The Australian Senate inquiry into micro-transactions heard a call for "serious consideration" to restrict games with loot boxes to "players of legal gambling age" yesterday. The authors of a large scale study presented their findings, strongly supporting a previous study that claimed loot boxes were psychologically akin to gambling.
Tagged With loot boxes
A couple of weeks back I was tooling around the Blue Mountains in a Tesla Model S in order to test out the latest features of Autopilot. As a first-time Tesla driver, I had never been privy to the accompanying app, or the treasure box that glinted at me from the top-right. In fact, I didn't even notice it first. I was firmly distracted by the ability to honk the horn from inside my living room.
But it the beckoning glint did eventually catch my eye. Curious, I tapped... excited to see what awaited me. And that's when I discovered that Tesla has loot boxes.
Electronic Art's Star Wars Battlefront 2, one of the biggest video game titles of the year, debuted to disaster in recent weeks after both consumers and the gaming press revolted against the $100 game's reliance on microtransaction-fuelled, pay-to-win loot boxes. At launch, the title prevented players from accessing key features of the game such as playing as Luke Skywalker or Darth Vader without either gruelling grinds or shelling out extra cash to help bypass its confusing internal economy.