The problem is gambling is mutually exclusive with skill. Can you imagine if in basketball you get the ball into the hoop and then the some roll is made to decide how many points you get? Or that the 100m running is actually something between 90 and 110 m for every contestant based on rolls? These are bizarre. Then why is it OK that you get gear upgrades or damage based on rolls in video games.
To end this nonsense, we can’t just stop at P2W lootboxes. We must eliminate all kinds of RNG from games, making skill and effort the only things deciding outcome. Yes, I mean that fireballs should have the exact same damage and there shouldn’t be random critical hits (there can be consequent critical hits, like instead of 10% chance, every 10th fireball crits). There shouldn’t be random boss drops. Bosses and all mobs should always drop the same things, practically currency that you can use to buy gear. It cannot stand that one guy gears up on one raid and the other doesn’t get anything for 2 raids. This applies to PUBG loot. It’s a very different game if I find SK12 in the first house or only sniper rifles and pistols after 10 houses. House spawn points should give weapon and equipment currency that you can use to buy or “craft” the items you want.
It doesn’t mean that some elements cannot be random, but the randomness must occur before the player makes the effort and not after. So randomly generated maps are OK, if you don’t like the one you get, you don’t play. This should go for the PUBG circle too. The circle placement, vehicles and plane path should be known at the preparation phase of the game and if you don’t like it, you can quit without rating loss. Similarly you should be able to get out of random matchmaking without penalty in LoL if you don’t like the teammates the RNG gave you. And random mobs can have RNG loot, but it should be known to everyone who sees them before he engages.
If we want video games to be more than glorified slot machines, we must get rid of every RNG affecting X after the point where the player decides “yes, I want to do X”. Otherwise we slide down on the slippery slope to paid lootboxes.