[HN Gopher] Genshin Impact made more money in its first year tha...
       ___________________________________________________________________
        
       Genshin Impact made more money in its first year than any other
       game
        
       Author : eunos
       Score  : 113 points
       Date   : 2021-11-04 16:49 UTC (6 hours ago)
        
 (HTM) web link (gamerant.com)
 (TXT) w3m dump (gamerant.com)
        
       | rowanG077 wrote:
       | This makes me really, really depressed.
        
       | eunos wrote:
       | I'm just surprised that Genshin impact beats company like Las
       | Vegas sands and almost Bet365.
        
       | slg wrote:
       | I noticed that the EA Sports titles aren't on the list. The FIFA
       | franchise pulls in at least $2b every year (31 million units
       | sold[1] which is $1.5b at roughly $50 per unit plus a likely
       | majority of the $1.6b of EA's annual Ultimate Team revenue[2]) If
       | each yearly CoD release counts as a new game for this metric, I'm
       | not sure why the yearly FIFA releases wouldn't.
       | 
       | [1] - https://www.earlygame.com/fifa/ea-fifa-21-most-succesful-
       | all...
       | 
       | [2] - https://www.vg247.com/ultimate-team-ea-1-62-billion
        
       | spywaregorilla wrote:
       | I like playing gacha games when they're F2P friendly. It's a neat
       | game mechanic. The resource conservation and gambling aspect is
       | fun. But people who spend money on these games... are just so
       | strange to me. The value of money spent is incredibly low.
       | Genshin is one of the stingiest games. Yet on its recent first
       | anniversary, people were surprised that they were, yet again,
       | very stingy. The lack of self awareness of what they're playing
       | on the gacha communities is so odd to me.
       | 
       | I'm not super familiar with genshin specifically, but in a lot of
       | these games, players don't really play the game. Like, they'll
       | just lookup pre made team setups that allow them to win with no
       | skill or input. This is the strangest thing to me. Why do people
       | like just following along a game if they're not going to take any
       | accountability. It's like the MMORPG grind of enjoying the
       | numbers going up from yesteryear, but somehow, even one step
       | further removed than before.
        
         | falcolas wrote:
         | > Like, they'll just lookup pre made team setups that allow
         | them to win with no skill or input.
         | 
         | Winning gives you a dopamine hit. Regardless of what it took to
         | win.
         | 
         | Entire videogame genres (colloquially known as soshage in
         | Japan) are built around giving this dopamine hit to 1) people
         | who play a lot ("alot" here is on the order of unemployed
         | people playing constantly) and 2) people who pay. They quite
         | intentionally don't allow people to win if they don't pay or
         | play extensively. Losing to those people pushes them to pay so
         | they can win.
         | 
         | Genshin Impact is an evolution on this game model.
        
           | sudosysgen wrote:
           | Imo I find the dopamine hit to figure out your own team comp
           | and build to be much higher. And sometimes it's not possible
           | to use the best teams.
        
             | falcolas wrote:
             | That's serving a different niche. And fewer people find
             | tolerating frustration to find dopamine hit to be worth it.
             | 
             | Comparing Dark Souls sales numbers and its ilk gacha games
             | and their ilk shows that the number of people willing to
             | tolerate the frustration is much lower than those willing
             | to buy their way through it.
        
               | sudosysgen wrote:
               | The thing about F2P games is that the vast majority of
               | revenue is made from a tiny majority of players. In
               | reality you'll find that the majority of players did not
               | spend any money, a certain portion spends some money but
               | around as much as Dark Souls costs, and a small minority
               | spends massive amounts of money which makes up most of
               | the revenue.
               | 
               | So indeed, most people that do play Genshin Impact do
               | find the frustration worth it. I'd say a fair few of
               | those find that the frustration makes it better.
        
               | falcolas wrote:
               | > most people that do play Genshin Impact do find the
               | frustration worth it
               | 
               | That's a hell of a conclusion from assumptions that have
               | a shaky base.
               | 
               | As per [1] below, the "tiny minority" of players
               | typically accounts for over 20% of the playerbase.
               | 
               | And per [2], the average amount spent by a mobile player
               | in F2P games is over $85.
               | 
               | And I bet Genshin Impact does better than this - they
               | have better marketing, better art, and lots of experience
               | milking players for money.
               | 
               | [1] A developer sharing his revenue breakdown per player:
               | https://medium.com/building-the-metaverse/game-economics-
               | par...
               | 
               | [2] https://web.archive.org/web/20160913155032/https://in
               | tellige...
        
