Loot Boxes: Difference between revisions

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Loot Boxes (aka "Loot Crate", "Prize Crate", and many other names. Also to not be confused for a mail order subscription were mystery boxes are physical and take up space in your closet) are consumable items that can be redeemed to received a randomized box that opens up virtual prizes, like skins, in-game currency, weapons, and armor. - Also, an annoying factor if the gamer already has that cosmetic(s). Some of these virtual prizes are "rare" to obtained and are color coded for convenience|color coded to separate them from the frequents prizes that regularly drops. The loot boxes' Asian counterparts are similar to the gashapon vending machines, besides having similar traits to their western cousins. But the difference that these loot boxes has: are the player spins to get randomize items, and mostly go by a vending machine appearance. One of these types of gachapon loot boxes are the "complete gacha" (aka konpu gacha) were players need to collect items akin to puzzle pieces to form one huge yet rare item. They can be bought using real money to buy microtransactions, grinding for virtual money, buying keys from the virtual store and using them to redeem, wait for them to be drop during or after gameplay, to reach the next level, special occasions or events, play and complete rounds without quitting during in a multiplayer, MMNO, and co-op games. Some of the loot boxes' contents can be tradeable after redeeming or converting them into in-game currency, which can be use to buy the items that they want. All of these versions of loot boxes can be found in the smallest mobile games and up to the huge video games that can be found in PC and consoles, especially ones that uses the free to play models.
 
One of the earliest and major influential form of loot boxes originated from some of EA's earlier FIFA games, like FIFA Soccer, and this was a bit long before the loot systems that are found in MMORG and the mobile games' popularity boom, which are also the loot boxes' prehistoric family; since they all paved the way to the modern form of loot boxes. Andrew Wilson, one of EA's CEOs, evolved FIFA's systems since he saw that they can merge microtransactions with the surprise boxes. Some of the reasons why game companies uses these controversial mechanics was so they can get ongoing revenue while not dealing with DLC or game subscriptions tediousness, but to keep gamers engaged and getting on-going revenue to possibly keep the game(s) in question updated and in good conditions.