Gaming was like breathing. It was the biggest part of my life as a teenager, one of my priorities as a college student, and eventually one of my most expensive “hobbies” as a young professional.
Then all of a sudden, after thousands of hours spent playing across genres and platforms, boredom hit me hard for the very first time in my early thirties. Some of my favorite games soon gave me the impression of being terribly long. I couldn’t help but notice all the repeating tropes and similarities in game design between franchises.
I figured it was just a matter of time before I found the right game to stimulate my interest again, but time continued to go by and nothing changed.
Is it that games have failed to innovate, or that real life is ultimately more engaging?
(Score: 2) by mobydisk on Tuesday January 15 2019, @06:14PM (1 child)
So long as the loot boxes are cosmetic, and they can be earned in-game, I see no problem with them also selling those loot boxes for real currency too. I just choose not to buy them. For my main in Overwatch, I have every single skin just from playing that character enough.
(Score: 2) by Freeman on Tuesday January 15 2019, @06:29PM
The problem, is the focus is shifted towards monetizing the customer. There's a definite difference in the addition of "more grind" to entice players to spend more money on "loot" that should be free. Overwatch is one of the least offensive loot box styles, but it's even more offensive due to the fact that it's not a free to play game. There should not be real money loot boxes in a AAA title that commands a AAA price. You want mobile game style monetization, then make it mobile game monetization, at least then it will be easy to spot the cash grab games. Overwatch may not be so much of a cash grab game, but it's still tainted by the real money loot boxes.
Joshua 1:9 "Be strong and of a good courage; be not afraid, neither be thou dismayed: for the Lord thy God is with thee"