         | slightwinder wrote:
         | Genshin is very hard optimized on using the right team-
         | combinations. To the point that it becomes impossible to solve
         | tasks if you don't have the matching elements for it. But of
         | course this only comes into play on later levels, when people
         | have become addicted.
        
           | CDSlice wrote:
           | While this is true they also give you a character of every
           | element (anemo, pyro, cyro, hydro, electro, and geo) for free
           | so you aren't actually locked out of any of the content or
           | puzzles. In fact there is a famous Genshin YouTuber bwaap who
           | has completed the game using only the 4 starter characters to
           | prove that you can. It's not the easiest task but it also
           | isn't super hard, especially since some of the free units
           | they give you are comparable to the top tier 5 stars you can
           | wish for. In fact one of the strongest teams in the game is
           | made up of only 4 stars which are really easy to get since
           | the rate for them is much higher than 5 stars.
        
         | eunos wrote:
         | As a non player (potato PC+phone -_-) I'm still happy they
         | released free and excellent OSTs and orchestra.
        
         | itg wrote:
         | Some people will spend a few dollars here and there because
         | they feel they got value from it due to the amount of time
         | spent playing. Compare that to a $60 single player game that
         | you complete in 20 hours and never touch again.
         | 
         | Whales on the other hand I will never understand.
        
           | patio11 wrote:
           | When I was younger I had both aesthetic disgust and strong
           | moral intuitions against monetization being driven by whales.
           | These days, am far less sure of both.
           | 
           | One of the claims which Kongegate's CEO made, repeatedly, in
           | presentations is that they actually got their whales on the
           | phone and they were simply professionals who liked to spend
           | money on their hobby. That has become increasingly plausible
           | to me as I've grown older and have more money than time.
           | 
           | I spent $X00 on Genshin in something like 6 weeks. I quit
           | because of the time "commitment" and because I had gotten
           | through most of the interesting bits, but if I had kept up
           | habits, I would have played less than typical American
           | watches TV and spent $X,000 a year. Which... does not strike
           | me as unreasonable for what would have been my main hobby,
           | given comparables like e.g. golf.
           | 
           | It's a great game in a lot of ways. I don't regret either
           | time played or money spent. (The first one would have been
           | untrue in a year, hence stopping.)
        
             | AlexandrB wrote:
             | While some whales are definitely high-earning professionals
             | who can afford it, not all of them are. I'd be curious to
             | see research on what the split is. It's hard not to notice,
             | however, that gacha games heavily rely on the same kind of
             | skinner-box gambling systems as actual gambling uses with
             | little of the regulation around payouts, transparency, and
             | age restrictions. People who have problems with gambling,
             | report having problems with gacha as well. See also this
             | video of some testimonials:
             | https://www.youtube.com/watch?v=7S-DGTBZU14
        
             | jwatte wrote:
             | > That has become increasingly plausible to me as I've
             | grown older and have more money than time.
             | 
             | Indeed.
        
           | HanaShiratori wrote:
           | To be honest 60 dollars for 20 hours is great value in my
           | opinion.
        
           | diegoperini wrote:
           | > Whales on the other hand I will never understand.
           | 
           | There are always underground account transfer markets for
           | these kind of games. It becomes an investment if you know
           | what you are doing.
        
           | silicon2401 wrote:
           | I'd rather spend $60 on a 20h game I love than spend $0.01 on
           | a game that doesn't require it. I don't understand whales,
           | but I definitely don't understand people paying for cosmetic
           | things in a game either.
        
             | mrguyorama wrote:
             | I find paying for cosmetic things in a video game
             | disgusting. They used to be a reward for playing and
             | enjoying the game, something that would be part of the
             | experience, allowing you to customize your play. Now I'm
             | supposed to pay $15 to make my gun a different color?
             | 
             | Some people say it's to "pay for server costs blah blah
             | blah" but one look at Epic or EA's balance sheet will show
             | you how bullshit that is
        
               | spywaregorilla wrote:
               | This view doesn't make much sense to me. Epic's game is
               | free. Non loot box, Non pay to win, purely aesthetic
               | optional purchases feels like the least offensive
               | monetization scheme possible. You say you used to be able
               | to unlock the content in game, but that was predicated on
               | your paying money to buy the game already.
               | 
               | Server costs and ongoing dev costs are totally a thing,
               | but I'm not sure why it's so problematic that they make a
               | profit on top of that.
        
