I'm not trying to pick apart what you are saying, but I don't know, I'm just confused, aren't most implementations of loot boxes in games mandated by the publishers.
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Looking at this link which isnt definitive at all, but is a good starting guide.
https://www.giantbomb.com/loot-boxes/3015-9059/games/
Near enough over half of the games listed are from Activision and EA and a few more are from Warner Bros even Ubisoft.
That list is only a small fraction of the games which employ lootboxes.
I'm not saying its an open secret or anything it clearly isn't, but I'm just confused with your average developer quote. The majority of average developers aren't implementing loot boxes.
My comment was in the context of developers employing lootboxes, not all developers.
The majority of loot box systems seem like they are coming from the large publishers, ...
That isn't really the case.
I dont know whether they are using some non random manipulative system, but unless you know people at all these publishers I don't see how you can say they aren't using something like it or dont have the expertise.
Again, I didn't say all companies don't have the technology and/or expertise. I said most don't.
As to "who I know", I know plenty of people at larger companies including EA and Activision (I employ some ex staff from them in fact too). That's kind of irrelevant to a degree. What I think holds more weight is what is alleged in the OP isn't discussed in any formal or informal setting I have ever seen. If "many/most" lootbox games did this, as claimed, there would be a meaningful amount of material and conversations related to it floating around the industry, and that just isn't the case.
They all seem to be into why wouldn't they manipulate the odds sometimes, its simple, if player rolls a 6, 5 times next roll equals 1.
This is a good example. How do you know that is the right way to get more money out of that particular player? How do you know having it entirely random won't be more beneficial? How do you know doing that won't make the player leave the game in frustration, or otherwise stop spending on lootboxes entirely? How do you know being overly generous and fudging the results in a positive direction won't produce? How do you segment and target the players that would be susceptible to such a technique? How do avoid players that would be turned off by it? How many times rolling a 1 is the optimal number? What happens if the player rolls a 5 instead of a 6, how do we fudge things then?
Human behaviour is a complicated thing to predict, and more complicated to manipulate through this sort of obfuscated mechanism where you are relying on the player to be forming their own (predictable but incorrect) model of how things are working. The tech/tools, reporting, and analysis/design expertise needed to allow such individualized dynamic setups, run experiments, report on the results, and draw the right conclusions (i.e. those that make you more money) is non trivial.
And again, that is in the case where the developer even chooses to go down that path. My contention is most companies are not sitting around discussing how to "cheat the players" in the context of what is alleged in the OP in the first place.