I mean, it can be both at the same time. The games may be good as games (I play a few myself) but the mechanic can also be extremely predatory to those who have a problem with gambling and/or controlling their spending.
What I’m trying to figure out is exactly how pushy they are. Because I’m playing Genshin for a week already and there wasn’t a single moment I considered spending real money. Even a week worth of this kind of content (open world, quests, parkour, puzzles, minigames, bosses, mini bosses, multiple types of craft, randomized encounters, etc), is quite something and there’s still no sign of anything P2W on the horizon. Should I even expect some extra beefy bosses that are impossible to beat without buying crystals for tons of wishes? If not, then how is it morally different from any game that has any paid extra content at all? Like, you definitely can buy some optional cosmetics in almost any MMORPG game. People who can’t live without buying all the unnecessary cosmetics will proceed to spend a lot of money there as well.
Buying a blind box, loot crate, card pack, etc. with a random chance for items is something that we as people have a high chance of finding addictive, like some kind of misplaced survival instinct. Genshin monetizes their game that way, and you may be lucky like me and not have whatever gene causes us to become crippling gambling addicts, but Mihoyo became a multibillion dollar company off of exploiting those people the same way you might find someone at a corner store playing scratch-off lottery tickets all day, or someone seated at a slot machine with a jar of quarters, mindlessly pulling the lever over and over again.
That’s quite different than if you say, “I’m selling item X. It costs Y.” Digital items that are arbitrarily only available for a limited time, more often than not through battle passes these days, are like gacha, similarly manipulative. I wouldn’t call MMORPGs some bastion of morality, either. I’m sure you saw the same stories I did back in WoW’s heyday of parents neglecting their children because they were helplessly addicted to WoW. Whether by accident or design, WoW took the addictiveness in Diablo’s design and, thanks to a lucrative monthly subscription fee, created an incentive for their developers to pursue avenues to keep players playing longer.
I mean, it can be both at the same time. The games may be good as games (I play a few myself) but the mechanic can also be extremely predatory to those who have a problem with gambling and/or controlling their spending.
What I’m trying to figure out is exactly how pushy they are. Because I’m playing Genshin for a week already and there wasn’t a single moment I considered spending real money. Even a week worth of this kind of content (open world, quests, parkour, puzzles, minigames, bosses, mini bosses, multiple types of craft, randomized encounters, etc), is quite something and there’s still no sign of anything P2W on the horizon. Should I even expect some extra beefy bosses that are impossible to beat without buying crystals for tons of wishes? If not, then how is it morally different from any game that has any paid extra content at all? Like, you definitely can buy some optional cosmetics in almost any MMORPG game. People who can’t live without buying all the unnecessary cosmetics will proceed to spend a lot of money there as well.
Buying a blind box, loot crate, card pack, etc. with a random chance for items is something that we as people have a high chance of finding addictive, like some kind of misplaced survival instinct. Genshin monetizes their game that way, and you may be lucky like me and not have whatever gene causes us to become crippling gambling addicts, but Mihoyo became a multibillion dollar company off of exploiting those people the same way you might find someone at a corner store playing scratch-off lottery tickets all day, or someone seated at a slot machine with a jar of quarters, mindlessly pulling the lever over and over again.
That’s quite different than if you say, “I’m selling item X. It costs Y.” Digital items that are arbitrarily only available for a limited time, more often than not through battle passes these days, are like gacha, similarly manipulative. I wouldn’t call MMORPGs some bastion of morality, either. I’m sure you saw the same stories I did back in WoW’s heyday of parents neglecting their children because they were helplessly addicted to WoW. Whether by accident or design, WoW took the addictiveness in Diablo’s design and, thanks to a lucrative monthly subscription fee, created an incentive for their developers to pursue avenues to keep players playing longer.