           | mattnewton wrote:
           | It's like the slots in Vegas; gambling itself is addictive.
        
           | rjeli wrote:
           | In college I would pirate everything and think paying for in
           | game items was stupid. Now I will happily spend $1-5 for a
           | few hours of fun in a well balanced game, e.g. hearthstone.
           | But when I tried to get into Genshin Impact I quickly gave up
           | after realizing I would have to spend at least $50 if not
           | hundreds to roll a good team, or just stick with a completely
           | f2p grind (which I don't have time for anymore).
        
             | Tijdreiziger wrote:
             | Isn't Hearthstone one of the most spendy games, though? I
             | haven't touched it in a few years, but back then, if you
             | wanted to have a deck with any sort of competitiveness,
             | you'd have to spend EUR50-100 or more on packs every
             | extension (2x/year).
        
         | kitsunesoba wrote:
         | > It's like the MMORPG grind of enjoying the numbers going up
         | from yesteryear, but somehow, even one step further removed
         | than before.
         | 
         | Speaking of MMORPGs, the mentality has spread there too. Lots
         | of players don't ever experiment with different builds for
         | their character or just play the way they like, instead
         | following an online guide for achieving hyperoptimization. Even
         | questioning that way of playing gets you marked as a bad
         | player.
         | 
         | It's also become much more normal to pay significant sums of
         | money for in-game currency that is then used to buy high end
         | competitive content runs from other well geared players for
         | gear and achievements. This especially seems entirely pointless
         | to me... what good is the gear obtained this way? It's not
         | being used for anything that calls for it so at best it's a
         | trophy for your character to wear that you didn't even earn
         | yourself.
         | 
         | It's so far divorced from the seemingly endless font of
         | exploration, discovery, and character progression that defined
         | seamless open world MMORPGs back in the early-mid 2000s.
        
           | spywaregorilla wrote:
           | > It's also become much more normal to pay significant sums
           | of money for in-game currency that is then used to buy high
           | end competitive content runs from other well geared players
           | for gear and achievements
           | 
           | What does this mean? Like paying people in game gold to carry
           | you?
        
             | kitsunesoba wrote:
             | Yes that's exactly what I'm talking about. It's always been
             | a thing in MMORPGs, but prior to MMO companies selling in-
             | game currency themselves it was a lot less common and
             | carried a stigma because those buying carries often bought
             | illicit currency to do so because carries are expensive.
             | 
             | Now that there's no friction on the path between a player's
             | wallet and those offering carry services, carry purchases
             | have exploded in popularity.
        
               | spywaregorilla wrote:
               | That's super weird. It really recontextualizes the term
               | pay to win. Traditionally it's meant "pay to get an
               | unfair advantage", but now it's quite literally pay to
               | become a winner of a non competitive experience. What
               | mental gymnastics are required to make this seem
               | rewarding? Would it be perceived differently if you were
               | unable to pay other players but could pay NPCs to
               | accommodate the same task; in which case it is a direct
               | 1:1 exchange with the game company? Or if you could pay
               | to just auto complete it, sans the experience of being
               | carried? Bizarre.
        
               | bcrosby95 wrote:
               | It's at least partly because in WoW you oftentimes can't
               | get into a raid unless you've already beat the raid.
               | People can lookup your achievements online and/or ask you
               | to link them before allowing you in. So for some it might
               | simply be "pay (more) to play" rather than pay to win.
        
