Exploring the Nature of Loot Boxes
"Whether it comes from inside or out, the time is drawing closer to take a hard look at how much monetization and loot boxes are impacting design and consumers."
For today’s video, I talked about Random vs. Fixed pattern enemy design in video games.
Today’s impromptu video discusses the announcement that Telltale Games is going under. Relevant news piece:http://gamasutra.com/view/news/327085/Telltale_Games_initiates_majority_studio_closure.php
For this cast I spoke with the designer behind King of Dragon Pass and Six Ages David Dunham from A-Sharp. We talked about the company’s history with developing King of Dragon Pass, how the game became a cult hit, and the design of its emergent storytelling.
We then talked about Six Ages and taking the KODP formula and iterating on it.
News continues to grow regarding regulating Loot Boxes and their impact on game design, monetization, and consumer behavior. At this point, we must be in the hundreds as to videos or posts decrying the use of loot boxes.
However, it’s important when studying loot boxes to look at why they’re so popular, and when the line gets crossed into predatory practices.