this post was submitted on 18 Apr 2025
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[–] Buddahriffic@lemmy.world 1 points 19 hours ago

I'm so glad that I looked up some cheat codes for Turok 64 back in the day. It had two powerful weapons that were meant to be used sparingly after finding a rare inatance, in one case, or searching the entire game for pieces, after which you only got 3 shots with it. I used those two weapons until I got bored of them.

Then I tried to play the game again without the cheats and realized it was ruined for me. Why would I care to spend time searching for each piece of that weapon, knowing it only has 3 shots, when I was already bored with it?

And then later on, after I had been raiding in WoW, very focused on getting my loot upgrades, I noticed the loop of raiding to get better gear to get better at raiding to get better gear and realized it only had a point if I enjoyed the raiding, otherwise the gear didn't matter, regardless of what stats or graphics it had.

Those two things together have made it easy to never spend any money on game progression. It's basically spending money to either get bored of the game quicker by trivializing the powerful things (monetized cheat codes or powerups), or to avoid playing the game in the first place (getting the gear without the raid, when the whole point of the gear is to help with the raid).

And yeah, often the game isn't worth going through the loop, but they design the early stages to give fast progression to build up an expectation but tune it so that it's a slog grind if you don't buy anything, hoping for a few bucks from people as they learn this, or a lot of bucks from those who set strong habits and never do learn.

And when progression is pinned to an exponential curve while upgrades are non-exponential but tuned to be ahead of the curve when you first get them, it doesn't matter how much money you spend, eventually you'll always be back at a curve that looks more vertical than anything else and you'll need to spend money or wait a crazy amount of time.

[–] SoftestSapphic@lemmy.world 36 points 3 days ago* (last edited 3 days ago) (1 children)

The way these studies are phrased feels gross and seem to only serve to perpetuate these problems by shifting the blame of systemic issues on the individuals suffering from them instead of the powerful people benefiting from wealth inequality that cause this kind of desperation.

The US is guilty of this too with our "Financial Literacy" propaganda.

[–] Angry_Autist@lemmy.world 6 points 2 days ago

Almost as if capitalism was specifically designed to shuffle all wealth from the bottom to the top in a neverending ratchet of human degradation and exploitation

[–] ampersandrew@lemmy.world 118 points 3 days ago (2 children)

I saw so many people in another instance relating this to shaming people for avocado toast rather than these games exploiting gambling addiction.

[–] MBech@feddit.dk 76 points 3 days ago (1 children)

I felt I was taking crazypills. In what world does this headline and article not scream "These games are ruining lives because of extremely manipulative marketing tactics.

I assume the people who took this article as a personal attack are part of the 19%, but doesn't want to realise they have a very serious problem.

[–] Penguinz@lemm.ee 13 points 3 days ago

I think there's probably a hasty assumption that either this article is (it's not) or that it could be used for (it probably will) judgment type musings about how young people are irresponsible and are the cause of their own struggles, similar to the avocado toast commentary.

The article itself is just the result of a survey that happened to focus on young people, and I agree it's more appropriate to think of it related to a relatively new form of gambling/manipulation that's causing problems

[–] FenrirIII@lemmy.world 4 points 3 days ago

It's definitely a psychological issue where these games are designed to slowly bleed their players without them noticing. The most I've ever spent on a gacha was $40 over 6 years and I regret that so much. It takes a wakeup call and education to stop people from being suckered in.

[–] mctoasterson@reddthat.com 36 points 3 days ago (2 children)

I knew this was a fucked up industry when I heard they were successfully diversifying into women-centric gatcha games where the game is also centered on gooning over various character designs but the gatcha pulls correspond to specific romance scenes and interactions.

Japanese companies really have minmaxed exploiting every demographic. They have this garbage for the young people and pachinko parlors for old people and rural folks.

[–] Ushmel@lemmy.world 13 points 2 days ago

The widespread deregulation of gambling in the US is heading that way too.

[–] CosmoNova@lemmy.world 14 points 3 days ago

Funny thing is I know more women playing these games than I know dudes. Which of course does not reflect player statistics. I know that. But it‘s probably more popular with women than you would think based on character designs. I think it has a lot to do with cutesy Japanese pop culture that‘s appealing to a lot of people. There‘s a reason many Chinese and Korean games are copying it recently.