               | VRay wrote:
               | At least in WoW, I think a big part of it is that there
               | are tons of spammers blasting out ads to escort you
               | through dungeons and raids. It's hard to find actual
               | groups of normal people with all the noise
               | 
               | Particularly if you're just one guy applying to random
               | groups, the last few slots get applications from tons of
               | insanely-powerful characters. You can sit there trying to
               | join a group as a new player for hours and not get
               | anywhere unless you apply to mostly-empty groups or start
               | your own with a friend or two
               | 
               | If you don't know that, it's easy to think you'll need to
               | pay for achievements and loot in order to have a shot at
               | getting a group
               | 
               | Hey, so long as I'm mentioning WoW here: That game is
               | still taking in 200 million dollars a year or more, but
               | it's only getting a small fraction of that reinvested. I
               | think the market is ripe for an actual WoW-killer. Gather
               | a team, make a polished AAA version of WoW, and rake in
               | the dough
        
           | Shaddox wrote:
           | Of course, this is just an anecdotal observation, but I think
           | what changed weren't the games, but the players.
           | 
           | I was playing Dark Age of Camelot back in the day and we'd
           | spend hours just waiting around, chatting, meeting new
           | people, trying to group up and try to clear a dungeon. Of
           | course, our compositions were less than ideal but we'd try to
           | make it work. Hey we have no one durable but if we take
           | little Timmy's mercenary here and put some high armor gear on
           | him and dual wield shields maybe it would work. Of course
           | someone would go to bed or to dinner and then off to find a
           | new player we go. Trying to make it work was the name of the
           | game. With time, you'd amass a big friend list of reliable
           | people you know you could call on a moment's need if they
           | were online and most of the time they would be happy to help.
           | 
           | Modern players are borderline obsessed with time. No one
           | wants to waste time experimenting with content so they look
           | for guides to clear as fast as possible. Getting wiped
           | immediately results in remarks of "you're wasting my time".
           | The human aspect of the MMO has been stripped away by bots,
           | fast travel, people generally being rude and the
           | mumble/teamspeak server or discord group chat. Somehow, it
           | feels like the MMO is a reflection of our current society.
        
           | somehnacct3757 wrote:
           | I have a theory that wiki sites are what killed the WoW MMO
           | formula, rather than mechanics fatigue.
           | 
           | Players descend like locusts, then optimize and share their
           | builds until they discover some emergent tug of war or rock
           | paper scissors meta.
           | 
           | What remains is a cat & mouse game between players and
           | developers, to find the reductive meta and then patch the
           | game to shake it up. The players are highly coordinated
           | thanks to wikis, and they consume content quicker than devs
           | can create it. So the business model is no longer viable.
        
             | kitsunesoba wrote:
             | I think that's probably correct. Perhaps the only way to
             | combat such an effect is some combination of reducing the
             | game's competitiveness (so being optimized isn't as
             | important to begin with) and elements of nondeterminism in
             | the game's combat systems, making it much more difficult or
             | impossible to pin down a "most correct" build.
        
               | somehnacct3757 wrote:
               | Players tend to hate randomness in PvP; they use the
               | pejorative 'RNG'. PvE games increasingly monetize with
               | social proofing, but this can create a sense of PvP even
               | in PvE content. E.g. players get mad that the wizard
               | class isn't as viable as the rogue class.
               | 
               | Your first strategy might explain the emerging success of
               | sandbox games and battle royale games.
        
           | TillE wrote:
           | There's been a very strong homogenization of MMOs ever since
           | World of Warcraft, towards mostly mindless loot grinds. Early
           | pioneers ranging from Ultima Online to A Tale in the Desert
           | have effectively been completely forgotten.
           | 
           | It's wild because if you discard your preconceived notions,
           | the possibilities of what you can do with a massively
           | multiplayer persistent world are absolutely vast. There's
           | this huge unexplored territory and 99% of MMOs are stuck in
           | this one tiny corner.
        
         | minimaxir wrote:
         | > Yet on its recent first anniversary, people were surprised
         | that they were, yet again, very stingy.
         | 
         | The anniversary controversy was due to the rewards being
         | unusually stingy to the point where the initial rewards were
         | worse than the typical biweekly event, whereas in every other
         | gacha anniversary events offer _substantially_ better rewards
         | than usual.
         | 
         | If they had included the bonus 1600 Primogem reward initially
         | it wouldn't have been as much of a mess.
        
       | PaulHoule wrote:
       | It amuses me that _Game Informer_ publishes something about
       | _Genshin Impact_ every month even though Gamestop, the parent
       | company of _Game Informer_ doesn 't make a dime off it.
        
         | garmaine wrote:
         | Should a magazine only write about stuff that directly profits
         | it's owners?
        
