Given that 2017’s Star Wars Battlefront II is broadly considered the tipping point in an anti-loot-box conversation that has recently led to a loot box bill in the United States senate, you might be forgiven for thinking that Electronics Arts games have loot boxes. Not so, says its VP of legal and government affairs; they merely have âsurprise mechanics.â And theyâre âquite ethical.â Phew!
EAâs Kerry Hopkins made those comments as part of an oral evidence session with the UK Parliamentâs Digital, Culture, Media, and Sport Committee today (via PCGamesN). Scottish National Party MP Brendan OâHara said that evidence suggests a âcloseâ link between loot boxes and gambling, especially among adolescents. He then asked Hopkins, as well as a representative of Epic Games, who was also in attendance to talk about Fortnite, if they considered loot boxes to be an âethicalâ feature.
âWe donât call them loot boxes,â Hopkins began her response, adding that EA instead refers to them as âsurprise mechanics.â
She then elaborated on what exactly that means and why so-called âsurprise mechanicsâ are just like blind-packed toys. âIf you go toâI donât know what your version of Target isâa store that sells lots of toys, and you do a search for surprise toys, what youâll find is that this is something people enjoy. They enjoy surprises. And so, itâs something thatâs been part of toys for years, whether itâs Kinder Eggs, or Hatchimals, or LOL Surprise. We do think the way that we have implemented these kinds of mechanics in FIFAâ[which] of course is our big one, our FIFA Ultimate Team and our packsâis actually quite ethical and quite fun. Enjoyable to people.â
She also said that EA does not consider loot boxesâsorry, âsurprise mechanicsââto be gambling, and âwe also disagree that thereâs evidence that shows it leads to gambling.â However, that evidence has been enough for countries like Belgium and The Netherlands, both of which have banned certain types of randomized loot boxes under their gambling laws. Hopkins said those decisions were rooted in the laws of each land, and EA doesnât agree with them, either, although it has made necessary changes in those regions to comply with their laws.
The rest of the session proceeded apace, with government officials asking questions about how games work and trying to corral game company representatives into confessing culpability for people selling in-game items for real money via third-party sitesâwhich is of course very against those companiesâ terms of service. Hopkins repeatedly shrugged those issues off as actions of âbad guysâ and said that those bad actors, not the way loot boxes and surrounding systems are currently designed, are the problem.
âThe packs, the surpriseâthatâs fun for people,â she said. âThey like earning the packs, opening the packs, building the teams, trading the teams.â
Which comes closer to inadvertently addressing the real problem: the compulsiveness of the broader systems and the clear intentionality of their design. Theyâre built on finely-calibrated systems of chance. Everything from underlying statistics to the way opening them looks and feels is built to maximize Christmas-like anticipation. As Kotakuâs Heather Alexandra put it in a piece chronicling her own experiences with loot boxes: âMoment for moment, loot boxes are engineered to capture attention with a mixture of spectacle and psychological trickery not unlike what you might find at a slot machine.â
In an update earlier this year, Epic removed the random element from for-purchase loot boxes in Fortniteâs non-battle-royale mode, Save The World. During todayâs session, a representative of the company conceded that âthereâs more that the industry can do.â EA, however, is standing firm.
âI donât think we can agree to say that games are addictive,â said Hopkins. âI would tell you that Electronic Arts already is a very responsible company.â