[–] HollowNaught@lemmy.world 28 points 3 days ago (4 children)

I had an argument with a guy who was in a shared friend's discord server about this. He was adamant that, if somebody spent too much money on a game, then it was all their fault. Despite me going over several (clearly manipulative) tactics, all he said was that people who fell for these must be stupid and that they deserved it

Yeah later on he was kicked because of other (Similarly dickish) reasons

[–] Angry_Autist@lemmy.world 8 points 2 days ago

Yeah American is a victim blaming culture

[–] Revan343@lemmy.ca 11 points 2 days ago

It is as much their fault as it is any addict's fault, which is to say, partially but not entirely

[–] GreenKnight23@lemmy.world 19 points 3 days ago (2 children)

I mean, he's not wrong. it is something within their power to control, and only they can stop the cycle.

addiction is a hell of a drug though.

companies that prey on the vulnerabilities of humans like that should be regulated no different than drug, alcohol, or firearm companies.

[–] GoodEye8@lemm.ee 13 points 3 days ago (1 children)

And if we were all smart people we would have far less laws. Sometimes laws protect us from ourselves. Anyone who has experience with addiction knows how hard it is to just stop. Instead of blaming people for their inability to stop we should emphatize and understand that this needs an intervention. If these predatory practices were illegal those people wouldn't need to stop themselves because they wouldn't be put in that situation in the first place.

[–] Ushmel@lemmy.world 3 points 2 days ago

Regulation of predatory practice. Taxation on the games to pay for rehab and support services for people that experience negative effects from it. It's really easy to do, but every single gambling operation gets the big bucks from the heavily addicted. The whales are the entire business.

[–] HollowNaught@lemmy.world 8 points 3 days ago

I agree they're partially at fault, but to deny the part the company played by creating artificial FOMO, sales, and gates is barbaric to say the least

It needs more regulation, I agree. Particularly for premium currencies (which thankfully the EU seems to be doing something about)

[–] Vespair@lemm.ee 9 points 3 days ago (6 children)

I mean....

The unfortunate reality is that both parties, the customer and the game company, are culpable and both share blame

[–] Angry_Autist@lemmy.world 5 points 2 days ago

These gacha companies pay ridiculous amounts of money for psych profile info specifically to target vulnerable individuals, yet individuals don't have that same kind of access or understanding

This is NOT a both sides thing.

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[–] Flemmy@lemm.ee 47 points 3 days ago (1 children)

Gacha is addictive as hell if you grew up with Pokemon and Final Fantasy both huge in Japan. I play a few as well for boredom and yes the weird atmosphere of whales (account with thousands invested) being awkwardly silent but have a following of pretenders.

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[–] ToiletFlushShowerScream@lemmy.world 5 points 2 days ago (2 children)

someone help me understand what gacha is and what it means to these folks in simple terms?

[–] Dnb@lemmy.dbzer0.com 10 points 2 days ago

Games with casino style gambling to unlock characters or skins or whatever. Often times you'll have like 1/100 chance to unlock a character you want when opening a "box".

Hugly mobile popular games run like this with new more powerful characters releasing monthly

[–] MrScottyTay@sh.itjust.works 4 points 2 days ago

Another comment explained what it is but to explain where the name comes from, you remember those capsule machines where you had to collect all the toys? Those were called gachapon machines, often shortened to just gacha (i might be slightly wrong on a little bit of the words, but they are the capsule machines)

[–] magnetosphere@fedia.io 32 points 3 days ago (5 children)

I’ve always wondered - what is the difference between a gacha game and ANY game with microtransactions? What is it that puts gacha games in a class by themselves?

[–] brsrklf@jlai.lu 74 points 3 days ago

Gacha and lootboxes (similar in concept) tend to be the worst of predatory microtransactions because they exploit gambling addictions.

"Classic" microtansactions, like freaking Oblivion horse armor, skins, etc, are bad, but you buy them once and you know exactly what you're getting.

