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Loot Boxes in Video Games: A Deep Dive

Loot Boxes in Video Games

Loot boxes have become an inseparable aspect of contemporary video games in recent years, attracting players with a promise of chance and a possibility to receive rare prizes. These loot boxes, or virtual containers with a randomized reward of game items that can be anything from cosmetics to pay-to-win weapons, have changed gaming as we know it. The mechanics of loot boxes have also shifted as the gaming environment has changed, but that change is only further entwined into a morass of player-motivating and creator incentivizing driving factors related to fresh game design and revenue streams.

This article will dive into the nuanced phenomenon of loot boxes in video games, addressing their historical roots, design and operation, monetization strategies, and influence on the gaming community and industry.

Historical Background

Loot boxes have become ubiquitous in modern video games, but the origins of this gaming mechanic date back at least 150 years to other kinds of randomized prize rewards. The closest origins are considered to be collectible card games such as Magic: The Gathering, which featured a randomized booster pack that could be purchased to obtain new cards. This approach to randomization was later transferred to video games, initially appearing in massively multiplayer online role-playing games and free-to-play mobile games.

The first recorded use of a loot box was the Gachapon ticket in 2004 Japanese MMO MapleStory: players received a ticket that supposedly dropped rare in-game items at a Gachapon in-game booth. Three years later, in 2006, the Chinese MMO ZT Online took loot boxes to a new level by making them the central gameplay mechanic. The players could buy virtual treasure boxes and open them for valuable in-game rewards.

With this concept gaining in popularity, some Western developers started paying attention. Arguably, a well-implemented loot box system came from the free-to-play version of Valve’s Team Fortress 2, which became available in 2010; players could earn crates by playing and then buying keys to unlock them. It worked for this title and paved the way for many others that followed closely in its footsteps, like Overwatch and Call of Duty: WWII.

Loot Boxes in Video Games
Credit: Pixabay.com

Design and Functionality

Loot boxes are in-game containers that grant players a random reward, anything from costumes to powerful gear. They are often incorporated into gameplay as rewards for accomplishments or purchases using real currency or in-game tokens. How loot boxes work can be very different from game to game:

  • Different types of loot boxes: Depending on the genre, these boxes might have different names: loot boxes, lock boxes, and booster packs.
  • How players get their loot boxes: earned through gameplay achievements, promotions, or directly buying them.
  • Unlock methods: Some loot boxes require extra items (called “keys”), which adds another layer to their design.

Loot boxes are enticing because of their random nature. Players are attracted to them because there is a small chance they might walk away with one or more very rare items. Nevertheless, this randomization, too, triggers player engagement and spending behavior concerns, as players may be triggered to spend again for an opportunity to get these highly desired prizes.

Monetization Incentives

Loot boxes represent one of the few truly ongoing revenue strategies that developers can use outside of traditional downloadable content (DLC) or subscription fees. They capitalize on our ridiculous, addictive, compulsive tendencies to throw digital money to solve a problem. By adding loot boxes, developers ensure that players stay engaged by consistently providing fresh content and cosmetics while also profiting via microtransactions.

This approach has been particularly successful for free-to-play games, where the core game is available for free, and monetization happens through optional purchases. These gambling-style mechanics with an irresistible psychological hook push players to throw money in the hopes of getting that rare, new item. Furthermore, implementations tend to be hugely successful in revenue—Puzzle & Dragons (a Gacha game originating in Japan) generated more than $1,000,000,000 in its first year.

Impact on Industry and Players

Loot boxes have deeply affected gamers and the gaming industry. On the one hand, they have revolutionized revenue models for developers, meaning that they can now build more sustainable income streams while not losing players. However, they have also raised ethical concerns and debates about their impact on player behavior.

Positive impacts include:

  • Ongoing Commitment: Frequent updates and addition of new items bring players back in.
  • High earnings: Developers can make a lot of money without traditional sales.

Negative impacts include:

  • Cash Grab: Games may encourage players to spend more money to stay competitive
  • Similarity to gambling: The random nature of loot boxes resembles gambling mechanics, which creates potential risk factors for addiction and loss of money.
Loot Boxes in Video Games
Credit: Pixabay.com

Criticism and Concerns

One of the biggest criticisms of loot boxes as features of video games is their similarities to gambling. Justifying such practices as fair game for capitalist entrepreneurs is folly, and critics of the practice accuse them of preying on vulnerable players, especially children and adolescents who may not fully realize the risks involved. Concerns include:

  • Gambling-like mechanics: Players pay real money to try and get results that may or may not be there, promoting compulsive behaviors.
  • Financial burden: Certain players might need to go into heavy debt to pursue rare items.
  • Ethical Implications: Using loot boxes raises issues of fairness and transparency in gaming.

Because of this, games like Star Wars Battlefront II faced criticism for their over-monetization tactics. Due to the backlash, they seemingly adjusted their game design.

Regulation and Legislation

As concerns about loot boxes have grown, several jurisdictions have started considering potential regulatory frameworks to deal with them. Key developments include:

  • The EU has investigated loot boxes for their effects on consumers, especially minors, inspiring interest in possible regulation.
  • Countries such as Belgium and the Netherlands have determined that loot box mechanics meet the definition of gambling and have taken legal action against companies failing to comply with local laws.
  • In some areas, authorities place age restrictions on games with loot boxes to prevent their occurrence with younger features.

Such regulatory efforts indicate a growing awareness of regulation in the gaming ecosystem.

Litigation Cases

The subject of loot boxes has spurred some rather notable litigation cases:

  • In the case of Belgium, authorities have punished big publishers like EA for including loot box mechanics who break gambling laws without the proper licenses.
  • In North America, class action lawsuits have been organised against companies including Activision Blizzard over the claim that their loot box mechanisms break gambling laws.

Such cases showcase the continued legal controversy facing developers amid evolving loot box inclusion and consumer protection laws.

Final Thoughts on Loot Boxes in Video Games

Loot boxes are a double-edged sword for the gaming industry; on the one hand, they provide a new and exciting method of monetization, and on the other, they lead to new ethical dilemmas and regulatory hurdles the industry has to overcome, and navigate over time.

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Sources:

  • com/the-evolution-of-loot-boxes
  • com/news/the-evolution-of-loot-boxes-crates-and-ut-cards
  • europa.eu/RegData/etudes/STUD/2020/652727/IPOL_STU(2020)652727_EN.pdf

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