The Big Debate about Loot Boxes: Are They Good or Bad?

Loot boxes have become a big part of today’s video games. If you’re a keen player of franchises such as FIFA, Counter-Strike, or Star Wars, then you’ll almost certainly have seen one; they offer you virtual items — in exchange for money — that can be used to improve gameplay or set against future in-game expenses. The problem is, they attract a lot of controversy. There are fears that they lead to heavy spending among child players, and has prompted the UK government to attempt to reclassify them as gambling products. Some countries, such as The Netherlands and Belgium have even banned the items altogether.  

Are they as dangerous as some people believe; or a fun, and necessary, supplement to the video gaming experience? Let’s take a look at both sides of the story. 

They Enhance Gameplay

A common argument in favor of loot boxes is that they help to improve the general gameplay experience. EA uses them in a variety of their titles, such as in FIFA’s Ultimate Team, to offer players extra options as they advance. In exchange for a payment, a loot box can give you a new superstar, or a more advanced game mode, depending on which stage of the game you’re at. They’re a popular, if sometimes expensive, option among gamers and the EA vice-president even compared them to ‘Kinder Eggs’ recently, in that the player gets a pleasant surprise whenever they open one. 

Conversely, the company’s Star Wars Battlefront II drew criticism for introducing a multi-leveled game, where the players who paid the most experienced a better version of the game. The company later scrapped the boxes, probably fearing that the controversy might lead to a decline in sales. Of course, the counter-argument to the point about improved gameplay is that these options should be included in the game’s price, or, at least without the element of ‘the more money you spend, the more likely you are to win’. Epic Games, for instance, decided to remove loot boxes from its games, with its main Fortnite titles instead earning money through Battle Passes and in-game microtransactions, which don’t have the gambling element of loot boxes and don’t discriminate against players who pay less. 

It might signal the start of a trend against the items, where game developers look for other ways to generate income, such as raising game prices. 

They’re an Important Source of Income for Games Developers

Loot boxes may not be cheap, but many argue that their financial contribution to the games industry is essential. Games are expensive to create and maintain, and without the steady income stream from loot boxes, their overall quality may suffer. This revenue helps support the large teams of developers, designers, and support staff necessary to produce and sustain engaging gameplay experiences. Much like the revenue model that sustains some of the best online casinos, where ongoing investments ensure smooth operation, appealing interfaces, and player incentives, loot boxes provide the funding that allows game developers, especially smaller studios, to keep up with the high production costs. However, some still argue that games already come with a hefty price tag, making the extra cost of loot boxes a point of contention for many players.

FIFA 20, for example, costs between $62-$100 upon its release, depending on the edition you bought, with Call of Duty: Modern Warfare 2 costing a similar amount. With the digital games market expected to surpass the $160 billion mark by 2022, do game developers really need all this extra money from their fans? The answer, of course, comes down to the consumer. If they feel that the loot boxes are worth it, then they’ll pay the money to both support the developer and improve the gameplay. It all depends on who exactly that consumer is. 

They Could Soon be Illegal in Several Countries

The debate over whether loot boxes improve gameplay or provide vital funding to developers could soon become irrelevant anyway: some countries already ban them, and many more could follow suit. Their simple definition as a random chance of gaining perks in exchange for funds means they automatically fall foul of strict gambling laws in Asian countries such as China, Japan, and South Korea. In Europe, Holland, and Belgium lead the way by banning the use of the items and have tried to spread the legislation to other European countries. 

The UK’s investigation into the boxes comes following calls from several government ministers saying that they can lead to problem gambling behavior in children. Campaigners, such as Children’s Commissioner Anne Longfield says that children feel compelled to spend money to complete the game and can often spend ‘hundreds of pounds chasing their losses’ in order to do so. If the campaigners in these countries get their way, then classifying loot boxes as gambling products already puts them out of the reach of children and threatens their status as legitimate gaming tools. It would be a black mark against the loot box name, and another argument against using them in games.  

So, are Loot Boxes a Fun Gaming Element or a Menace to Society?

Like many things in life, the truth probably lies somewhere in between. The concerns over their effect on children are justified: kids shouldn’t be thinking about money while they play their favorite titles ― just having fun. For this reason, reclassifying them as gambling products, and lessening their importance to games overall, seems to be a fair measure. Adult gamers still have the option of buying them if they want to, but they won’t be penalized if they decide against it. Seeking a compromise on this issue seems to be the way forward. 

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