With gacha and lootboxes you buy a lottery ticket hoping to get something good. They use rush-inducing casino-style tricks to get you hooked. They obfuscate your real odds and how much you're spending as much as they can.

[–] mfed1122@discuss.tchncs.de 28 points 3 days ago (2 children)

I believe the difference is that gacha introduces an element of chance, so you spend an in game currency to buy a spin of a wheel where you may get different rewards. Microtransactions could be something like "spend $5 and get this new skin", it's a guarantee. Gacha will be like "spend $1 for a 10% chance at this legendary skin, spend $5 for a 70% chance, etc etc"

[–] Katana314@lemmy.world 20 points 3 days ago (3 children)

So in a lot of ways, it’s just the Asian term for loot box games, something that western games shied away from a bit after the Battlefront 2 controversy and EU attention, which Disney got embroiled in.

[–] Phoenix3875@lemmy.world 21 points 3 days ago

Yes. It's from the coin machine that sells a random toy in capsule. Gacha is the clicking sound that machine makes when you turn the button to get a capsule.

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[–] Angry_Autist@lemmy.world 4 points 2 days ago

The concept of Gacha predates lootboxes and started as physical real-world vending machines with surprise balls containing little toys or stickers, mainly aimed at kids

They noticed that the mystery drove sales and pretty much overwhelmed 'normal' toy vending machines in a few short years

While the concepts are similar, they had different origins.

[–] Dudewitbow@lemmy.zip 9 points 3 days ago* (last edited 3 days ago)

gacha have element of chance, but usually speaking, gacha especially in asian games tend to also be tied to some form of power and is not purely cosmetic.

ao its not just purely, i want this character/costume/weapon because it looks cool, but theyres stats attached to it.

western game loot boxes generally sit more often as coametic, so the desire to pay isnt as bad (but can still be bad) but of course this doesnt apply to all western games either. an example of gacha based power is ultimate teams for sports games, which its gacha has players stats tied to them for team building.

gacha and loot boxes are fundamentally the same, but connotatively, gacha usually implies power and lootbox implies cosmetics, but technically not incorrect to use it either way.

if you want a dumb comparison, gacha is seen like trading card games, where power of the card also has value.

lootbox is sorta like sports cards where its collective in nature and really is about rarity/how the card looks

[–] SgtAStrawberry@lemmy.world 4 points 3 days ago* (last edited 3 days ago) (1 children)

Generally but not always.

Microtransactions = I want the blue shirt, I can buy the blue shirt. The blue shirt can be cosmetic or have power boost.

Loot boxes = I want the blue shirt, I can buy a lottery ticket to maybe get the blue shirt. The blue shirt is just cosmetic. Maybe there is a way to get the blue shirt if I don't get one in X boxes.

Gacha = I want the blue shirt, I can buy a lottery ticket to maybe get the blue shirt. The blue shirt has power boosts. Quite often, if I don't get the blue shirt in a X tickets, I get a guaranteed blue shirt. Also a bit more often the blue shirt needs to be leveled up, using more blue shirts and/or other stuff you get from the lottery.

This is generally how it works, they are exceptions too it of course.

But that is why gacha is its own category, the lottery is required to progress the game and you need a lot of it. There is also usually multiple lotteries with different and the same prices at different % some you can play without spending money, some you need to spend money and some you can play onec in a while without spending money, but the good stuff and higher % are basically always looked in the two latter ones.

The way it is usually used and how upgrading stuff works, is very different between what country makes the game. I don't remember exactly but the three big different ones are, Japan, China and South Korea.

The easiest different to simply explain is usually if you need more blue shirt to upgrade or if you just need more shirts or if you need shirt coins that drop from the game to level up, the shirt or if the shirt can't be leveld up and you need a new shirt instead.

[–] Ushmel@lemmy.world 2 points 2 days ago (1 children)

This sounds like every terrible mobile game I've ever played. Are gachas similar to tap tap games on mobile?

[–] SgtAStrawberry@lemmy.world 1 points 1 day ago

Now I have never heard the term tap tap game, so I might be thinking about different typs of games, but I think of those where you for example run forward and tap/swipe to dodging obstacles and when you fail you are prompted to buy powered ups/extra lives to continue and you buy tickets to get skins.

