> There’s an interesting discourse about whether gacha games are anti-consumer or not which I don’t have enough space to do justice to here. Broadly I think they have some challenges similar to gambling, insofar as many adults gamble recreationally and enjoy it, while some are clearly harmed by it. I used to think that free-to-play games’ dependence on whales was strong evidence that they were a negative development, but I heard an argument from the CEO of Kongregate which changed my mind. Distilled to its essence, it is that “Many whales are simply employed professionals who enjoy what they enjoy, and professionals historically spend a lot of money on what they enjoy. Why should we have contempt for this in a video game when we don’t if it is e.g. figure skating or wine?” I recommend reading or watching the entire talk if you’re interested in this topic.
I find it pretty disingenuous to put this in the footnote and brush it off as "not having enough space", and then went on to justify it with an opinion from someone who clearly has stake in this space.
Equating whales with professionals is just completely missing the point, and is simply marketing speech that masks the underlying problem.
A lot of mechanisms in Gacha games are engineered dark patterns whose sole purpose is to make money. They are basically there to exploit those who are psychologically more susceptible.
It's ironic that the author uses Genshin Impact as an example and then went on to say something about spending more money in Gacha game is a reflection of professionalism. In Genshin Impact you can power up A LOT by spending money on Gacha because you can get substantially better equipment that is otherwise unavailable through normal game play, or you can power up your existing characters, too. Can someone instantly become better at skating with a better pair of skates?
Actually, one of the reasons Genshin is lauded by it's player base is that you can clear the hardest content with free to play characters. The 5 stars have way flashier looking abilities and get more face-time in the narrative, and are generally a bit more meta, but are not leaps and bounds stronger. So Genshin has at least proven that "selling broken OP characters" is not a necessary ingredient to making a $2B hit. That said, other gacha games are definitely all about selling that power.
I find it pretty disingenuous to put this in the footnote and brush it off as "not having enough space", and then went on to justify it with an opinion from someone who clearly has stake in this space.
Equating whales with professionals is just completely missing the point, and is simply marketing speech that masks the underlying problem.
A lot of mechanisms in Gacha games are engineered dark patterns whose sole purpose is to make money. They are basically there to exploit those who are psychologically more susceptible.
It's ironic that the author uses Genshin Impact as an example and then went on to say something about spending more money in Gacha game is a reflection of professionalism. In Genshin Impact you can power up A LOT by spending money on Gacha because you can get substantially better equipment that is otherwise unavailable through normal game play, or you can power up your existing characters, too. Can someone instantly become better at skating with a better pair of skates?