Documente Academic
Documente Profesional
Documente Cultură
Eder Ramirez
Dr. Novak
ENGL 101-66
December 9 2019
games is one that’s solidified its presence and relevance by presenting its audiences a
and intricate storylines, and innovative gameplay that aim to reinvent the genre it
they both parties rely on each other for the industry to thrive. Should developers continue
to create content and media that cater to the high standards of dedicated game consumers,
whatever they may be; the consumers, in turn, happily purchase and praise the game to
no end, allowing the developers to not only monetarily gain, but to also gain in
reputation. This concept is how successful companies and developers like Nintendo and
Square Enix thrive in the game industry, becoming financial dreadnaughts backed with
Occasionally, there may be a new trend that emerges in the industry, bringing
with it a whole tsunami of unforeseen effects, good or bad; examples of such trends
include the “Battle Royale” craze, spawned by the popularity of games such as Fortnite
and PlayerUnknown’s Battlegrounds, the Renaissance of 8-Bit “Indies” kick started with
cult-gems such as Undertale and Cave Story, and even the trend of “Augmented Reality”
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games like the wildly successful Pokémon Go and Harry Potter: Wizards Unite.
However, one trend has cemented its presence in the Industry within the last few years,
sparking debate amongst gamers and politicians alike. While the trend of “lootboxes” and
“microtransactions” in gaming is not one that may seem paramount in the grand scheme
of the industry, its presence is more broad than one may think.
where the player is presented with an option to spend money to obtain special in-game
items via these lootboxes, which randomly decide what the player shall receive based on
an algorithm similar to that of a casino slot machine. Prizes may range from cosmetics to
alter the appearance of say, a character or a weapon; to special in-game items obtainable
only behind this method, like a powerful character or a powerful item that the player may
use against others. Gamers advocate that lootboxes mimic the style of casino slot
machines, where costs are high and payouts are almost never worth the cost thanks to low
percentages of obtaining a desirable item. Now, the context of these arguments mostly
apply to its presence in online multiplayer games, where balance and fairness is a key
component for the livelihood of its playerbase. After all, who wants to play a game that’s
unfair?
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2017 saw the launch of Star Wars Battlefront 2, a game developed by AAA
studio, EA. Its lootboxes (Figure 1) were a feature present in the Multiplayer experience,
where players can purchase them for a chance to win items (in the form of gameplay
boosters), weapons, emotes, and characters for use in online battles. The lootboxes,
known as Crates, were bought through a premium in-game currency called “Crystals,”
which were obtainable by buying packages of the premium currency with real money.
For example, 1,000 of these crystals were available for $10, with the most
Figure 1:
SWBF2’s Lootboxes
chances of unlocking
ones who had powerful characters, since they were able to buy more lootboxes and play
the chances over and over until they got a powerful character. The game, due to most of
the weapons and character being locked behind Crates, was shunned for its use and
implementation of them, where EA responded on the topic in the game’s Reddit page
when one fan voiced out against it. In a comment responding to the player’s thread, EA’s
Community Team responded with saying “the intent [was] to provide players with a
sense of pride and accomplishment for unlocking different heroes” (EA Community
Team), which soon became the most downvoted post in Reddit’s history. The media and
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playerbase.
Rubies, Tour’s Premium in-game currency, the player is given the option to launch
prizes in the form of Characters, Karts, Coins, and Item Boosters for use in gameplay.
Karts and Characters featured in Pipes often boasted high stats and better chances of
attaining an item during races, while Item Boosters altered the quality of items obtained.
Reviewers, due to the egregious implementation of Pipes among other things, found
themselves ridiculing the game. As of writing, Mario, the mascot and main character of
the Mario series, is unplayable without unlocking him from a Pipe, which led to some
jokes being spread around online in mockery of Nintendo. However, the game also
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features the “Gold Pass (Figure 2),” a subscription of $5/month for access to exclusive
This trend captured the attention of many groups of people, from loyal players to
the media and even governments around the world. Belgium introduced a heavy
regulation on gambling, which squashed the idea of lootboxes in the country. The United
States has made efforts to regulate them as well, but nothing has gone beyond a proposed
bill due to Lootboxes not violating any gambling regulations. As mentioned earlier, to an
average consumer of this medium, lootboxes have ultimately hindered the gaming
consumers for content in the game. This new cycle ultimately quashes the ideal,
symbiotic relationship that consumers and companies truly strive in. It is no longer about
the money at this point, but rather about how a company respects is audiences. The future
of the gaming industry seems like one that relies on these forms of micro transactions. Its
up to consumers and companies to draw conclusions about this craze, and time will tell
what the trend has in store for its industry and its consumers.
Cites:
https://www.reddit.com/r/StarWarsBattlefront/comments/7cff0b/seriously_i_paid
_80_to_have_vader_locked/?utm_source=share&utm_medium=web2x.
battlefront-2-ea-apologizes-for-loot-box-fiasco-2018-4
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tour-gold-pass-features-price