Is Loot Box Regulation Good For the Game Industry
"I want to talk about how I would design restrictions for the use of loot boxes in games."
A major element to giving games longevity has always been player customization. The more ways that players can not only stand out but play a game differently goes a long way towards keeping them invested. For multiplayer-based titles, this is critical in terms of avoiding a solidified meta. The challenge is that the more you give the player, the less control you have as a designer, and that can lead to some interesting decisions on design.
For this week’s show, we made improvements on the layout while still looking for a catchy name for the streams. Our main topics this week were talking about games that are just okay, and improving the presentation and polish in games.
This year saw the release of two games: Wargroove and Fell Seal: Arbiter’s Mark that were designed to emulate the classic games of Advance Wars and Final Fantasy Tactics respectively. I had a chance to play both, and in both cases I stopped caring about them within less than an hour of playing. Now, you may think that’s because I had major problems with them or hated the gameplay, but it was because they were just okay, and as we’re about to talk about, being okay isn’t enough anymore.
For this cast, I spoke with Nic Tringali who works at Bithell Games and was on the design team for John Wick Hex.