           | PaulHoule wrote:
           | No, but it's a case study for how Gamestop is getting written
           | out of the script for games in the 2020s.
           | 
           | I have been a fan of refurbished hardware and used games from
           | Gamestop for a long time, but short of buying Valve it's hard
           | to see what they can do to stay relevant.
        
         | mattnewton wrote:
         | I assume their main revenue is ads they run alongside the
         | content, and so if people want to read genshin content and will
         | do so alongside ads they are making money
        
         | lapetitejort wrote:
         | Interesting. I searched on their website and couldn't find any
         | premium currency that other games like Fortnite and NBA 2K
         | sells. I wonder why they don't make it purchasable in stores,
         | and how they made so much money without a physical aspect.
        
         | TMWNN wrote:
         | My understanding is that _Game Informer_ has always done a very
         | good job of remaining editorially independent from its retail
         | owner.
        
         | [deleted]
        
       | dandotway wrote:
       | One of the worst things about the freemium model is that the
       | games tend to be very grindy time suckers those who don't pay-to-
       | play. Millions of souls spend hours each day just farming in-game
       | treasure and it actually ends up being _work_ rather than fun. So
       | many of these people are missing out on the joy of crafting or
       | farming actual things in the real world and selling them on eBay
       | or Etsy or locally. These grindy games in particular end up
       | preying on millions of kids who don 't have wads of cash, but do
       | have free time and get sucked in. This is perhaps why addiction
       | to games like Genshin Impact has gotten so severe in China that
       | authorities have taken action to limit play hours.
        
         | sudosysgen wrote:
         | Nah. If you want to get a good team in Genshin you _will_
         | grind. You can 't buy the most cumbersome progress items. The
         | actual hours of grind are the same no matter what.
         | 
         | If you pay, you'll be able to farm for these items longer in a
         | day. But it will still take the same amount of runs.
         | 
         | The longest grind are artifacts. To get the best artifacts for
         | one character you will need to clear a level 2000-3000 times.
         | That will take you 80-300 hours pretty much no matter what. Now
         | those could be over 100 days or it could be in twenty days, but
         | you'll have to run the level as many times.
        
         | azurezyq wrote:
         | It seems that you don't play Genshin impact game. You can't buy
         | ascension materials with money. You pay for stronger characters
         | with more versatile playstyles, but it won't make the game less
         | grindy. You still have to fight for materials by yourself.
         | 
         | Also as other said, different f2p games work differently. In
         | Genshin, you can easily complete the main request with free
         | characters. Most people (like me), just pay to pull for
         | particular characters they love. (Just check Hu Tao's character
         | demo from their official yt account and you may get a glimpse
         | how the characters (regardless of strength) are attracting
         | themselves.))
        
       | Gunax wrote:
       | I don't see how these numbers are possible. $12B means you need
       | to have 1.2B players paying $10 each, or 120M players $100 each.
       | That just does not seem feasible--there are only so many people
       | in the world and most are not going to play your game. And the
       | nature of these games is that most people never pay anything.
        
         | mattnewton wrote:
         | The numbers are crazy still, but I think it's probably
         | something very top-heavy, like you have 50m players paying $200
         | each and 1m players paying 2,000 each. It is very easy to spend
         | a _lot_ of money - see
         | https://www.forbes.com/sites/paultassi/2021/09/07/what-spend...
         | 
         | Edit: the article seems to say that the number is actually 2.3
         | billion to $3.5 billion. So, at the low end of 2.3 billion you
         | are looking at "just" 1m "whale" players paying 2,000 each, and
         | 1-3m players paying a few dollars. Google search shows me
         | estimates of about 8m-9m MAU, so this seems possible.
        
         | NathanKP wrote:
         | If you take a look at top Twitch streamers for Genshin Impact
         | you'll see a lot of them dropping big money. They see it as an
         | investment to get more viewers (not as many people want to
         | watch you play with low level characters and equipment).
         | Additionally, top end streamers make the money back in
         | subscriptions and donations anyway.
         | 
         | Then these streamers also actually prime their audience to
         | spend more. If you see a streamer drop a couple thousand
         | dollars on stream to get that cool new character, you might
         | feel okay with dropping $100 to see if you can get lucky.
         | 
         | Streamers feed this kind of ecosystem, and keep it running. I
         | suspect that a large percentage of the money that Genshin
         | Impact makes goes back out into marketing and sponsoring
         | streamers and YouTubers to keep the influencer engine running
         | as well.
        
