Saturday, November 18, 2017

Thar's Some Loot Crate Drama Brewing....

I don't really play multiplayer games, but I do pay attention to what is happening in the wide world of video gaming.  Lately it seems like you can't look at anything gaming related without some sort of major controversy popping up.  The current backlash seems to be aimed at the loot crate system that seems to be spreading like a horde of Call of Duty-esque Nazi zombies.  It seems like every new game (especially the AAA titles) has some sort of microtransaction or loot crate system built in.  The question begs to be asked:  is this a good thing for gaming/gamers or is it a blight that we should be fighting before it completely swallows all of our hard earned cash?

Much of the controversy seems to lie around a very central issue that has made its way into the legal systems in several different countries--are loot crates a form of gambling?  The developers and companies who produce the most loot crate laden titles (EA, Activision....namely) argue that it's not really gambling.  When a player spends money they are guaranteed to get something.  It definitely won't be an uber/rare thing every time, but you do get something.  It's not like putting money into a slot machine where you aren't guaranteed to get something for your money.  So, basically in their eyes, this is not technically gambling.

Overwatch loot crates.  Buy em' by the batch!
My major issue with the developer stance is that no one buys loot crates because they just want some basic items.  People buy loot crates because they are definitely betting on the chance that they will get that uber item/thing that they want.  Developers are taking advantage of the fact that many people are willing to continue laying down real money for that chance.  When the issue of gambling came up in China they made it a law that the rates for items to appear in loot crates/boxes must be published.  I think this is a positive step and wish it was a requirement around the world.  Not that I think it would keep some people from continuing to buy crates....but some people would probably balk at spending an additional chunk of change on top of what they've already spent to purchase a game.

There are so many issues with loot crates beside the whole gambling aspect.  Terms like "pay-to-win" come to mind and it seems like some games are trying to steer away from giving players direct gameplay advantages from buying crates.  I am more willing to accept the idea of loot crates if they don't give players a distinct advantage.  If someone wants to spend $50 to unlock a special character outfit or a skin for a weapon...that's completely their choice.

A loot crate from Call of Duty:  WWII
One of the more insidious uses of loot crates I've read about is currently appearing in Call of Duty:  WWII.  Players are rewarded for watching other players open loot crates.  You can see exactly what loot another player has just unboxed.  So what's the big deal?  Isn't it kind of fun to watch other people opening boxes and seeing their reactions?  Yes, totally!  But, on a psychological level, players are being socially influenced--watching others get something you really want is going to make you want to get that item even more.  Plus, someone else just got the thing...you'll definitely get it too!  Unfortunately this isn't true and this strategy is the perfect way to influence people to buy more crates.

I don't see the loot crate system going away anytime soon...especially in multiplayer games.  Developers argue that microtransactions and loot crates are an integral part of the system.  Modern games can cost hundreds of millions of dollars to produce and in order to make them better they need more cash flow.  They also argue that there is usually a way to earn loot crates without paying actual money--usually players can spend a bunch of time playing to earn the same rewards.  I experienced this firsthand during my brief stint playing Hearthstone.  For completing daily "quests" that involved winning a certain number of matches or participating in arena matches you earned in-game currency that could be used to unlock packs of cards.  The problem with this system is that to earn enough in-game currency to unlock a pack of cards would require many hours of gameplay.  Wouldn't it be simpler to just pay $2 and unlock some cards?  Yes, yes it would.  In our time strained/constantly busy world I can understand that buying cards is convenient.  (I never actually bought any and ended up quitting Hearthstone because I realized how much of a time sink it was turning into)

Personally, I won't be buying into any loot crate systems and wish the whole system was more transparent.  Players should know exactly what their chances are of unlocking items if they choose to buy loot crates.  I understand that part of the fun with loot crates is the mystery of opening them and seeing what you win but wish people would think about how much money they are spending.  Why not just say "this skin costs $40?"  Profits...that's why.  But what if those profits are helping to make games bigger and better?  /sigh.

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