As a video game consumer, I am deeply concerned about recent trends in game design and monetization.
Over the last few months, several major premium "AAA" game titles, including
Middle-earth: Shadow of War, Star Wars Battlefront II, and
Forza Motorsport 7, have launched with a relatively new and controversial type of in-game item known as a
loot box. Loot boxes, when opened, provide one or more random in-game items, which are not known until they are opened. Depending on the game, these can range from cosmetic modifications such as skins that have no impact on gameplay, to weapons, armor, and other equipment which significantly alter gameplay. Items in a loot box are typically grouped by rarity, and some items available from loot boxes can be more desirable than others, such as a rare skin for a playable character or a particularly powerful weapon. This encourages players to acquire more loot boxes for more chances to get better items. Depending on the game, loot boxes can be obtained over the course of normal play, with in-game currency, and/or with real money.
The random nature of loot boxes leverages the same psychological principles behind gambling to make the process of obtaining and opening them addictive. This is further reinforced by the fact that games which use loot boxes often do not permit players to purchase specific items directly, even with real-world currency. The game's mechanics are also often designed to encourage purchasing loot boxes by making it difficult and time-consuming to progress in a game through normal gameplay. As a result, loot boxes have drawn regulatory attention, with some jurisdictions considering treating loot box systems as gambling. The gambling-like nature of loot boxes has also drawn sharp criticism from both the press and the player community, which consider such systems to be predatory to consumers while degrading the game experience for those who do not pay for loot boxes. Compounding this is the fact that players already need to spend up to US$60 to begin playing the game in the first place.
More generally, the use of microtransaction systems which allow players to purchase in-game items with real money has drawn criticism, especially where such purchases allow paying players to obtain a significant advantage over others in competitive multiplayer gameplay or where the game's mechanics are balanced in such a way that they make normal progression unusually tedious without real-money purchases.
These trends in video game monetization have led to gamers claiming that the video game industry has become greedy and exploitative of its customers. With major game publishers like Take-Two Interactive reporting significant increases in revenue and profit, this can certainly appear to be the case. However, the truth is far more complicated than this.