         | pwinnski wrote:
         | And a surprisingly high number of people pay quite a bit, even
         | thousands of dollars.
         | 
         | The curve for games like this is steep.
        
         | dr_kiszonka wrote:
         | AFAIK, IAPs are not uniformly or normally distributed. The vast
         | majority of players pay nothing or close to nothing, while a
         | few "whales" pay a ton.
         | 
         | "Yet, only 5% of total app users make any in-app purchase
         | (Sterling, 2016), and 70% of those in-app purchases appear to
         | come from big spenders or 'Whales' who account for only the top
         | 10% of the paying users (Shaul, 2016)." [0]
         | 
         | 0. What Causes Users' Unwillingness to Spend Money for in-App
         | Purchases in Mobile Games? a Structured Abstract;
         | https://easychair.org/publications/preprint/HxVC
         | 
         | Maybe they have proportionally way more whales than other
         | games?
         | 
         | (I strongly dislike the "whales" term. Is there a less
         | condescending synonym?)
        
         | nickthegreek wrote:
         | I read an article (or HN comment?) a bit ago with someone with
         | insider knowledge and explained that some of the biggest whales
         | are SA royalty kids who spend RIDICULOUS amounts to flash a
         | skin in front of their friends. The cash means nothing to them.
         | Some even give the companies money to get new things added to
         | the game. 1-5% of their users are subsidizing the whole
         | experience for everyone.
        
         | sergiotapia wrote:
         | The scales for these games are heavily HEAVILY tilted by weak
         | minded, vulnerable whales. They spend thousands of dollars a
         | month because they are addicted.
         | 
         | https://www.youtube.com/watch?v=z-fxfuWhff0
        
         | notfaang wrote:
         | Posting under a throwaway account. I have spent around $2000+
         | on the game. I'm a high net-worth individual (few mil), so that
         | amount of money is ok with me as I'm being quite entertained.
         | 
         | Yes, the game is predatory as you have to spend around $100-120
         | for a 50/50 chance of getting the banner character you want.
         | 
         | High powered weapons are another story. The chances are less
         | than 50/50 and thus require more spend to obtain.
         | 
         | They made it that getting duplicates of the same character
         | enhances it in powerful ways that incentivizes people to spend
         | more for more power.
         | 
         | GI is not a play to win game since it is mainly a single player
         | experience, but there are events with multiple plays
         | cooperating with each other, and they can join your world but
         | the quest interactions are limited.
         | 
         | Streamers will spend in the five digits to increase their
         | viewership.
        
           | Gunax wrote:
           | I want to thank you for responding and being honest. I
           | understand there is a tail-centric distribution, I guess I am
           | just surprised how tail-heavy it is. I think the media likes
           | to write stories about people dropping 5- or 6-figures on a
           | game. And while I am sure that does happen, I suspect their
           | main revenue comes from the $100-$300 crowd.
           | 
           | Of course it's also possible I am underestimating the
           | popularity and there really could be over 100 million
           | players.
        
       | awill wrote:
       | I hate that the gacha model (free game with millions of IAPs) is
       | working. I refuse to play/buy them, and I worry that it's just
       | the future. Why would Sony spend so much making a single player
       | offline game to get a one-time purchase when they can milk their
       | customers tens of dollars a month for years.
        
         | somehnacct3757 wrote:
         | Gacha model is the worst of F2P and not that prevalent on
         | traditional gaming platforms.
         | 
         | Most console & PC games are offering a mix of cosmetics, DLC,
         | and battle passes which are incredibly straightforward about
         | what you get for your money. Battle passes are just
         | subscriptions rebranded with the auto-renew turned off.
         | 
         | I also think the success of Genshin will dampen gacha in the
         | future. You now need a triple-A game budget to command the
         | gacha prices Genshin asks for. In the past, you could make that
         | money selling pngs in a mobile game.
         | 
         | If anything, I think F2P has been improving its value
         | proposition over time.
        
