Randomized Loot Box
Randomised loot boxes sell a sealed container whose contents are drawn from a weighted table, so the purchase buys a chance at a specific item rather than the item itself.
A box is earned in play or bought outright, opened with a key that usually costs money, and yields items drawn against probabilities that may or may not be published. Rare tiers sit at low percentages, while duplicate protection, guaranteed thresholds and tradability vary by game. Presentation carries much of the value: opening is staged with animation and sound, and where trading exists a secondary market prices the contents.
Attribution is contested. Valve added Mann Co. crates and paid keys to Team Fortress 2 in 2010, the usual Western reference point, but Asian free-to-play games had sold randomised draws for years beforehand, MapleStory's gachapon among them, and Japanese mobile gacha was already a mature business by that date. What 2010 supplied was a large Western audience, a tradable inventory, and an observable market price for luck.
Revenue was extraordinary, and the mechanic migrated into full-priced retail games, which is where it met the public. Regulators in several countries examined whether paid random rewards constitute gambling; some restricted or banned particular implementations, others required odds disclosure, and platform holders eventually mandated it. Industry response was largely a move toward purchases with known contents, which is precisely the opening that battle passes walked through.
Lineage — traced back to a root
Every mechanic in this dataset resolves to an ancestral chain. This one is 5 steps deep, beginning with Numeric Score in 1972.
Descends directly from
Carried forward by 6 later games
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Also called: loot box, gacha, crate