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."
The God of War franchise became one of the cornerstones of the Playstation platform thanks to Sony Santa Monica and Lead Designer at the time David Jaffe. Following multiple sequels, side stories, and David leaving the company, God of War entered its own form of purgatory. With Cory Barlog stepping up and years of development, a reinvented God of War was released this year to critical acclaim. Unfortunately for me, I found this to be a game of two minds: an amazing story and direction, with an underdeveloped combat system.
For those who didn’t follow our live show. I am taking some time off this week to deal with some family issues. I will be returning on the 11th and I’ll be posting a recorded cast when I return. If you still want to talk and hang out, I will be visiting the discord channel.
The Free to Play market continues to be a major attractor to fans and developers alike. Each year, we hear big numbers being thrown around early in a title’s lifespan. However, one area that isn’t discussed as much is player retention despite how important it is. Free to play game design suffers from a major game design issue that anyone interested in developing their own game must come to terms with.
For today’s Industry Insight, I discussed my thoughts on the recent news that Zen is partnering with Williams and Balley going forward with the Pinball FX 3 platform.