Maximum PC - USA (2019-10)

(Antfer) #1
from players immediately after
release. One of the worst offenders
was EA’s Mass Effect 3, which not
only offered a pretty crucial story
expansion for purchase on day
one, but is also credited—albeit in
a dubious sense of the word—with
being the first full-price release to
feature loot boxes at launch. Much
like the loot boxes popularized by
games such as Overwatch and
League of Legends, these “supply
packs” could be earned by grinding
away in Mass Effect 3’s multiplayer

mode, or purchased in bulk with
real-world money.

CHOOSE LOOT
Herein lies a key component of the
archetypal loot box’s design: You
don’t have to pay for them. Almost
without exception, it is possible to
earn loot boxes and their pseudo-
random rewards simply through
sustained gameplay. That’s the
catch—developers can claim that
no content is locked off to players

who won’t shell out their hard-
earned cash; it’s merely time-gated
until they’ve put in the relevant
amount of effort. Overwatch is
a good example: Loot boxes are
awarded upon leveling up and
completing weekly milestones,
providing a constant stream of
cosmetic rewards for regular
players. The game received some
criticism for being a full-price game
that heavily featured loot boxes, but
modern free-to-play games are

THE ORIGINS OF


THE LOOT BOX


Real-world loot boxes have been
around for far longer than their
digital counterparts. Taking aside
actual gambling (a slot machine
is arguably a sort of loot box, but
we’re not going to get bogged
down in semantics here), there
are examples that might not
immediately seem akin to loot
boxes, but effectively serve the
same purpose. Any trading card
game aficionados reading this
will no doubt know about booster
packs, containing half a dozen or so
random cards with one guaranteed
“rare”—a mechanic that carries
over to many in-game loot boxes.
These made the leap successfully
to the digital format, with many
online card games featuring virtual
booster packs.
Another key aspect of the loot
box’s conception was gashapon
toys. Originating in Japan and
also called gachapon or simply
gacha, these are tiny toys and

figurines that can
be purchased from
vending machines,
which deposit a
sealed capsule
containing a
random gift from
a predetermined
collection. A
similar product
is a common
sight in physical
game retailers
across the world:
blind-box figurines, which are
effectively the same thing, minus
the capsule and vending machine.
Funnily enough, gacha toys
would become the basis for the
very first in-game loot box ever
to be implemented. In 2004,
the massively popular free-
to-play MMORPG MapleStory
introduced Gachapon Tickets, a
premium currency purchasable
via microtransactions that could

be spent on rolls at a virtual
gachapon machine to acquire
random items. These were only
available in the Japanese version
of the game, but MapleStory
developer Wizet enjoyed a
modicum of profit from the new
feature. It would be a long time
before the global popularization
of loot boxes, though.

Commonplace
in Japan, you
might also
have seen
these vending
machines
around in
the West.

Below-left:
Destiny 2 has
players going
to a specific
vendor to
unlock their
loot boxes.

Below-right:
Some games,
such as Te am
Fortress 2, sell
keys for loot
boxes earned
from gameplay.

maximumpc.com OCT 2019 MAXIMUMPC 37


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