A gacha game (Japanese: ガチャ ゲーム, Hepburn: gacha gēmu) is a game, typically a video game, that implements the gachapon machine style mechanics. Similar to loot boxes, Live Service 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 staying up-to-date, and some by purchasing it from the game publisher using real-world funds.
The gacha game model has been around since the early 90s with Strategy Trading Card Games such as Magic the Gathering, but began to be widely used in the early 2010s in mobile gaming by Japan.[1][2] Gacha mechanics have become an integral part of Japanese mobile game culture as well as pop culture in general.[3] The game mechanism is also increasingly used in Chinese and Korean games, as well as European and American games.[3][4][5][6]
Digital 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.
Gameplay
Due to the randomized nature of gacha games, many original gachas are often strategy games or feature elements of strong strategy considerations, encouraging the player to improvise their own solution to problems while also being attentive about new additions to the roster of obtainable characters/items that can add more flexibility to a player's strategy in late/post-game modes such as boss raids and tower-styled challenge rooms.
In many older games, gacha rewards are essential for players to make progress in the game, although certain newer gacha games allow for more flexibility on progression through core content.[6] While players can earn the "premium" currency during gameplay, it is available in controlled amounts at the developer's discretion, with holidays and special events usually boosting the amounts given.
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 in some games emphasizing the limited availability of some or all of the items in the latter. 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. Sometimes, these banners are limited, such that specific prizes can only be obtained within a specific event time-frame.[3] Sometimes, games lift the limited status of certain items to be "commons" or even free, but this not seen often.
Stamina is a resource that is required for, and consumed by, core in-game actions such as engaging with the game, like beginning combat encounters in a fighting-oriented game. It regenerates over time, often only up to a cap. It can typically be regenerated or gained instantly through some form of currency spending, either premium microtransaction or earned in game. The name for this resource is usually different on a per-game basis, but stamina is typically the general term used for this type of currency in general across games. Stamina is not always treated as the basis of progression, sometimes only being required for side content. Other times, Stamina burnt is often translated into experience points for an player's entire account in more quick, casual oriented games. In more competitive games such as online trading card games or non-live service RPG games such as Xenoblade 2, they are generally not used for play.
Some gacha games often feature several in-game currencies with intricate conversion methods, obscuring the actual value of non-premium currencies. In some games, players are generally given free or discounted gachas in low amounts on a regular schedule, in exchange for logging in or doing in-game tasks.
Because of the nature of the player-developer relationship, the free to play experience is often a case-by-case basis dependant on a developer's attitude towards the development of their game and their player base as well as how well they implement luck mitigation mechanics such as sparking systems that allow the player to obtain the item within a limit, which are also case-by-case implementations of reliability and frequency, assuming they are implemented at all.
Model
A marketing practice where deals of a product are shown to the consumer so they perceive what they are buying as a good deal. This is used in gacha as extra roll deals and virtual currency deals to get the consumer to buy more. Studies show that consumers buy on the basis of the price of a single product and not all of the products prices combined which entrepreneurs take advantage of. Customers only look at the price at hand of a product and compare that to the deal and not the sub charges of the product. In mobile games this is used by a cheap product to set the anchor then the more expensive ones that shows deals making the player feel better for a purchase because they have more value.[7]
To further immerse players, they are rewarded gifts at random intervals throughout the game. This encourages players to either play or else pay to get valuable items. An example of this is getting a free gacha pull by doing certain tasks in the game.[7]
Showing the player rare items that they want, so whenever the player does a gacha pull and does not get the desired item, they would then want to spend more to obtain this item because they feel that they were close to getting it, and that the next roll will get their targeted item. When the player starts a roll it passes by the items in that banner then stops on the item the player obtained while teasing what items were next to or close to the item they got making the player feel as if they have missed the desired item.[7]
Some items are only available for a limited amount of time, incentivizing players to directly purchase or otherwise obtain the item for an in-game power advantage or bragging rights. Limited time events can also condition players to consistently play the game out of fear missing an event or specific item. Daily login rewards can encourage players to open the game each day in order to collect a specific daily reward.[8]
A gacha game will have collectable characters, cards, or other items. Many of them are obtainable only through a "gacha" mechanic,[3] wherein the player exchanges in-game currency for "pulls" or "spins", each pull yielding a random collectable "drop".
Some of the "drops" drop less frequently than others. As such, drops can often be categorized into rarity "tiers". Historically, gacha games did not always share their drop rates. Those that did so were called "open gacha" and those that did not were "closed gacha". In many jurisdictions it is now legally required for the item rarities to be public information. As such, virtually all contemporary gacha games share this information.
Some gacha games use a luck mitigation model using "inevitable guaranteed drop" mechanic dubbed by players as a "pity" or "spark": the player will be guaranteed a given drop after pulling for it a large number of times without success. This mechanic by itself does not start at the beginning but rather at a fixed point. Pity mechanics can be "soft" or "hard". Depending on the game, these mechanics usually start at a designated pull count and at the very end for that matter. [clarification needed] "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 or "fail currency" to keep track of the number of pulls and automatically dispense or allow the item to be purchasable with said in-game currency after reaching a preset number of rolls. Due to the nature of Hard pity, it is often a recommended strategy by players to never roll for a character or item unless they are capable of making it to the 100% guarantee by saving enough currency to reach the spark limit, essentially "buying" the character. [citation needed]
Variations
This is a list of game mechanics that may be used in a game's implementation of gacha mechanics. Some mechanics are nearly or entirely obsolete due to regulatory requirements.
