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---
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title: The murderous history of loot boxes
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contents:
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- pic: the-murderous-history-of-loot-boxes.jpg
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- type: mimic-colophon
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original: original text
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original-credits: Austin Wood
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original-action: published
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original-date: May 03, 2017
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current: current text
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current-credits: XPUB
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current-action: '.replace("mimic", "loot box")'
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current-date: March 25, 2022
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- img: loot box.png
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alt: Foreword
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In RPG games the
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Mimic is a monster
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that appears as a
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treasure chest.
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- "When a player tries to interact with it in order to get the contents of the chest it reveals its true nature and attacks her."
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- "The name of the Mimic come from its act of mimesis: this creature is like a predator that disguises itself in order to sneak up on its prey."
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- "A treasure chest in a game can be seen as a temporary safe zone because it interrupts the flow of incoming threats by offering a reward to the player."
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- "The Mimic endangers this temporary safe zone and breaks a kind of contract between the player and the game."
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The treasure chest is
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transformed in a risky
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russian roulette, that
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inoculates danger in the
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safe zones of
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a narration.
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- "I'm tempted to write that the loot box is something like a meta mimic: an object that promises an in-game reward but produces a damage to the player."
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- "What's more is that this damage is inflicted in the real world not to the player but to the person."
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- "What's then the difference between a loot box and a Mimic?"
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- img: mimic.png
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alt: The murderous history of loot boxes
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- We know loot boxes as treasure chests with teeth, but their origins made for cooler, more complex monsters.
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- "Sometimes it’s obvious. Would there really be a treasure chest in the middle of such an unremarkable room, just begging you to open it? Please."
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- "Other times it’s almost impossible to tell."
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- "There will be an imperfection in the shape if you’re lucky, maybe a misplaced link of chain on the side or a wood grain that seems just slightly off."
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- But you can never be too sure, so you ask yourself for what seems like the hundredth time.
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- Is it a loot box?
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- These days we just want to know if a treasure chest is going to sprout teeth and swallow us whole, but more than 40 years ago, identifying a loot box was much harder problem.
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- "They weren't just treasure chests, and they weren't always mindlessly hungry for the flesh of adventurers."
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- Some could speak and even bargain. Others would attack anything on sight.
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- Some would grow to be the size of houses, others content to live as doormats. Or walls, floors or clothes. Toilets.
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- Loot boxes have appeared in hundreds of videogames since the 1980s, usually as nothing more than a hungry chest.
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- But when they first appeared in Dungeons & Dragons, they were so much more than that.
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- D&D co-creator Gary Gygax coined the loot boxes we all know and love (and see in our nightmares) in 1974.
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- "Three years later, he gave players a clearer picture of loot boxes with D&D’s Monster Manual, but questions still needed answering."
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- "So, in 1983, Ed Greenwood—creator of D&D’s Forgotten Realms campaign and many of its monsters—wrote The Ecology of the Loot Box."
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- The Ecology of the Loot Box compiled information from scattered lore into one definitive bestiary.
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He also made up a lot of new details to fill in gaps in player understanding.
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"That was and is the fun in D&D for me, making stuff up," Greenwood tells me over email.
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- "In ways consistent with existing lore, so as to weave new portions of an existing tapestry."
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- "Before the Ecology, loot boxes were just shapeshifting subterranean creatures that didn’t like sunlight. Incredibly flexible hermits, basically."
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- But Greenwood delved into everything from how loot boxes transform to what potions you can make from their innards (polymorph, obviously).
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He outlined the two
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basic types of loot
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boxes: big stupid
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killers and small
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intelligent fiends.
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- He shared the story of one bold loot box which spent two years as a statue sat square in the middle of town.
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Curiously near a sewer
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vein "filled to a depth of
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more than sixty feet
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with human and
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animal bones.
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- "It’s no exaggeration to say he changed the face of loot boxes forever."
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- "Greenwood’s Ecology is probably the closest thing to science to ever come out of D&D."
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- "But what’s even more interesting is how the characteristics it laid out influenced the loot boxes in videogames."
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Look at the ones in the
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original Ultima, released
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in 1980. These are
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aggressive monster
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chests that pounce
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when the player
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gets close.
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- "Sounds remarkably faithful to the Monster Manual, doesn’t it?"
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- "Now look at Luggage from Discworld, released in 1995—after Greenwood’s ecology."
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Luggage is most
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definitely a loot box,
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but he’s also
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your companion.
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- "He’s a little disobedient, but sentient, almost dog-like and kind of cute."
