2017 Was a Year of Reckoning for Video Game Microtransactions


When Electronic Arts announced Star Wars: Battlefront II, people were excited for a few reasons, including the addition of a much requested single-player campaign and space battles. It was so easy to see how the original game’s lack of depth could be resolved in a follow-up with more stuff for people to do. What the splashy trailers didn’t feature, however, was how EA planned to make money off players, beyond the $60 it would charge for a copy of the game. Enter loot boxes. In 2017, thanks to Battlefront II and a few others, loot boxes became the latest skirmish in a larger fight over how to make money selling games.

This is a companion discussion topic for the original entry at https://waypoint.vice.com/en_us/article/43qxgb/2017-was-a-year-of-reckoning-for-video-game-microtransactions


I really like the header illustration for this piece!


Yeah shout-out to the artist of the header.
As much as I’m ok with the Overwatch loot crates it still pretty poor with how they gate certain ones due to events. At the end the main problem is how many of these transactions aren’t permanent.