We Want FreeJam to Get Rid Of Loot Boxes


We Want FreeJam to Get Rid Of Loot Boxes
The Issue
In the game robocraft, the objective is to build your own robot to your liking using whatever parts you own. Once you have a robot to fight with, you can choose from several game modes- each have a spin on what you'll earn at the end. In order to earn parts to build more complex robots, you must purchase or win "crates" which a form of a lootbox. These crates are tiered from rust,bronze,silver,gold,diamond, and protonium respectively. The tier may impact what you get out of it, for example I'd have a higher chance to get a "epic" part from a protonium than I would a diamond crate. This causes issues that seem to be ignored though...
Loot crates, in essence, look fair and fun - but when executed they lose lots of appeal. A user from the Robocraft subreddit explain the situation perfectly - "seterwind" states the following,
"
Let's talk about Behavioral Game Theory.
The major problem is that this recent update goes against something called the Endownment Effect. This is a well understood psychological phenomenon - in short, while people like owning/acquiring things, they especially don’t like to give up those things.
The current system puts players in an unpleasant situation, mentally. People need to give up their hard earned parts to get the parts they want. For this system to work there would need to be strong incentive to overcome this effect. Something like recycling the part for 100% it's value, so the owner can rationalize that they aren't actually losing the item, and can get it back at anytime. Even a very high return, like 90%, would be close enough to mitigate most of the discomfort. Instead, we have an average of an item being recycled at 1/7th its value.
So you can either trade seven of an item you don't want for one of this thing you do want. Or... you can just keep playing the slot machine in hopes you get the 1 of the 100 parts you want.
This Is Bad Design
So why does this design work in Hearthstone or Overwatch or any of the multitude of games that does this right? They do not incorporate the progression of the game into the RNG and loss system.
Let me explain.
In Robocraft’s case, let’s say I decide to take that bum deal of seven for one part. That is one part. Just one part of twenty that I need to build my dream bot.
Now you would think that earning and building up to the bot of your dreams sounds like a ton of fun. But the problem is a sense of Agency.
Agency is absolutely critical for game design, and Robocraft’s success so far has a great deal to do with its innate appeal to player agency, in the ability to craft robots of players’ own design. Since this is a primary draw of Robocraft, it is all the more critical that agency isn’t lost in its development.
With a simple currency system you have agency. You get to choose how you spend what you earn and get what you want. More importantly, you can see the correlation between your actions in game, and how much currency you earn. If you earn 5000 robits a match from your average match, you know you have 4 matches to earn your 20000 robit part.
With this system you have No Agency.
I played 3 games. Did well, a diamond, a gold, and a bronze. With premium, I got about 5600 robits worth of items. I bought a $5CAD pack of 12 Protonium boxes. I got a total of 8700 robits from recycling what was in those crates.
How can I have control over when I get a 20000 robits weapon? I might get it next match, or it may take me $20 to get it. But it's the game's system determining when I get it, not anything by my actions.
So what can FJ do to fix these problems?
Primarily to remember to keep player agency as a priority
The importance here is to ensure progress has a sense of agency, and additionally, crafting can overcome the Endowment Effect.
Here’s some suggestions.
100% recycle efficiency:
They could simply make all parts recycle for their full amount - that enhances agency and reduces push back from the endowment effect. It roughly means a person would be able to build a full bot every two hours of game play. It also means that building would be the focus, and trying out bots from the shop.
Create a crafting system.
Let’s say there are 4 types of material. They could represent structure (RED), power(BLUE), speed(YELLOW), stability(GREEN). You can earn it by recycling items at a fair rate. Perhaps based on what you blow off the enemy. Maybe you get these materials in crates and the amounts are based on the type of crate you get.
FJ could go back to a currency system.
Parts are acquired not randomly, but based on what you blow off of enemies.
The important thing is that if they don't do something about this system, the negative experience from both the lack of agency and the strain from the endowment effect will almost certainly make most people have less fun. This will result in losing players, and the game won't grow.
This isn’t random speculation. The current system is simply poor game design."
Whilst being quite a lengthy post, it really shows how the game is designed to actually disengage the player.
Possible Solution
After every game, depending on your leader board placement, you should be given a set amount of robits (the ingame currency). This allows the player to have a choice of the parts they want to get from the forge. Please leave your own solution as well, FreeJam would need some for sure.

