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?
Killing Floor 2 is the follow-up to the popular mod turned full game Killing Floor. Developer Tripwire Interactive has spent the last few years working on the sequel and taking it to Early Access. With the game finally out, we have a title that is blast from the past, but kind of ends with a whimper.
We’ve talked about plenty of industry trends in the past, from digital distribution to game sales and so much more. For today, I want to touch on something that is really affecting how games are being designed, sold and consumed by the audience, and that is the act of long-term game development and how it’s changing the basic foundation of game design.
This week, I was joined by Timothy Wetzel from the site: A Paladin Without a Crusade to talk about Microtransactions and the recent Payday 2 situation.