Tobold's Blog
Wednesday, August 14, 2024
 
Maybe the "gacha" isn't the problem in gacha games

The term gacha in games describes a particular mechanic similar to loot boxes, in which you buy a random character. It has all the problems of other loot boxes in video games, namely that you aren't assured that you get what you want, and might pay for something you consider worthless. There are endless stories on the internet about how much money some people paid to get a particular "SSR" or "Legendary" character, this being different terms for the strongest characters in the game. Now I have played a few gacha games, and my personal observation is that the gacha / loot box system for characters didn't particularly bother me. With my particular spending habits on these games, where I am neither trying to play for absolutely free, nor spend big money like a whale, I find that in all gacha games I tried, I got a handful of perfectly good characters just from free summons and the first cheap purchases. And then the games usually limit how many characters you can bring into combat anyway, so while having more SSR characters adds to variety, it really doesn't feel necessary to me. The summons aren't what interests me about these games, which makes me pretty resistant to getting addicted or overspending for summons.

However, that definition of gacha game might be too specific. If you play several different gacha games, it isn't as if those summon "loot boxes" are the only common and defining feature of the genre. Instead these games are somewhat overloaded with different game mechanics, different ways to make your existing characters stronger. And in a blatant absence of originality, the progress game mechanics of all gacha games resemble each other very strongly. They will be called differently, but there sure is something like a "main" account level, which then limits the "character level" of each character, and limits to what level the gear can be separately leveled, and to what level the talents and skills can be separately leveled. Of course there are different resources to grind for, for each of those separate leveling aspects.

If you have been playing Sword of Convallaria since its release two weeks ago, and did neither neglect it, nor overspend in it, your main level is probably around 40 now, like mine. And it is here where for me the real problems of the whole package of game mechanics in gacha games become glaring: The honeymoon period with quick progress is over, and you find that while level 40 removes a hard lock on for example leveling up your gear beyond 40, you simply haven't got the resources to level up all the gear you might want to. You haven't got the resources to level up the talents that account (voyager) level 40 unlocked. Et cetera, et cetera. Basically progress in this part of the game has slowed to a crawl, and you are just supposed to log in several times a day to use all the accumulated endurance to "sweep" (get the reward without actually doing the repetitive grind) of various resource-gathering "worlds". You need to do that for many days to slowly progress your characters, which then allows you to beat more difficult worlds for better grind/sweep rewards. This is a pure time / resource management game, which has very little to do with the underlying RPG and combat systems. You grind a lot for small segments of story progress or access to interesting combat sessions. And of course there are numerous monetization schemes that promise you slightly faster progress for your cash. Having half a dozen more legendary characters wouldn't help me at all, which is why I don't hate the core "gacha" game mechanic; it is the rest of the game mechanics that come with it that I find annoying.

If Sword of Convallaria had only this regular mix of gacha game mechanics, this would be around the point where I would stop playing. So it has to be remarked that none of these comments apply to the "other half" of the Sword of Convallaria game, the Spiral of Destinies. You don't even need to play the gacha part of the game to level 40 if you don't want to, it doesn't help you in Spiral of Destinies. You need to play the gacha part just a little to unlock access to the Spiral of Destinies, and then you get the keys you need to unlock the chapters in Spiral of Destinies for free with time. There is a perfectly fine non-gacha, non-monetized, tactical JRPG hidden in this second part, which you can play for a long time with no restrictions before you reached all the possible endings.

Comments:
I think that gacha actually _is_ the problem, no matter how small/generous/rare gacha-mechanics are. If the game is structured from ground up to extract payments from the players, it will be a fundamental pillar of game design. Specific devs might lean harder or go easier on it for a specific game, but it will nevertheless always exist as one of the fundamental qualities of design.

Designers of premium games use different logic when designing their games, and their reasoning of pacing, difficulty, content etc won't ever include "how to make at least some player pay more" motivation. I think we can agree that having no such motivation will generally improve the resulting design in most cases.
 
I agree with what Random_Phobosis said. The issue with the monetization trends of games these days is the developers and publishers become financially incentivized to nickel and dime players at every opportunity. That combined with tactics that prey on human psychology to get folks rationalize spending makes it akin to gambling in a casino.

I for one think any type of system where you pay real money either directly or through an intermediate currency for random chances at items is gambling and should be regulated as such. And yes I even include trading cards and all those "secret prize" toys that are popular with kids these days.
 
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