         | Macha wrote:
         | Yeah, I feel like we're just being left behind. Voting with
         | your wallet is way less effective when companies give a way for
         | whales to outvote you many times compared to a single purchase
         | game.
         | 
         | I feel like in 20 years I'm just going to be playing indie
         | games and games that are then 25 years old.
        
           | feoren wrote:
           | In 20 years, indie games are going to be _amazing_! The tools
           | just keep improving at an accelerating rate.
        
         | jack1243star wrote:
         | > making a single player offline game
         | 
         | Current-gen gamedev is so expensive it's not worth taking the
         | risk anymore for triple-A studios.
         | 
         | I'd say indie games are truly the frontier of game design at
         | this point.
        
           | idiegbjs wrote:
           | Indie games have been for a long time. I havent played a new
           | AAA game with a real interesting innovation or fun new
           | mechanic in a long long time. Indiegames do all the time
        
         | bogwog wrote:
         | > Why would Sony spend so much making a single player offline
         | game to get a one-time purchase when they can milk their
         | customers tens of dollars a month for years.
         | 
         | Probably because when those mobile casinos get regulated,
         | Sony's model will pull ahead.
        
         | minimaxir wrote:
         | > Why would Sony spend so much making a single player offline
         | game to get a one-time purchase when they can milk their
         | customers tens of dollars a month for years.
         | 
         | Because releasing a game with a games-as-a-service model is a
         | _massive_ technical and logistical challenge if you want to
         | retain players and isn 't free money. A good recent example is
         | The Avengers, which was sunk from the forced-GaaS model.
         | 
         | Also, after EA released Anthem and Star Wars: Battlefront II
         | which had massive backlash due to their flawed GaaS, EA
         | released Jedi: Fallen Order as a single-player game with no
         | gimmicks, and it sold incredibly well.
        
           | criley2 wrote:
           | Over 3 years of Fallen Order sales, they've made at max $600
           | million in revenue.
           | 
           | EA is on track to make something like $1.75 billion this year
           | from FIFA Ultimate Team microtransactions alone.
           | 
           | It is what it is, but EA and their investors know exactly
           | where the profits are coming from
        
             | minimaxir wrote:
             | Certainly the ceiling is much higher for GaaS games but it
             | shows that single-player games aren't done for, especially
             | for portfolio diversity.
        
         | GhettoComputers wrote:
         | You don't change any gameplay with skins from Fortnite, CS:GO,
         | or TF2. What you're describing though was why Kojima left
         | Konami after they turned to gatcha games (including MGS) and
         | Konami is focusing on pachinko.
        
       | vmception wrote:
       | I didn't realize this was a real game lol. I've seen it mentioned
       | in the comments of practically _every_ Instagram ad by people
       | saying Genshin was better or how the advertised game is  "like
       | Genshin Impact"
       | 
       | The same has been going on all year with Appstore reviews
       | 
       | I don't download any of the games but I am on the lookout for
       | something intruiging
       | 
       | Seems I am out of the loop, but also that I don't want to be in
       | the loop of an IAP riddled freemium game.
        
       | devindotcom wrote:
       | This is difficult to judge either way, since on one hand Genshin
       | is a deplorable gacha-style addiction machine and the worst of
       | what gaming has to offer. Gambling-powered GaaS is a pretty scary
       | combo.
       | 
       | But on the other, it's a fabulously beautiful and well crafted
       | open world with tons of things to do and explore, offered
       | completely for free, no strings attached. It's almost entirely
       | single-player so there's no competitive pressure, money is only
       | needed if you don't have enough in-game currency to snag a
       | character you want.
       | 
       | I've played happily on and off for months and only experimentally
       | paid $5 to see if it was worth it. I have more characters and
       | resources than I know what to do with and have had a great time.
       | 
       | But the business model is definitely predatory on people who are
       | willing to pay hundreds or thousands to score a character or
       | optimal item. Of course we've seen that happen with in-app
       | purchases of crystals and smurfberries for years. The model
       | works, which is the best and worst you can say of it.
        
         | searine wrote:
         | > it's a fabulously beautiful and well crafted open world
         | 
         | Is it really though? Almost all aspects of it are cloned from
         | other games/media.
         | 
         | Gameplay cloned from MMOs. World design cloned from BotW.
         | Character designs cloned from the worst of anime.
         | 
         | It is the game equivalent of a street cart hotdog. They sell
         | lot of them, but it is not innovative, good or a particularly
         | thoughtful food/game.
        