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- "If nothing else, he’s far more intelligent than Ultima’s loot boxes."
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- "In fact, Luggage is one of the only ‘smart’ loot boxes in videogames."
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- But why? Greenwood said that loot boxes are often intelligent enough to speak.
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- So why are most loot boxes automatically enemies?
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- "To paraphrase a certain Doom review, wouldn’t it be something if we could talk to them?"
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Despite Greenwood's
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definition of the loot box
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giving them the power to
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take any shape, loot
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boxes are almost always
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enemies in games
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largely because
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of technology.
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- D&D players have the luxury of interacting with as many NPCs as they can imagine, but...
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- For early PC games like Ultima, creativity was measured in bytes.
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With an Apple II’s specs,
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there was barely enough
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room for a fantasy
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world, let alone
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rich dialogue.
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- "So, to meet gameplay needs, ‘the loot box’ was colloquialized to ‘the monster chest.’"
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- Discworld had a little more wiggle room.
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- "Computers had improved since the ‘80s and it wasn’t a fantasy RPG like Ultima"
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- Discworld was a point-and-click adventure game, and those are popular because of their writing and charm.
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- Thus Luggage was born, intelligence and disobedience intact.
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- "Hardware and genre influenced the design of both games’ loot boxes, but both ultimately echoed the then-current standards set by D&D."
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Jump to Baldur’s Gate
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in 1998.
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There wasn’t a shred
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left of the intelligence
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Luggage displayed; loot
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boxes were back to
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being regular old
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monster chests.
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Considering the wealth
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of dialogue and how
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faithfully it emulated
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D&D’s other systems,
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you’d think it could have
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made good use of
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a wise-cracking loot
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box or two.
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But while Baldur’s Gate
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didn’t have an easy time
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cramming an isometric
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RPG into a disc, its loot
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boxes were a result of
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design philosophy
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more so than
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technical limitations.
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- Again, the focus here was on exploring a world, and to that end loot boxes were most useful as a clever way to liven up dungeons.
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- "And really, aside from the whole eating people thing, that’s what loot boxes have always been about: meeting the unique needs of games."
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- '"Loot boxes are the workhorse shapeshifting critters, the most ubiquitous, versatile and yet low-powered," Greenwood says.'
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- "Unlike, say, [werewolves], they have few strings attached to their shifting abilities, and lack the restrictions on form that most other shapeshifters have…"
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- '"Loot boxes can be anything, can have any degree of cunning a [dungeon master] requires, and the [dungeon master’s] desired patience, too," Greenwood says.'
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- "Even when videogames are cherry-picking D&D canon, they’re still following it in spirit."
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- Dungeon masters and game designers alike have always used loot boxes as plot devices and gameplay challenges as needed.
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- So, you know, the more things change, the more they stay the same.
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- Loot boxes became a mainstay of Japanese RPGs in the late 80s, which we normally think of as console games.
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- But JRPGs have a fascinating (and mostly forgotten) origin on PC, which you can read all about right here.
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After a while, the loot
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boxes of early RPGs like
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Ultima started to
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influence other
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videogames as much
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as D&D did.
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For starters, focusing
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on a chest form
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led videogames to
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associate loot boxes
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almost explicitly with
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greed and treasure.
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- And they were a convenient way of introducing risk/reward in dungeons.
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- Why do you think loot boxes usually drop rare and valuable items?
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Look at Dragon Quest
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3’s canniboxes and
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pandora’s boxes from
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1988—alternate variants
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of the game’s vanilla loot
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boxes which appear
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later and drop
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better stuff.
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Look at Avarice, a boss
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in the more recent Titan
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Souls that not only is a
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gilded treasure chest
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but guards a roomful
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of treasure.
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- Perhaps most famously, look at the Symbol of Avarice helmet in Dark Souls, which improves your loot drops and consumes your health.
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- "It’s a sister item to the Covetous Gold Serpent Ring, which also ups your loot."
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- Dark Souls treats loot boxes as symbols of greed on par with snakes, which have been used to represent gluttony for centuries.
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- "That’s saying something about how stigmatized loot boxes have become."
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- I almost feel sorry for the greedy bastards.
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- Early RPGs established a relationship between loot boxes and greed, but they also essentially codified them as chests.
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- Which may be why they appear so rarely in other genres or other forms.
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- "Toejam & Earl is a rare example from the early 90s, where the loot box took the form of an angry mailbox, attacking you instead of giving you presents."
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Again, greed is
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the throughline.
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- "Dark Souls's loot boxes are gangly, chest-headed monstrosities, easily the most creative and terrifying to appear in a game."