Aren't those buy power ups and know what you get and lottery for cosmetics? Making it loot boxes and microtransactions.

Or am I misunderstanding what typ of games you mean? Perfectly possible as I haven't heard the term, and I don't play those games for long enough or often enough to remember any names.

[–] Ashtear@lemm.ee 16 points 3 days ago (1 children)

Headline doesn't match what's in the report. It's not just gacha; the question in the survey is inclusive of other games that offer in-game purchases (課金 in Japanese). So we're talking about skins and boosts in MMOs, MOBAs, and shooters, hints in games like Candy Crush, etc.

The report posted here last week showed just how much MTX spending there is on PC, of which gacha is still a small part. I suspect there is a higher rate of gacha spending in Japan than there is globally (outside of China, perhaps), but I'd be surprised if gacha even made up half of the spending SMBC is reporting on here.

[–] CosmoNova@lemmy.world 7 points 3 days ago

but I'd be surprised if gacha even made up half of the spending SMBC is reporting on here.

I wouldn‘t. Gacha is vastly more popular in Japan than PC gaming and it‘s not even close. It would seriously surprise me if mobile Gacha didn‘t make up the majority of spending in microtransactions.

[–] ColdWater@lemmy.ca 9 points 3 days ago

You guys spend money on games?

[–] Quacksalber@sh.itjust.works 16 points 3 days ago (5 children)

This is exactly the reason why I won't play gacha games. First everyone complains about loot boxes and microtransactions and then a game-genre where that's the core of the game takes off.

Just goes to show that the people that (rightly) complain about microtransactions cheapening gaming experiences were always in the minority and most will just keep spending like headless chickens.

Most people I know aren't or don't see themselves as gambling addicts. They're "proud" about how much they spent.

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[–] Vipsu@lemmy.world 8 points 3 days ago* (last edited 3 days ago) (20 children)

Played Puzzle and dragons for like 3 years when mobile games where booming and spend like total of 300€ to it.

Honestly it was pretty good and did not feel nearly as predatory as many other mobile gatcha games I've played after that.

But it did kinda red pill me on F2P games, gatcha, fomo, peer pressure and many other manipulative methods these games use. The fact that Gungho ended up closing the servers down in Europe making people lose their accounts also showcased pretty well how temporary these games are.

Now if I'll ever again play games with gatcha I'll do no gatcha "challenge" run. It's pretty good for gauging whether the game is actually any good and how fast you'll hit the paywall.

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[–] MoonlightFox@lemmy.world 5 points 3 days ago (1 children)

I wouldn't mind microtransactions, gacha games and gacha mechanics if there were sane upper limits to spend.

I was trying to learn how different gacha games work and monetization in f2p games in general, especially obes for smartphones.

I was surprised about how similar all the methods across games are. Some were a lot worse than others though.

I think the monetization method is sometimes viewed as acceptable by some, because the games often have a lot of content and can be a lot of fun to play. The thing I really dislike is that it's unfairly monetized. Some people pay the majority of the income, they are also known as whales. There are of course some people that spend small sums, but the whales is where it is at.

After Arcade games went out of fashion we had a nice long period in which players paid about the same for a game, and got the same experience.

Now vulnerable people are paying more than they can afford to finance the game for everyone, and still everone gets a limited experience.

Some of the games I enjoyed the most had terrible gacha mechanics. One of them had items and mounts with 1/500 chance per pull. Of course it is designed so that it appears as 1/10, but it is really 1/500. To justify this they had the PITY system. Yes, thats the actual name of it. The pity system makes it so that after buying 500 pulls ypu are guaranteed the mount.

The price for 500 pulls? 500$

After the free pulls you could play to get, about 480$.

So I actually can't get the entire game for even 500$..

That was just one of many such instances. I could probably spend more than 10 000$ and still not unlock absolutely everything.

Was it purely cosmetic? Nope. It gave an advantage too.

Legislation that effectively adds an upper limit to unlock the entire game with a sensible maximum monthly cost for new content, is needed in my opinion.

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