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Loot Boxes: Difference between revisions

Okay, first pass on turning Jade's text into standard English.
(restoring Jade's changes to Card Games)
(Okay, first pass on turning Jade's text into standard English.)
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Loot boxes can be acquired through several means, depending on the game. Among the most common are waiting for them to be drop during or after gameplay, for completing rounds without quitting during in a multiplayer match or other special competition, as an award for reaching a new level, or as part of in-game special occasions or events. They might also be acquired by purchasing them with an in-game currency or using in-game crafting components to make them. Most controversially, though, are those games that offer Loot Boxes for real money, either via on-the-fly purchase through [[microtransactions]] or [[Bribing Your Way to Victory|buying keys from the game's virtual store]] to open otherwise sealed boxes that drop during normal play.
 
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.
 
While many game companies will say that they use Loot Boxes to keep their players engaged and offer easy and incremental improvements to game contents, there is no denying that they ''also'' get an ongoing revenue stream while avoiding the need to create new [[Downloadable Content|DLC]] or the overhead of game subscriptions.
One of the earliest and most influential form of Loot Boxes originated in [[Electronic Arts]]'s early ''FIFA'' games, like ''[[FIFA Soccer]]''. Andrew Wilson, one of EA's CEOs, evolved the ''FIFA'' system when he saw that they could merge microtransactions with the games' existing card pack system, which already bore a strong similarity to modern Loot Boxes. The result was a new element in online (and even offline) gaming with a corresponding new revenue stream for the company.
 
However, this game mechanic is not without controversy. No small number of gamers hate Loot Boxes because they feel the mechanic detracts from game play as players with money to spend focus their effort on [[Munchkin|buying boxes to collect ever-more-powerful rare items that give them an advantage over other players]], leaving players who cannot or do not want to invest money in Loot Boxes
 
 
{{Under Construction}}
 
 
gamers hate loot boxes since they deem them to be predatory in nature and equates them to gambling, mainly due to the chance mechanic where people will be made to spend more money just to get the skins, weapons, or armor that they want if they do not get it earlier. Also, the nature of rewarding those that spend more money on loot boxes to get more perks, minimizing actual gameplay, and organic leveling up. As well as the fact that a game which has loot boxes are already heavily priced, like 30 or 60 US dollars for the main game alone, and offer so little content or worst, having to buy content or features that should have been in the game in the first place. The prize crates also came under fire by international countries, like Belgium, that ruled them as gambling, placing them alongside casinos, and Japan, where the kompu gacha loot boxes are banned by the Consumer Affairs Agency (It's only complete gacha loot boxes that are forbidden, the rest of the gacha loot boxes still remains being used). Some of the reasons why non-gamers, like politicians, took noticed was because of fearing of an underground market involving cosmetics and virtual weapons, besides the usual dreading that young kids and teens' developing minds will become akin to the gambling addicts.
 
 
, and this was before the boom of MMORPGs and the mobile games' popularity. They all paved the way to the loot boxes' modern form.
 
The reasons why some game companies uses and continues to put these controversial mechanics was so they can get ongoing revenue while not dealing with [[Downloadable Content|DLC]] or tediousness game subscriptions, but also to keep gamers engaged and keep the game(s) in question updated and in good conditions.
 
 
 
 
The loot boxes' Asian counterparts are similar to the gashapon vending machines' appearance or a combo of both a vending machine and loot boxes. Though the differences that these gashapon loot boxes has: are the player spins to get randomize items, One of these types of gachapon loot boxes are the "complete gacha" (aka konpu gacha) where players need to collect items akin to puzzle pieces to form one huge yet rare item.
 
One of the earliest and most influential formforms of Loot Boxes originated in [[Electronic Arts]]'s early ''FIFA'' games, like ''[[FIFA Soccer]]''. Andrew Wilson, one of EA's CEOs, evolved the ''FIFA'' system when he saw that they could merge microtransactions with the games' existing card pack system, which already bore a strong similarity to modern Loot Boxes. The result was a new element in online (and even offline) gaming with a corresponding new revenue stream for the company.
 
However, this game mechanic is not without controversy. No small number of gamers hate Loot Boxes because they feel the mechanic detracts from game play. as playersThey argue, with some justification, that making Loot Boxes (or the means to unlock them) a cash commodity turns a game from roleplaying into [[Pay to Win]], especially when boxes contain exclusive rewards that outrank those acquired in normal play. Players with money to spend focus their effort on [[Munchkin|buying boxes to collect ever-more-powerful rare items thatto give themgain an advantage over other players]], leaving playersthose who cannot or do not want to invest money in Loot Boxes. Even when the boxes do not provide exclusive and overpowered items, the race to buy one's way to the best equipment can turn into the ''raison d'etre'' for playing the game, rather than the game content itself.
 
On top of this was the valid complaint that these games are already highly priced -- often US$30 to US$60 for the main game alone -- that it is exploitative or even fraudulent to require ''additional'' outlays of cash from players to receive content that they reasonably feel should have been included in the game already.
 
Then there are the legal issues raised during 2018 and 2019 -- loot boxes came under fire in multiple jurisdictions like Belgium, which have designated them as gambling, placing them alongside online casinos in terms of regulation, and Japan, where the ''kompu gacha'' loot boxes are banned outright by the Consumer Affairs Agency. Questions were raised not only about circumventing gambling regulations but also the effect of random reward systems on personalities already prone to addictive behaviors. Then there were concerns about a growing underground market for selling loot from boxes for real money at often exorbitant prices, driven by the legally-grey "gold miner" industry based out of the far east.
 
Compare [[Gacha Game]]. Not be confused with a type of mail order subscription program where the mystery boxes are physical and take up space in your closet.
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