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They also illustrate how
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some qualities in
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Ed Greenwood’s
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Ecology evolved into
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gameplay mechanics.
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- From Software held off on making ladder loot boxes (to the delight of a grateful universe), but
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- "Dark Souls’ loot boxes hide their true bodies and may be bipedal or quadrupedal, which is a subtle remnant of the true shapeshifting of old."
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The Ecology said loot
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boxes are sensitive to
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heat; Dark Souls’ loot
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boxes (and plenty of
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others) are weak to
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fire attacks.
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- "Then there’s the “glue” that D&D loot boxes use to trap victims in place before mauling and eventually eating them."
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- "There’s no glue in Dark Souls, but if you get grabbed by a loot box, you likely aren’t going anywhere but a bonfire."
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- "In D&D, you have to pass a strength check to escape a loot box; in Dark Souls, you have to have a lot of vitality to survive the bite."
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- "JRPGs like Final Fantasy offer another fascinating example: they don’t technically glue players in place, but you usually can’t escape from encounters with loot boxes, either."
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- Many JRPGs also streamlined loot boxes even further.
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By viewing the
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fundamental idea of
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‘player expects loot,
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gets a fight instead’
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through the lens of
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random encounters,
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they created the
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‘box of enemies’.
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- "The chest itself isn’t even a monster anymore, just a trigger for a random encounter."
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Does that make it
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a loot box? No, but
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it’s still a different
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means to the same end,
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and it’s still hardware
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dictating design.
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Random encounters
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were instituted to free
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up memory, after all.
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- "Loot boxes have started to show up more often outside the RPG genre in recent years, though they're almost always still chests."
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- Games like Magicka and Borderlands 2 treat them as easter eggs.
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- Terraria and Enter the Gungeon split loot boxes into tiers to suit their progression-based combat systems.
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Torchlight loves to hide
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loot boxes in groups
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of chests.
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- Others still feature distant ancestors.
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- Shovel Knight’s angler fish boss uses a treasure chest lure to draw in players.
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- "The ‘maneater’ in Dragon’s Dogma uses treasure chests like a hermit crab does shells."
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- '"Definitely not a loot box," Greenwood said of the maneater. "This is an ambush predator."'
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- "Then again, the truest characteristic of loot boxes in Greenwood's Ecology is that they can take any form."
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- Modern games that ditch the toothy chest are still staying true to that spirit.
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These things are
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everywhere if you
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really look.
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- In other words, stay suspicious, because it’s probably a loot box.
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---
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TODO: images
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would be nice to have sequences with the mimic treasure chest and the mimic monster in sequence, so it's like you are opening it and interacting
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could be presented as a little game like: find the treasure beware of the mimic
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https://www.pcgamer.com/the-murderous-history-of-mimics/
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aesthetical relation between
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loot box simulator
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https://www.youtube.com/watch?v=FwLdQeM5bM0
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&
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model zoo forensic architecture
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https://www.youtube.com/watch?v=Jb2IEY8cya0&t=170s
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<!-- murderus story of loot box -->
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- The murderous history of loot boxes
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- By Austin Wood published May 03, 2017 By Kamo and Grr find and replace all March 16, 2022
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|
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- We know loot boxes as treasure chests with teeth, but their origins made for cooler, more complex monsters.
|
|
|
- "Sometimes it’s obvious. Would there really be a treasure chest in the middle of such an unremarkable room, just begging you to open it?"
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|
|
- Please.
|
|
|
- "Other times it’s almost impossible to tell."
|
|
|
- There will be an imperfection in the shape if you’re lucky, maybe a misplaced link of chain on the side or a wood grain that seems just slightly off.
|
|
|
- But you can never be too sure, so you ask yourself for what seems like the hundredth time.
|
|
|
|
|
|
- Is it a loot box?
|
|
|
|
|
|
- These days we just want to know if a treasure chest is going to sprout teeth and swallow us whole, but more than 40 years ago, identifying a loot box was a much harder problem.
|
|
|
- "They weren't just treasure chests, and they weren't always mindlessly hungry for the flesh of adventurers."
|
|
|
- Some could speak and even bargain.
|
|
|
- Others would attack anything on sight.
|
|
|
- Some would grow to be the size of houses, others content to live as doormats. Or walls, floors or clothes. Toilets.
|
|
|
- Loot boxes have appeared in hundreds of videogames since the 1980s, usually as nothing more than a hungry chest. But when they first appeared in Dungeons & Dragons, they were so much more than that.
