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Overwatch, Star Wars Battlefront II Loot Crates Under Gambling Scrutiny

According to Belgium's VTM Nieuws, the Chancellor Commission from that country has opened an investigation into both Overwatch and Star Wars Battlefront II loot crates, so as to rule whether or not these constitute gambling. Loot boxes being compared to gambling isn't a new debate, but up until now, a clear ruling that characterizes loot crates as such still hasn't made its way onto the courts or commissions that have been looking into these issues. That loot crates and other microtransactions are resounding successes in ever increasing monetization of game experiences is no secret: Digital River has released a report that stated microtransactions and the whole "Games as a Service" model has tripled the industry's value.

EA has been receiving a lot of flak for the way they implemented their loot boxing mechanics in Star Wars Battlefront II, which has led to repeated cycles of posturing, bullying, and ultimately some small steps backward for the company, regarding its initial stance on Battlefront II's specific implementation. Already has the company decreased costs for unlocking characters in-game, though some are reporting that for players to unlock everything the $60 game supposedly offers, they'd have to play it for at least 4,528 hours - or pony-up $2,100 to unlock all the base content.

Digital River: "Games as a Service, Microtransactions, Tripled Industry's Value"

A report from monetization service company Digital River has found that the gaming industries' value has roughly tripled since the inception of the G"Games as a Service Model", which includes DLC (like Destiny and Destiny 2' content modules) and microtransactions (of which loot boxes are all the rage these days). The report, titled "Defend Your Kingdom: What Game Publishers Need to Know About Monetization & Fraud", noted that developers of all sizes are benefiting from the "steady stream of in-game content that both serves player expectations and increases their revenue per user." And this doesn't apply to free-to-play games: the report states that "In 2016, a quarter of all digital revenue from PC games with an upfront cost came from additional content."

According to the report, "Consumers are less willing to pay $60 for a boxed game and instead choose titles with a steady stream of new content. Publishers seek to meet these expectations and have adopted a 'games as a service' model, releasing fewer titles over time while keeping players engaged longer with regular updates and add-ons." The fact that PC users are less willing to pay the full upfront cost of games, usually waiting a few weeks before taking the plunge so as to take advantage of lowered pricing - which occurs much earlier compared to other platforms - leads the report to say that PC gamers are "gaming the games market".
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Dec 22nd, 2024 01:58 EST change timezone

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