It’s fair to say that if you’ve played the likes of Call of Duty and League of Legends, you’ll be familiar with loot boxes. If you’re new to gaming, it’s almost integral that you understand exactly what they are.
There’s been plenty of controversy surrounding loot boxes down the years, and opinion has been split down the years as to the laws around them and whether they should be in games. Some games have ditched them, while others haven’t.
Even if you have encountered loot boxes before, it’s useful to know all the intricacies behind them, and this page certainly has plenty of answers.
The History of Loot Boxes
If you’re wondering what are loot boxes, then they’re a mystery box or crate that can be found within games that can be purchased. They are essentially in-app purchases, except you have no idea what’s in them. You could receive tons of bonuses and weapons (in the case of some games), while in others there maybe next to nothing. That’s the risk you take from the mystery element.
Loot boxes have long been involved in gaming and date back to the mid-2000s, with it generally considered that Japanese game MapleStory was launched. They cost around 100 Japanese Yen, which is around 75p in British currency. Many others followed in Japanese and Chinese gaming, with the first instances appearing in western games back in 2010.
Many genres of games now include them from the likes of FIFA Ultimate Team to Counter-Strike, the Forza Motorsport series, and Call of Duty.
Why the Controversy?
The controversy surrounding loot boxes essentially revolves around them being alike to gambling. Because what the box contains is essentially a mystery, many people suggest that you are gambling to earn a big prize within the game.
This is of course a particular problem, with many video games played by those under the legal gambling age. Different countries have different stances as to whether they are gambling or not, and a number have agreed to review fully whether they are gambling or not.
There have been a number of calls to regulate them down the years and plenty of horror stories have been published to try and ensure younger gamers are excluded from them. Reports of boys spending £3,000 on them have hit the headlines in recent times, which has reignited the debate once again. The NHS have called for them to be banned as previously reported, while in early July the UK House of Lords have recommended they be classed as gambling and would fall under the Gambling Act of 2005.
The UK government has previously said they will pay this matter attention, but calls are now being led by the House of Lords that it is done so as a matter of urgency.
Are Games Doing Anything About This?
Of course, a large heap of responsibility also falls on the games that offer loot boxes. A number have removed them from part of their offering, including the likes of Destiny 2 and Rocket League, the former offering a Battle Pass in-game purchase similar to what Fortnite offers.
Director Luke Smith said of the decision that they want their players to understand exactly what they are getting from any purchases that they make within the game. Many other gaming companies are following a similar pathway too.
Blizzard has removed them from MOBA Heroes of the Storm and Fortnite now offers loot llamas, which allow you to look inside them before purchasing.
Call of Duty has also removed randomized boxes from their games too as brands look to be more responsible for their players.
What Next for Loot Boxes?
It’s fair to say that loot boxes are dying out, particularly in their existing form and it’s likely there will be some form of regulation enter the fold in the UK. Belgium has already banned loot boxes from gaming, while many other countries have also ensured their removal.
It seems likely that many games which still offer loot boxes will make the switch as those brands mentioned above have, and still include in-game purchases but a more transparent offering to remove any thrill or risk associated with them.
That would certainly be a compromise that suits many within the industry as games look to grow and develop from the in-game purchases available while avoiding any unnecessary risk posed to its players, particularly those under the age of 18.