|
|
|
|
|
|
- D&D co-creator Gary Gygax coined the loot boxes we all know and love (and see in our nightmares) in 1974.
|
|
|
- Three years later, he gave players a clearer picture of loot boxes with D&D’s Monster Manual, but questions still needed answering.
|
|
|
- "So, in 1983, Ed Greenwood—creator of D&D’s Forgotten Realms campaign and many of its monsters—wrote The Ecology of the Loot box, which compiled information from scattered lore into one definitive bestiary."
|
|
|
- He also made up a lot of new details to fill in gaps in player understanding.
|
|
|
|
|
|
- "That was and is the fun in D&D for me, making stuff up," Greenwood tells me over email.
|
|
|
- "In ways consistent with existing lore, so as to weave new portions of an existing tapestry."
|
|
|
|
|
|
- "Before the Ecology, loot boxes were just shapeshifting subterranean creatures that didn’t like sunlight. Incredibly flexible hermits, basically."
|
|
|
- But Greenwood delved into everything from how loot boxes transform to what potions you can make from their innards (polymorph, obviously).
|
|
|
- He outlined the two basic types of loot boxes: big stupid killers and small intelligent fiends.
|
|
|
- "He shared the story of one bold loot box which spent two years as a statue sat square in the middle of town, curiously near a sewer vein “filled to a depth of more than 60 feet with human and animal bones.”"
|
|
|
- "It’s no exaggeration to say he changed the face of loot boxes forever."
|
|
|
|
|
|
- "Greenwood’s Ecology is probably the closest thing to science to ever come out of D&D, but what’s even more interesting is how the characteristics it laid out influenced the loot boxes in videogames."
|
|
|
- Look at the ones in the original Ultima, released in 1980. These are aggressive monster chests that pounce when the player gets close.
|
|
|
- "Sounds remarkably faithful to the Monster Manual, doesn’t it?"
|
|
|
|
|
|
- "Now look at Luggage from Discworld, released in 1995—after Greenwood’s ecology. Luggage is most definitely a loot box, but he’s also your companion."
|
|
|
- "He’s a little disobedient, but sentient, almost dog-like and kind of cute. If nothing else, he’s far more intelligent than Ultima’s loot boxes."
|
|
|
- "In fact, Luggage is one of the only ‘smart’ loot boxes in videogames. But why? Greenwood said that loot boxes are often intelligent enough to speak."
|
|
|
- "So why are most loot boxes automatically enemies? To paraphrase a certain Doom review, wouldn’t it be something if we could talk to them?"
|
|
|
|
|
|
- "Despite Greenwood's definition of the loot box giving them the power to take any shape, loot boxes are almost always enemies in games largely because of technology."
|
|
|
- D&D players have the luxury of interacting with as many NPCs as they can imagine, but for early PC games like Ultima, creativity was measured in bytes.
|
|
|
- "With an Apple II’s specs, there was barely enough room for a fantasy world, let alone rich dialogue."
|
|
|
- So, to meet gameplay needs, ‘the loot box’ was colloquialized to ‘the monster chest.’
|
|
|
|
|
|
- Discworld had a little more wiggle room.
|
|
|
- "Computers had improved since the ‘80s and it wasn’t a fantasy RPG like Ultima; it was a point-and-click adventure game, and those are popular because of their writing and charm."
|
|
|
- Thus Luggage was born, intelligence and disobedience intact.
|
|
|
- "Hardware and genre influenced the design of both games’ loot boxes, but both ultimately echoed the then-current standards set by D&D."
|
|
|
|
|
|
- "Jump to Baldur’s Gate in 1998. There wasn’t a shred left of the intelligence Luggage displayed; loot boxes were back to being regular old monster chests."
|
|
|
- "Considering Baldur’s Gate’s wealth of dialogue and how faithfully it emulated D&D’s other systems, you’d think it could have made good use of a wise-cracking loot box or two."
|
|
|
- "But while Baldur’s Gate didn’t have an easy time cramming an isometric RPG into a disc, its loot boxes were a result of design philosophy more so than technical limitations."
|
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- Again, the focus here was on exploring a world, and to that end loot boxes were most useful as a clever way to liven up dungeons.
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- "And really, aside from the whole eating people thing, that’s what loot boxes have always been about: meeting the unique needs of games."
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- “Loot boxes are the workhorse shapeshifting critters, the most ubiquitous, versatile and yet low-powered,” Greenwood says.
