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Mobile Gaming is dominant in the marketplace / Blame Loot Boxes

Accepted submission by Freeman at 2018-05-02 19:29:16 from the It's always been about the money. dept.
Techonomics

I've shunned all games that include loot boxes, pay-to-win, etc. for quite some time. It used to be that just meant not playing mobile games or the few MMORPGS (Massively Multiplayer Online Role Playing Games) that consumed your life. I have recently taken to playing Gwent and Hearthstone some, but I've about given up on Hearthstone. There is some interesting content to be sure, but Hearthstone more so than Gwent seems to be very much pay-to-win. I've spent a grand total of $5 on the starter pack for Gwent, because after 10-20 hours worth of play I found I was having quite a bit of fun. I can actually win games against other people in Gwent, as opposed to Hearthstone. Where it seems that no matter how I play, there was no way I was going to win, because I don't have good enough cards.

With the massive user base of mobile platforms, it's not hard to believe that there's a lot of money rolling around. I just wish that mobile gaming wasn't by and large like playing in a Casino. Except, with mobile gaming, there's no chance of a payout.

https://arstechnica.com/gaming/2018/05/mobile-platforms-now-account-for-more-than-half-of-all-game-spending [arstechnica.com]
https://arstechnica.com/gaming/2018/05/despite-backlash-loot-boxes-could-be-essential-to-gamings-future [arstechnica.com]


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