened only through normal play [*]can be traded with other players [*]have [I]exactly[/I] 6 possible items clearly displayed on them [*]can be improved to up your chance of getting rare stuff [*]are the only source, via trading in unwanted items, of a valuable resource [*]have their rewards shared in multiplayer (so if [I]any[/I] squad member gets a rare, [I]everyone[/I] can choose it if they want; choosing someone else's reward also gives them a small resource boost) [/LIST] It's probably the only completely non-scummy loot box system I've ever seen. Digital Extremes makes most of their money off other things (various passive boosters, players buying the new hot frame at launch, players rushing build times on equipment, etc.), and it's pretty clear their community appreciates the effort. [/QUOTE]
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