Poetic.Injustice
Member
There is definitely a sense in which the gamer community got too caught up in the controversy. Daniel Goldberg, manager of content and communications for Paradox Interactive comments, "It's what you get when you have all the right ingredients come together in a perfect shitstorm - a publisher that players love hating on, the biggest IP ever and a beloved game series that still has a firm footing in the business models of the past. We've had super grindy games with loot boxes before - this isn't new or radically 'worse'."
Ismail agrees that when utilized with care, loot boxes can actually make a game fun; the idea does not have to be one borne out of greed.
"They're not bad design, they mesh well with certain progression systems, they're highly lucrative and effective if implemented well, and they've been part of gaming since forever - even if you think of them as card game booster cards," he explains. "The whole notion that they're always a top-down affair forced by the publisher is preposterous, even though that makes for a nice story in the head of internet 'experts'.
"In mobile, F2P/MTX are the de facto standard now, and I think PC/console won't be able to avoid it if the economics of game developers or the expectations or sales behaviour of game consumers don't change. This model exists because it apparently sells, and it sells despite the objections to it. Either the people that dislike loot boxes (which includes myself) have stopped being the target audience for games, or we've really messed up our spending habits on video games. Either way, the whole situation is a mess."
Ultimately, Jorjani - who also participated in a Paradox podcast on the topic recently - sees the loot box system as one that's already accepted, especially by younger players. It's the older players that tend to complain because they were used to set prices for one experience for a long time.
He continues, "That growth is being driven by non-Western markets as well as younger generations. One way of thinking about this is this: do we really think the kids growing up today will be complaining about loot boxes and micro transactions - that have been an ingrained part of how they played games ever since they were born? It's just us dinosaurs that remember buying a game once for a fixed price and getting a set experience."
http://www.gamesindustry.biz/articles/2017-11-20-loot-boxes-are-not-bad-game-design-say-devs