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."
For our live show this week, Shark and I caught up on industry topics, the continued troubles of Blizzard, and more. For our design pieces, we talked about indie darlings (16:00) and the issues of game pricing (1:35:13).
The 21st Century is an epoch defined, so far, by the insatiable human urge to continue the modern surge of economic and technological expansion as far as possible. One must only take a rather quick look around him to realise the extent of human civilization’s progress; it was only 20 years ago that people were first able to buy commercial mobile phones, for instance, now they are everywhere.
There are countless industries that have profited from the technological progress of the last two decades, however you would do well to find one that has undergone such incredible growth as the online slot market. These things used to be a bit of a novelty when they first burst onto the scene, but nowadays they are many gamblers’ favourite activity. How is it that this market has grown so much? Let us have a look when you click to find out more now!
My piece about accessibility vs playability has spurred a lot of discussions, but I still feel people aren’t grasping the difference between the two. Features that are designed for accessibility don’t always affect playability and vice versa. For this multi-part series, we’re going to take a deeper look at major elements behind playability, and we’re starting off with the concept of quality of life features.
For our live show this week, we caught up after my sunburn incident to talk about the meltdown of Blizzard over the recent Hong Kong incident. For our second topic, we talked about the use of secondary systems in videogames