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A is a
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedba ...
that implements the (toy vending machine) mechanic. Similar to loot boxes, gacha games entice players to spend in-game currency to receive a random in-game item. Some in-game currency generally can be gained through game play, and some by purchasing it from the game publisher using real-world funds. Most implementors of the Gacha model are
free-to-play Free-to-play (F2P or FtP) video games are games that give players access to a significant portion of their content without paying or do not require paying to continue playing. Free-to-play is distinct from traditional commercial software, which ...
(F2P)
mobile games A mobile game, or smartphone game, is a video game that is typically played on a mobile phone. The term also refers to all games that are played on any portable device, including from mobile phone ( feature phone or smartphone), tablet, PDA to ...
. The game model began to be widely used in the early 2010s, particularly in
Japan Japan ( ja, 日本, or , and formally , ''Nihonkoku'') is an island country in East Asia. It is situated in the northwest Pacific Ocean, and is bordered on the west by the Sea of Japan, while extending from the Sea of Okhotsk in the n ...
. Most of the highest-grossing mobile games in Japan use it, and it has become an integral part of Japanese mobile game culture. The game mechanism is also increasingly used in Chinese and
Korean Korean may refer to: People and culture * Koreans, ethnic group originating in the Korean Peninsula * Korean cuisine * Korean culture * Korean language **Korean alphabet, known as Hangul or Chosŏn'gŭl **Korean dialects and the Jeju language ** ...
games, as well as Western games. Despite their ubiquity, ''gacha'' games have been criticized for being addictive, and are often compared to gambling due to the incentive to spend real-world money on chance-based rewards.


Model


Rolling/pulling

There are many collectable characters, cards, or other items (details will vary based on nature of game). Many of them are obtainable only through a "gacha" mechanic. In this, the player "pulls" or "spins" in a manner analogous to a
slot machine A slot machine (American English), fruit machine (British English) or poker machine (Australian English and New Zealand English) is a gambling machine that creates a game of chance for its customers. Slot machines are also known pejoratively a ...
or
roulette wheel Roulette is a casino game named after the French word meaning ''little wheel'' which was likely developed from the Italian game Biribi''.'' In the game, a player may choose to place a bet on a single number, various groupings of numbers, the ...
. In doing so they expend a fixed portion of a premium currency in exchange for receiving a random "drop" from the banner "rolled on". Some of the rewards drop less frequently than others. It is common for the schema of item rarities to be public information, dubbed "open gacha". It is common for there to be a rarity tier on around the order of appearing in one percent of rolls. Between this rarity and the commonality of limited-time availability of promoted gacha drops, players are encouraged to roll the while their desired item is available.


Pity

Some gacha models use a
pity Pity is a sympathetic sorrow evoked by the suffering of others, and is used in a comparable sense to ''compassion'', ''condolence'' or ''empathy'' – the word deriving from the Latin ''pietas'' (etymon also of ''piety''). Self-pity is pity ...
system: the player will be guaranteed an item after pulling for that item a large number of times without success. "Soft" pity increases the probability slightly of getting a rare item with every pull, counting up and recalculating the probability until the rare item is received, while "hard" pity uses a counter to keep track of the number of pulls and automatically dispense the rare item after reaching a preset number of rolls.


In-game currency

Games can include multiple in-game currencies with complex schemes for converting between them. This makes it more difficult for the player to model the dollar cost of a unit of a currency that isn't the "premium" one. It is common for it to be possible to get even the "premium" (obtained with real money) currency through gameplay, albeit in rigorously limited quantities.


Virtual item

Many kinds of virtual items can be in the loot table for a banner. Gameplay units such as cards, characters, equippable gear, or more abstract loot such as "experience" are all possible.


Login and task rewards

In many games, rewards are essential for players to make progress in the game. Players are generally given free or discounted in low amounts on a regular schedule, in exchange for logging in or doing in-game tasks.


Common mechanics


Banners

Banners are "pools" of available items (characters, loot, cards, etc) that players can "roll" on. Offered banners can be perpetually available or can have a limited duration. Games generally have some of both, with player retention efforts and in-game advertising emphasizing the
limited availability When customers of a public switched telephone network make telephone calls, they utilize a telecommunications network called a switched-circuit network. In a switched-circuit network, devices known as switches are used to connect the calling par ...
of some or all of the items in the latter.


Limited banners

Sometimes, these banners are limited, such that specific prizes can only be obtained within a specific event time-frame.


Stamina

Stamina is a resource that is required for, and consumed by, core in-game actions such as (in a fighting-oriented game) beginning combat encounters. It regenerates over time, often up to a cap. It can typically be regenerated or gained instantly through some form of
microtransaction Microtransactions, often abbreviated as mtx, are a business model where users can purchase virtual goods with micropayments. Microtransactions are often used in free-to-play games to provide a revenue source for the developers. While microtransa ...
or premium currency spending.


