Horse armor was an experiment, one Bethesda said was worth the backlash in 2015."Back in 2005,” said level designer Joel Burgess, as part of a Game Developers Conference talk, “developers were wondering, well, what does DLC even mean? How do we make it? How do we expect to know what people even want to play or what it's going to cost? … We didn't even know what we should charge.”Though horse armor would take on a kind of mythical/meme-ical status, it's worth revisiting. Whatever you thought about horse armor, it was, in the end, cosmetic, and didn’t materially impact one's ability to play Oblivion. Battlefront II caught the ire of so many because it was engineered to mingle with the game design. You were opening boxes to find cards that materially impacted gameplay. Someone’s health could be recharging faster than you. Another player might have increased damage. It brought chance into a game of skill, and while you can be patient and earn loot boxes through in-game credits, it’s much faster to hand over money and buy them."I am going to pay a "premium" for a nifty hat?" said 1UP user Ryan Kaplan, aka Tylahedras. "I don't like the idea that if I want to color Master Chief white in Halo 3 multiplayer I will need to shell out even more cash. Doesn't anyone else see that this micropayment crap will lead to incomplete games?"
Battlefront II does not signal the death of loot boxes, even if EA’s own shooter might end up prevent people from paying for them, thanks to the backlash. But you can bet every developer is going to be asked about loot boxes in 2018, and if a game includes them, the response won't be pretty. The questions is whether a game can be irresistible enough that players are willing to bite the bullet. We’ll have to see.“The presence of microtransactions and loot boxes beyond cosmetics is not, inherently, bad. But their presence suggests the game's balance has been tinkered with by outside forces interested in extracting more money, rather than making the best possible game. You suddenly have reasons to distrust what the game is telling you, and every time a game does a poor job of including these options, it immediately draws suspicion to every other attempt.”
The question is whether more designers will ask themselves the same thing in 2018.“We really don't like making money off players who are in denial of their addiction. And that's what a large part of free-to-play gaming is all about. Everyone in the industry seems to rationalize it by shifting the blame, assuming way too much cognizance on the part of their victims."