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