With the recent news that the major console manufacturers will be requiring game developers to disclose the probability of obtaining “randomized virtual items” from loot boxes, as well as Rocket League’s announcement that the game would be ditching loot boxes altogether, I wanted to discuss the shifting attitudes around these monetization schemes and even the potential for the federal government to intervene.


I sat down with Kotaku’s Heather Alexandra to discuss how we got here, what the future may hold for loot boxes, and whether game companies disclosing the odds percentages of obtaining rare items is good enough or if there’s still more that the industry can do.

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Video Producer, Kotaku. Fluent in Spanglish. Tetris Master. Streamer. Host of The Optional Podcast.

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DISCUSSION

Dear video game industry: I will give you money for things.

I will gladly give you $70 or $80 for a full game.

I will gladly pay additional money for expansions to that game, so long as the content feels like a welcome addition and not essential purchasing to fully enjoy the base game.

I will gladly pay a monthly subscription fee if you feel that that model will better support the team that continues to support the game. This includes portions of a game, say for the online portion of an FPS.

I will gladly buy tons of dopey skins or other cosmetics. I’ll even buy currency that is priced in packages I can’t ever quite completely spend to buy these cosmetics.

I am willing to spend money to support those who invest their time and energy into making things that I love.

You don’t need to try to trick me into spending it on a sneaky lottery - all it does is make me feel worse for liking your game.

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