The Issue
In the game robocraft, the objective is to build your own robot to your liking using whatever parts you own. Once you have a robot to fight with, you can choose from several game modes- each have a spin on what you'll earn at the end. In order to earn parts to build more complex robots, you must purchase or win "crates" which a form of a lootbox. These crates are tiered from rust,bronze,silver,gold,diamond, and protonium respectively. The tier may impact what you get out of it, for example I'd have a higher chance to get a "epic" part from a protonium than I would a diamond crate. This causes issues that seem to be ignored though...
Loot crates, in essence, look fair and fun - but when executed they lose lots of appeal. A user from the Robocraft subreddit explain the situation perfectly - "seterwind" states the following,
"
Let's talk about Behavioral Game Theory.
The major problem is that this recent update goes against something called the Endownment Effect. This is a well understood psychological phenomenon - in short, while people like owning/acquiring things, they especially don’t like to give up those things.
The current system puts players in an unpleasant situation, mentally. People need to give up their hard earned parts to get the parts they want. For this system to work there would need to be strong incentive to overcome this effect. Something like recycling the part for 100% it's value, so the owner can rationalize that they aren't actually losing the item, and can get it back at anytime. Even a very high return, like 90%, would be close enough to mitigate most of the discomfort. Instead, we have an average of an item being recycled at 1/7th its value.
So you can either trade seven of an item you don't want for one of this thing you do want. Or... you can just keep playing the slot machine in hopes you get the 1 of the 100 parts you want.
This Is Bad Design
So why does this design work in Hearthstone or Overwatch or any of the multitude of games that does this right? They do not incorporate the progression of the game into the RNG and loss system.
Let me explain.
In Robocraft’s case, let’s say I decide to take that bum deal of seven for one part. That is one part. Just one part of twenty that I need to build my dream bot.
Now you would think that earning and building up to the bot of your dreams sounds like a ton of fun. But the problem is a sense of Agency.
Agency is absolutely critical for game design, and Robocraft’s success so far has a great deal to do with its innate appeal to player agency, in the ability to craft robots of players’ own design. Since this is a primary draw of Robocraft, it is all the more critical that agency isn’t lost in its development.
With a simple currency system you have agency. You get to choose how you spend what you earn and get what you want. More importantly, you can see the correlation between your actions in game, and how much currency you earn. If you earn 5000 robits a match from your average match, you know you have 4 matches to earn your 20000 robit part.
With this system you have No Agency.
I played 3 games. Did well, a diamond, a gold, and a bronze. With premium, I got about 5600 robits worth of items. I bought a $5CAD pack of 12 Protonium boxes. I got a total of 8700 robits from recycling what was in those crates.
How can I have control over when I get a 20000 robits weapon? I might get it next match, or it may take me $20 to get it. But it's the game's system determining when I get it, not anything by my actions.
So what can FJ do to fix these problems?
Primarily to remember to keep player agency as a priority
The importance here is to ensure progress has a sense of agency, and additionally, crafting can overcome the Endowment Effect.
Here’s some suggestions.
100% recycle efficiency:
They could simply make all parts recycle for their full amount - that enhances agency and reduces push back from the endowment effect. It roughly means a person would be able to build a full bot every two hours of game play. It also means that building would be the focus, and trying out bots from the shop.
Create a crafting system.
Let’s say there are 4 types of material. They could represent structure (RED), power(BLUE), speed(YELLOW), stability(GREEN). You can earn it by recycling items at a fair rate. Perhaps based on what you blow off the enemy. Maybe you get these materials in crates and the amounts are based on the type of crate you get.
FJ could go back to a currency system.
Parts are acquired not randomly, but based on what you blow off of enemies.
The important thing is that if they don't do something about this system, the negative experience from both the lack of agency and the strain from the endowment effect will almost certainly make most people have less fun. This will result in losing players, and the game won't grow.
This isn’t random speculation. The current system is simply poor game design."
Whilst being quite a lengthy post, it really shows how the game is designed to actually disengage the player.
Possible Solution
After every game, depending on your leader board placement, you should be given a set amount of robits (the ingame currency). This allows the player to have a choice of the parts they want to get from the forge. Please leave your own solution as well, FreeJam would need some for sure.

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The Decision Makers
Petition created on November 22, 2017