IronWhale_JMC
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IronWhale_JMC4687 karma
I have to admit, I'm of really mixed feelings.
Back when I was making them, the justification was:
- The player always gets something from the box
- They can't cash anything out for real money
- The paid content will be grindable in a month or two
This wasn't just internal chatter, this constituted a legal justification in several countries that our games were available.
However, while those criteria take away a lot of the problems with loot boxes/gambling, I also used to be a customer support guy on those same games. I've seen players with lifetime spend counts of over $50,000 on those games. People spend a lot of money on hobbies, that's a given. However, that kind of amount starts to worry you a little. Is this someone who really loves our product, or are we taking advantage of a compulsion?
Still, I don't think classifying loot boxes as gambling is a good idea, because it's going to have huge unexpected side effects. If loot boxes in games are gambling, what about Magic the Gathering card packs (the original pay-to-win lootbox)? What about loot drops on monsters in an MMO? Legally defining a 'loot box' in a game is extremely tricky, especially because most lawyers and lawmakers neither know, nor really care how games work.
IronWhale_JMC2162 karma
Common truths? Hmm... here are some of the guidelines I remember using. Things will, of course vary between teams and companies.
- Don't publish the odds, it causes more confusion than help. People will think that buying 100 loot boxes guarantees them a 1 in 100 drop, then get angry when it doesn't. That's not how statistics work.
- Always make the minimum prize the same value as the lootbox cost. That way the player is never losing value for buying a lootbox.
- The top prize (sometimes called the 'chase prize') has to be something that isn't available any other way. The event is centered around this chase prize.
- Include several smaller chase prizes, like chase prizes from a few months ago, at better odds. This lets people who missed out last time have a shot at them.
- Aim for lower lootbox cost when possible. Lower price means a lower barrier to entry.
- Reward people for buying in bulk.
- If you're going to do a big event, always give every active player a free lootbox. It feels nice to get presents, it increases player goodwill, and it gets otherwise ambivalent players excited about the event. It's also funny as hell when a new, low level player gets the chase prize in their free lootbox. Rare, but awesome.
- You can piss the players off, or you can ask them for money. Doing both at the same time is suicide.
- After every big lootbox event, there will be a 'hangover' where nobody wants to spend money. Make sure that your sales schedule accounts for this.
IronWhale_JMC1659 karma
Reinventing the wheel, constantly. You would be shocked at how non-standardized the game industry is, from a development perspective.
Obviously, different kinds of games have different development needs, but even things as a simple as job titles can mean completely different things from company-to-company. Which is ridiculous and I think that'll need to change within the next 5 years.
At Kabam, we had elaborate spread sheets to keep track of all of our loot boxes and approximate "market values" for items. Still, sometimes things really came down to observation and the gut feelings you get from working on a game, 8 hours a day, for over a year.
IronWhale_JMC8580 karma
Cracks Knuckles Let's do this dance!
I think that covers everything... I'm feeling pretty good about the sanctity of my soul.
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