These crates, which contain upgrades that give players an advantage during gameplay, can also be earned by playing the game, but that takes a significant amount of time.
In the case of Battlefront 2, their lootcrate system makes no guarantee of what the player will receive for their money. Microtransactions have become an increasingly popular way to further monetize games, that already typically cost $60 or more upon release. This issue is incredibly complex and goes far beyond Star Wars Battlefront 2. Nothing currently prevents EA from exploiting people buying loot crates with random contents through microtransactions because there is no requirement to disclose the odds of winning something meaningful, and companies like these are allowed to specifically target youth without the cognitive maturity to know when they are being exploited.' These exploitive mechanisms have no place in games being marketed to minors, and perhaps no place in games at all. 'This game is basically a Star Wars-themed online casino designed to lure kids into an addictive cycle of gambling money for a chance to win game upgrades.