We’ve talked about feedback loops before and how powerful they are to motivate someone to keep playing a game. Given their popularity, the F2P genre has been making use of their own feedback loop to ensnare people into spending money. For today’s post, we’re going to talk about why this works and the harm it can do to game balance.
In our continued look at F2P mechanics and design, we turn to the use of loot boxes. F2P design has changed over the years, as monetization tactics like pay or wait have fallen by the wayside, but are loot boxes any better for the consumer?
Leave it to Grasshopper Manufacture to keep surprising us with strange games. The studio that brought us Killer 7, Killer is Dead and more, now has Let it Die: A F2P Rogue-like. Once again, the punk-inspired studio has a lot of surprises up their sleeves with something no one else has seen before. Unfortunately, playing the game makes you realize why that is.