A term used to describe members of the games industry that
use patches for their games to reduce the value of those games in order to sell a solution to the problem they create.
This can be done by introducing new or additional loot boxes and/or microtransactions to games that already have an up-front price
tag, or by downgrading a product by stripping features out of it after the initial sale so that they can be reintroduced at a later date for either a monetary value or a
PR boost some
time after the initial backlash has died down.
Sam: "My 17-year-old
game now requires an inferior launcher to run and I can't play any of my favorite
game modes offline, all because the company that made it is trying to force everyone to buy Warcraft 3 Reforged! Even some of the graphics options, like character shadows, aren't available to me any more!"
James: "Activision/Blizzard'
s surprise mechanics at
work."
Sam: "I used to really enjoy Trials Rising, but now that loot boxes are a thing, the rest of the
game just doesn't seem fun any more. I'm constantly feeling like I need to spend money just so my character looks half as good as the others and there's no guarantee that I'll get the thing I actually want in order to do that."
James: "Looks like Ubisoft's surprise mechanics really hurt this
game, huh?"
Sam: "Is that your word for loot boxes?"
James: "No. It's the staff at Ubisoft that introduced them."
Sam: "I'm so sick of EA and 2K sticking loot boxes into their yearly releases of FIFA and NBA! The rest of the
game isn't even that good any more, like it's about as meaningful as the brand on the
top of a slot machine at
Las Vegas!"
James: "You're not wrong. There are probably more surprise mechanics working on these games than actual
game developers now."