Complete gacha
"Complete gacha" (コンプリートガチャ), also shortened as "kompu gacha"[9][10] or "compu gacha"[11](コンプガチャ), is a monetization model popular in Japanese mobile video games until 2012, when it was made illegal by Japan's Consumer Affairs Agency. In this scheme, there are desirable items that cannot be rolled for directly. The player must collect (that is, pull) a specific set of other items, and upon completion they unlock the desirable item. The first few items in a set can be rapidly acquired but as the number of missing items decreases it becomes increasingly unlikely that redeeming a loot box will complete the set (see coupon collector's problem) since eventually one single, specific item is required.[10]
Box gacha
Box gacha is "pulling, without replacement". There is a slate of items in the box or banner, in specific quantities rather than via "with replacement", each-roll-is-independent probability. Over successive rolls, the set of possible "draws" shrinks until the player has all of the items.[12][13]
Redraw gacha
Redraw gacha allows the player to "re-roll": to give up the rolled item in exchange for another roll and so a chance at a different result. the gacha, returning their drawn item in exchange for another opportunity to draw, so as to potentially get something else. Some games offer this feature for free.[12] Games commonly offer some free rolls at the start, e.g. during a tutorial. Players might "re-roll" by creating new accounts and doing the starter rolls on each until they get the draws they want.[14]
Consecutive gacha
Consecutive gacha improves the chances of receiving rare rewards when the player spends in bulk. As opposed to spending a set amount for individual rolls, a player can spend a larger amount in order to roll several times in a row for a slightly discounted price.[13]
Step-up gacha
The player's rates are improved for each consecutive roll or instance of spending within a single session or a limited time period (e.g. five checkpoints; must roll five times or spend five times within half an hour to get the rewards for step one, two, three, four, and five in succession.)[13]
Open versus closed gacha
Gacha that show (open) versus hide (closed) the exact probabilities of pulling rare items.[12]
Appeal
Game developers have praised gacha as a free-to-play monetization strategy.[15][6] 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.[6]
It has been debated what makes gacha so addictive to so many players. Proposed mechanisms include playing on the hunter-gatherer instinct to collect items, as well as the desire to complete a set,[6] effective use of the "fear of missing out", or, simply the same mechanisms that drive gambling.[15]
An aspect of monetization commonly found in the financing of gacha 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 gacha rolls, essentially to subsidize the game for other players who may spend smaller amounts of money, or even free-to-play players that spend no money at all. The high-spending players are often colloquially referred to as "whales". A player who is called a dolphin spends a moderate amount of money on microtransactions in mobile games. A player who is called a minnow spends little to no money on microtransactions in mobile games.[14][16]
Gacha games have faced significant criticism for their resemblance to gambling, largely due to their reliance on chance-based mechanics to acquire desirable in-game items. Studies in Europe and the United States indicate that a substantial portion of young players who engage in gacha games develop gambling-like behaviors. For instance, research has shown that over 50% of juveniles who participate in gacha games exhibit some gambling tendencies, with around 5% developing problematic habits and 10% showing early signs of gambling addiction.[7][17]
The gacha industry has been accused of exploiting addictive behaviors, with a notable percentage of players being students who spend considerable amounts of money on these games despite lacking a steady income.[7] The European Union Parliament has taken steps to regulate gacha mechanics to protect consumers, citing the exploitative nature of these games.[18] Some countries like China require companies to disclose the probabilities of obtaining specific items.[19]
Players with existing gambling problems are particularly vulnerable to spending excessive amounts of money on gacha games. This is exacerbated by the absence of spending limits, which can lead to significant financial losses. Reports indicate that around 30% of revenue from gacha and loot box mechanics comes from players at moderate to high risk for gambling addiction.[20]
Despite the controversy, gacha games are not universally considered gambling. For example, the UK's legal framework does not classify gacha as gambling since the virtual items obtained do not have real-world monetary value.[21] However, the Netherlands Gambling Authority and the Belgium Gaming Commission view gacha as gambling due to its reliance on chance and the potential for items to be traded for real money on third-party sites.[22]
The addictive nature of gacha games can be attributed to the brain's positive response to randomness and surprise. The anticipation of obtaining a rare or desirable item can create a sense of excitement similar to that experienced in traditional gambling.[23] While some gacha games are criticized for being "pay-to-win," not all are inherently exploitative. The impact on players largely depends on how the developers implement the gacha mechanics and whether they are essential for game progression or merely provide optional enhancements.[24]
In response to growing concerns, some jurisdictions have implemented regulations requiring transparency in drop rates and banning particularly exploitative practices. Nevertheless, gacha games continue to be a lucrative business model, generating substantial revenue and sparking ongoing debates about their ethical implications and resemblance to gambling.[25][26][27][28][29]
Religious perspectives
In Islamic financial jurisprudence, the random nature of acquiring in-game items within gacha games which can not be determined to meet the buyer's needs (gharar) can be seen as matching the criterias of gambling (maisir), and are compared to the nature of lootboxes.[30]
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