The business model itself is inherently predatory, but when used as a secondary form of progression it does actually sustain a game's life if not overtly relied on. The fact you have to make a compromise for this to be somewhat good is not very encouraging though
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has anybody ever used one of these systems with narrative intent? i feel like it's rife for storytelling if one were to seriously lean into the ludonarrative but i can't name a single actual example. it's all just blind box crap with stories attached to make you care more and buy more
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