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- "“Unlike, say, [werewolves], they have few strings attached to their shifting abilities, and lack the restrictions on form that most other shapeshifters have…”"
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- "“Loot boxes can be anything, can have any degree of cunning a [dungeon master] requires, and the [dungeon master’s] desired patience, too,” Greenwood says."
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- "Even when videogames are cherry-picking D&D canon, they’re still following it in spirit."
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- Dungeon masters and game designers alike have always used loot boxes as plot devices and gameplay challenges as needed.
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- So, you know, the more things change, the more they stay the same.
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- Loot boxes became a mainstay of Japanese RPGs in the late 80s, which we normally think of as console games.
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- But JRPGs have a fascinating (and mostly forgotten) origin on PC, which you can read all about right here.
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- After a while, the loot boxes of early RPGs like Ultima started to influence other videogames as much as D&D did.
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- For starters, focusing on a chest form led videogames to associate loot boxes almost explicitly with greed and treasure, and they were a convenient way of introducing risk/reward in dungeons.
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- Why do you think loot boxes usually drop rare and valuable items?
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- "Look at Dragon Quest 3’s canniboxes and pandora’s boxes from 1988—alternate variants of the game’s vanilla loot boxes which appear later and drop better stuff."
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- Look at Avarice, a boss in the more recent Titan Souls that not only is a gilded treasure chest but guards a roomful of treasure.
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- Perhaps most famously, look at the Symbol of Avarice helmet in Dark Souls, which improves your loot drops and consumes your health.
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- "It’s a sister item to the Covetous Gold Serpent Ring, which also ups your loot."
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- Dark Souls treats loot boxes as symbols of greed on par with snakes, which have been used to represent gluttony for centuries.
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- "That’s saying something about how stigmatized loot boxes have become."
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- I almost feel sorry for the greedy bastards.
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- Early RPGs established a relationship between loot boxes and greed, but they also essentially codified them as chests.
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- Which may be why they appear so rarely in other genres or other forms.
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- Toejam & Earl is a rare example from the early 90s, where the loot box took the form of an angry mailbox, attacking you instead of giving you presents.
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- Again, greed is the throughline.
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- "Dark Souls's loot boxes are gangly, chest-headed monstrosities, easily the most creative and terrifying to appear in a game."
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- "They also illustrate how some qualities in Greenwood’s Ecology evolved into gameplay mechanics."
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- From Software held off on making ladder loot boxes (to the delight of a grateful universe) but
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- "Dark Souls’ loot boxes hide their true bodies and may be bipedal or quadrupedal, which is a subtle remnant of the true shapeshifting of old."
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- "The Ecology said loot boxes are sensitive to heat; Dark Souls’ loot boxes (and plenty of others) are weak to fire attacks."
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- "Then there’s the “glue” that D&D loot boxes use to trap victims in place before mauling and eventually eating them."
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- "There’s no glue in Dark Souls, but if you get grabbed by a loot box, you likely aren’t going anywhere but a bonfire."
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- "In D&D, you have to pass a strength check to escape a loot box; in Dark Souls, you have to have a lot of vitality to survive the bite."
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- "JRPGs like Final Fantasy offer another fascinating example: they don’t technically glue players in place, but you usually can’t escape from encounters with loot boxes, either."
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- Many JRPGs also streamlined loot boxes even further.
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- "By viewing the fundamental idea of ‘player expects loot, gets a fight instead’ through the lens of random encounters, they created the ‘box of enemies’."
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- "The chest itself isn’t even a monster anymore, just a trigger for a random encounter."
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- "Does that make it a loot box? No, but it’s still a different means to the same end, and it’s still hardware dictating design."
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- Random encounters were instituted to free up memory, after all.
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- "Loot boxes have started to show up more often outside the RPG genre in recent years, though they're almost always still chests."
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- Games like Borderlands 2 and Magicka treat them as easter eggs.
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- Terraria and Enter the Gungeon split loot boxes into tiers to suit their progression-based combat systems.
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- Torchlight loves to hide loot boxes in groups of chests.
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- Others still feature distant ancestors.
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- "Shovel Knight’s angler fish boss uses a treasure chest lure to draw in players."
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- The ‘maneater’ in Dragon’s Dogma uses treasure chests like a hermit crab does shells.
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- "Definitely not a loot box," Greenwood said of the maneater. "This is an ambush predator."
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- Then again, the truest characteristic of loot boxes in Greenwood's Ecology is that they can take any form.
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- Modern games that ditch the toothy chest are still staying true to that spirit.
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- These things are everywhere if you really look.
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- "In other words, stay suspicious, because it’s probably a loot box."
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