While 2017 has been a mostly strong year for gaming, there is
one trend that has risen above all the rest to become the most controversial. I
previously talked about microtransactions in CC
episode 4 but now that problem has mutated into something much worse; the
intrusion of loot boxes and the subsequent entrance of gambling into video
games.
The first loot box systems debuted in Bioware’s Mass Effect 3
and Valve’s Counter Strike Global Offensive in 2012 which created an entire market of
crates containing textures for weapons and other items; the latter sowed the
seeds for the problem we have five years later; CSGO’s crates were already
playing on expectations and luck; either
you get the adrenaline rush of a rare item or get disappointed by a common one,
which psychologically compels you to shell out more cash to keep spinning the
wheel. It’s an internal need for a reward that lies at the centre of gambling,
which creates a compulsive need to keep on spending money. Add to this the intentional efforts from developers to make game progression an endless grind and you have a toxic manipulation effect in place.
From here, microtransactions would only become more irksome;
rather than listening to player feedback, publishers instructed
developers to make them worse and give us more of them. The Mass Effect
series went from charging a maximum amount of £3.99 a pack in 3 to an
outrageous £69.99 in Andromeda. At first, players dismissed these changes,
again seeing the microtransactions as optional but as time went on, they became
a greater part of larger AAA titles. This boiled over in 2017 in which a
collection of games adopted loot boxes and worse still, made them a pivotal
part of gameplay.
This year, three of the biggest games to take on the nasty
trend of loot box gambling included Middle Earth: Shadow of War, Star Wars
Battlefront II and Assassin’s Creed Origins. Shadow of War featured a
rather insulting store page with an orc rubbing his hands together (they
literally aren’t even trying to hide their greed…) to buy orc followers for
your army, something which also carried over into the online multiplayer mode. Star Wars Battlefront II
buried a lot of good-will by making a blatantly pay-to-win system with
upgradeable star cards and while Assassin’s Creed Origins isn’t quite as
intrusive with its loot boxes, the methods it uses to
manipulate consumers are still egregious. The most disappointing part of
all this is that each of these games are still genuinely fun to play, but all
of them are soured by the onset of awful business ethics designed to squeeze every
penny out of players.
Not only are loot boxes making their way into more and more
titles; they’re also directly impacting game development and decisions made by
publishers. Recently EA
shut down Visceral Games and cancelled their linear single player Star Wars
game; many believe this is because this type of game can’t be riddled with
microtransactions the same way other genres can. The most egregious aspect of
loot boxes is that they seem far more impervious than any other rotten business
practice in the industry. The lazy movie licenced games of previous generations
were struck down by low review scores which reduced their sales drastically,
causing publishers to almost completely drop their development. Online passes
(which required an additional fee to access multiplayer features) were canned
after a heap of negative feedback and season passes, while still present in
some titles, are fewer and further between than they were before.
But loot boxes are different; they’re placed into a game,
framed as entirely optional extras before developers and publishers start to
push their luck and gradually make them a more pivotal aspect of the game; in
turn, they slowly twist the more manipulative aspects of microtransactions to
get people to pay more. The problem has become so bad that companies
have sprung up with the sole intention of getting players to pay more for small
insignificant digital items. Moreover, the controversies surrounding the gambling
invading video games are
having little to no impact on game sales, something that is sure to compel
companies to keep putting loot boxes in.
The aftermath
It appears that the gaming industry has finally found a
business practice that can be exploited to the max without any fear of losing
sales or reputation; both Shadow of War and Star Wars Battlefront II are sure
to sell millions regardless of their intrusive loot-box systems. How can the
community push back against this problem? It will take a widely concerted
effort…
1. Now that they are starting to take
note, game reviewers and critics (both mainstream and third party) must
begin factoring pay-to-win systems into their review scores. If a system like
the one in Battlefront II exists, that game should automatically be docked a
point or two; despite the criticism levelled at mainstream reviewers, they
still have the power to affect sales and once these figures change, publishers
will take note. On top of that, they must also ask more questions to hold
companies accountable over their practices.
2. Any
gambling commissions and regulators need to classify loot boxes not
as optional content but gambling; by automatically upping the age rating
and making consumers aware of sinister practices, this will also put a dent in
sales and punish companies for bad corporate behaviour. There have been a
couple of petitions to make this happen, including one
in the UK which has made it government discussion. China has also made a
law requiring companies to disclose the exact odds of loot box contents.
3. Any video
makers, streamers or YouTubers showing off the opening of loot boxes on their
channels should either limit or stop making these videos entirely, thus reducing the incentive and encouragement
for others to visit the in-game stores.
(Images used for the purposes of review and criticism under fair use)
No comments:
Post a Comment
Note: only a member of this blog may post a comment.