This is why they are actually profitable and roll out new features. Because they don’t spend time redesigning old shit every time they have a new design in mind.
The first known instance of a loot-box system is believed to be an item called “Gachapon ticket” which was introduced in the Japanese version of MapleStory, a side-scrolling MMORPG, in June 2004.
Man, looked at my bank statement many years ago and noticed several little charges. A few cents here and a few cents there. The biggest one was maybe .80 cents.
My son had fallen for some scam ran by a YouTuber and was buying and trading skins.
I will say though, now that time has passed, some of those skins are worth insane amounts of money. I’d sell them if I wasn’t so stupid sentimental.
My son got in trouble for doing that, but it still takes me back to a pleasant time when I look at the inventory.
That’s partly because the kids that entered after yours lost a lot of money, and partly because some people gambled a lot, got addicted, and lost a ton of cash.
Oh it wasn’t a small amount by the end of it. He’s a smart boy and he learned right then what that was all about. He won’t even buy a lottery ticket as an adult.
As far as the skins becoming valuable, that is because they are all stat track guns and something changed. I don’t remember what.
there is a thing called shared front-end components, so each time you need to add a button on an interface, you don’t need to recreeate a new one and it looks consistent for the user.
And Steam is known for being super slow at rolling out anything.
This is why they are actually profitable and roll out new features. Because they don’t spend time redesigning old shit every time they have a new design in mind.
I thought it was because they made gambling open to minors and took 30% of all game sales
Gambling? Don’t give steam credit for EAs hard work!
technically tf2 was the first loot box
https://en.m.wikipedia.org/wiki/Loot_box#History
Tf2 wasn’t released until 2007, and it didn’t ship with any unlocking let alone loot, the first unlockable items were added 2 years later in 2009: https://wiki.teamfortress.com/wiki/Item_timeline_in_2009
CS:GO started it.
Man, looked at my bank statement many years ago and noticed several little charges. A few cents here and a few cents there. The biggest one was maybe .80 cents.
My son had fallen for some scam ran by a YouTuber and was buying and trading skins.
I will say though, now that time has passed, some of those skins are worth insane amounts of money. I’d sell them if I wasn’t so stupid sentimental.
My son got in trouble for doing that, but it still takes me back to a pleasant time when I look at the inventory.
That’s partly because the kids that entered after yours lost a lot of money, and partly because some people gambled a lot, got addicted, and lost a ton of cash.
Oh it wasn’t a small amount by the end of it. He’s a smart boy and he learned right then what that was all about. He won’t even buy a lottery ticket as an adult.
As far as the skins becoming valuable, that is because they are all stat track guns and something changed. I don’t remember what.
When he done that they were worthless.
Nice then, I was just worried about some hijacking of the subject by you saying « yes, but we made money! » :)
Good thing you can get something (more) out of it now then! Yea it’s difficult to sell those, I can relate
Last time I said something similar people down voted my comment all the way lol
there is a thing called shared front-end components, so each time you need to add a button on an interface, you don’t need to recreeate a new one and it looks consistent for the user. And Steam is known for being super slow at rolling out anything.
Your still have to update tests and implement shared components in the first place.