Variations


Appeal

Game developers have praised as a
free-to-play Free-to-play (F2P or FtP) video games are games that give players access to a significant portion of their content without paying or do not require paying to continue playing. Free-to-play is distinct from traditional commercial software, which ...
monetization strategy. Most developers that work primarily with free-to-play games recommend it be incorporated into the game starting with the concept for maximum monetization potential. It has been debated what makes so addictive to so many players. Proposed mechanisms include playing on the
hunter-gatherer A traditional hunter-gatherer or forager is a human living an ancestrally derived lifestyle in which most or all food is obtained by foraging, that is, by gathering food from local sources, especially edible wild plants but also insects, fung ...
instinct to collect items, as well as the desire to complete a set, effective use of the "fear of missing out", or, simply the same mechanisms that drive
gambling Gambling (also known as betting or gaming) is the wagering of something of value ("the stakes") on a random event with the intent of winning something else of value, where instances of strategy are discounted. Gambling thus requires three ele ...
. The model of has been compared to that of collectible trading card games as well as to
gambling Gambling (also known as betting or gaming) is the wagering of something of value ("the stakes") on a random event with the intent of winning something else of value, where instances of strategy are discounted. Gambling thus requires three ele ...
.


Whales

An aspect of monetisation commonly found in the financing of games involves a model where a large part of the game's revenue comes from a very small proportion of players who spend an unusually large amount of money on rolls, essentially subsidising the game for other players who may spend smaller amounts of money, or even
free-to-play Free-to-play (F2P or FtP) video games are games that give players access to a significant portion of their content without paying or do not require paying to continue playing. Free-to-play is distinct from traditional commercial software, which ...
players that spend no money at all. The high-spending players are often colloquially referred to as "
whales Whales are a widely distributed and diverse group of fully aquatic placental marine mammals. As an informal and colloquial grouping, they correspond to large members of the infraorder Cetacea, i.e. all cetaceans apart from dolphins and ...
".


Criticism and controversy


Resemblance to gambling

In May 2012, an article was published in a conservative Japanese newspaper, the ''
Yomiuri Shimbun The (lit. ''Reading-selling Newspaper'' or ''Selling by Reading Newspaper'') is a Japanese newspaper published in Tokyo, Osaka, Fukuoka, and other major Japanese cities. It is one of the five major newspapers in Japan; the other four are ...
'', that criticized social networking games and specifically for exploiting the naivety of children to make a profit. The main complaint of the article was that the model too closely resembled
gambling Gambling (also known as betting or gaming) is the wagering of something of value ("the stakes") on a random event with the intent of winning something else of value, where instances of strategy are discounted. Gambling thus requires three ele ...
. The paper called for an investigation by Japan's
Consumer Affairs Agency The is an administrative agency of the Cabinet Office of Japan responsible for consumer protection established on September 1, 2009. Under the law passed on December 10, 2022, the Consumer Affairs Agency now also has jurisdiction over the issue ...
to prevent abuse of the system.Yomiuri Shimbun (May 29, 2012)
"Social networking games must be responsible"
Several cases of teenagers and even younger kids spending equivalents of over US$1000 have been reported in the media. Shortly after, the suggested investigation was performed and the model of complete was declared illegal by the Consumer Affairs Agency, citing the , The Consumer Affairs Agency stated that virtual items could be considered "prizes" under existing legislation written in 1977 to prevent the complete practice in the context of baseball
trading card A trading card (or collectible card) is a small card, usually made out of paperboard or thick paper, which usually contains an image of a certain person, place or thing (fictional or real) and a short description of the picture, along with other ...
s. Within a month of the statement being issued, all major Japanese game publishers had removed complete rules from their games, though many developers found ways around this. In addition, several lawsuits were launched in Japan against companies selling gacha products, leading to temporary decrease in their stock market value by almost a quarter. Japanese mobile game developers, including
GREE GREE (derived from an abbreviation of the " Six degrees of separation" concept) is a Japanese social networking service founded by Yoshikazu Tanaka and operated by GREE, Inc. GREE focuses primarily on mobile games and over ninety percent of it ...
and DeNA, worked to establish a self-regulating industry group, the Japan Social Game Association, which was an attempt to push developers from these models, but it did not prove successful, and the Association was disbanded by 2015. The mechanism has come under scrutiny for its similarity to gambling, and some countries require drop rates to be made public, or have banned certain practices (e.g., complete ). Many players also feel regret after making purchases in these games according to a survey. This type of game has also come under criticism for luring players into spending thousands of dollars at a time to get what they want, and the way outcomes are presented within the game have also been criticized. Children are likely to be affected by the gambling-like mechanism since mobile devices provides easy access to payment; some game developers also intentionally introduce emotional manipulations and exploitive practices. A 2019 research paper has noted that "the gacha system has proven to be addictive and problematic" and speculated that the loopholes in the gacha system could be exploited for international
money laundering Money laundering is the process of concealing the origin of money, obtained from illicit activities such as drug trafficking, corruption, embezzlement or gambling, by converting it into a legitimate source. It is a crime in many jurisdicti ...
.


See also

*
List of gacha games Gacha games are video games that implement the ''gashapon'' mechanic. ''Gashapon'' are a type of Japanese vending machine in which people insert a coin to acquire a random toy capsule. In gacha games, players pay virtual currency (bought with real ...
* Loot box *
Microtransaction Microtransactions, often abbreviated as mtx, are a business model where users can purchase virtual goods with micropayments. Microtransactions are often used in free-to-play games to provide a revenue source for the developers. While microtransa ...


References

{{Video game controversy Video gaming in Japan