         | crate_barre wrote:
         | It's particularly predatory on parents since it's the cereal-
         | aisle version of marketing to kids who in turn pressure their
         | parents to buy them things.
        
         | puzzlingcaptcha wrote:
         | Yeah, it's easy to have a knee-jerk reaction and dismiss it as
         | an exploitative Chinese mobile game, but in reality there is a
         | lot of love put into the product.
         | 
         | I'd recommend watching one of their recent expansion previews
         | with the developers talking about their process and influences:
         | https://www.youtube.com/watch?v=l8YXe7EkmoU
         | 
         | 3:29 introduction by the CEO 9:57 dev team introductions,
         | combat design 20:57 concept / writing lead 47:30 environment
         | art direction 57:58 music production
        
         | notTheAuth wrote:
         | How is this different than instigating demand for Lamborghinis
         | and 30 room mansions?
         | 
         | Gaming people to do things of nonsense utility is about all
         | humans have to do after basic life supporting logistics.
         | 
         | Seems like mining fake objects, while power consuming, is less
         | literally damaging than rocket ships and garages full of cars,
         | boats, and 5 mansions that never get used.
         | 
         | It's not outside the realm of possibility pretend loot is what
         | the masses have to look forward to "owning" aside from basics
         | down the line.
        
           | TheDong wrote:
           | I think the main difference is that when buying a home or
           | car, the person knows what they're getting and for how much
           | money.
           | 
           | There is no intentional sunk cost fallacy or gambler's
           | fallacy at play.
           | 
           | What you've posted would be valid if the topic of discussion
           | were NFTs or skins where a person gets exactly what they pay
           | for, no more or no less.
           | 
           | A gacha-style game operates differently from an NFT or car or
           | house. It's not "If you pay $200 you get this digital item in
           | the game", it's instead "If you pay $2, you get a 0.6% chance
           | of getting the item." After you spend $100, the next chance
           | is still 0.6%, and our human brains are really bad at
           | realizing that. That's how it preys on us.
           | 
           | If the game were instead "Pay $200 and you get this digital
           | item", I would consider it less predatory, and I bet it would
           | also have far less profit.
        
             | CDSlice wrote:
             | Genshin (and many other gacha) are actually more like the
             | second option since they feature a mechanic known as pity
             | where after a certain number of pulls the chance to get the
             | item goes up to 100%. In Genshin that is at 180 pulls but
             | because they also ramp up the chance to a featured item as
             | you pull more realistically it is more likely to happen at
             | around 150-160 pulls. This is still crazy (especially if
             | you buy all of these pulls with money because the dollar to
             | pull exchange rate is absolutely ludicrous) but it does
             | mean that an F2P player can guarantee that they will get a
             | character they want after a couple of months of saving.
        
         | scotty79 wrote:
         | > But the business model is definitely predatory on people who
         | are willing to pay hundreds or thousands to score a character
         | or optimal item.
         | 
         | At this point so many busnisses exploit unreasonableness of
         | some of their customers. Aren't people being sold this season's
         | handbag for few thousands of dollars exploited?
        
           | s1artibartfast wrote:
           | Nonfunctional Jewelry has been around has been around since
           | prehistoric times.
        
             | wizzwizz4 wrote:
             | And it was, generally, valued. Last year's handbag is
             | worthless, but next year's handbag? Priceless.
        
               | skhr0680 wrote:
               | Nike somehow managed to f**k up sewing a piece of canvas
               | to a piece of rubber and now a $40 pair of Converse
               | sneakers is functionally equivalent to or worse than a
               | $10 knock off. The only value in those shoes is literally
               | the brand name.
        
           | phreack wrote:
           | The difference is how they manipulate you psychologically to
           | not realize how much you're spending. You can't just buy the
           | thing, you need to buy a particular currency, and possibly do
           | some in-game work, and also gamble with loot boxes where
           | you're not very aware of the odds.
           | 
           | By the time you realize the thing you wanted was actually
           | $600 (which you wouldn't have spent upfront) but you've
           | already spent $500 without getting it, it feels unavoidable
           | to go and spend another hundred. And then the cycle happens
           | again and again, making you feel very much like you have a
           | sickness.
           | 
           | Many people can effectively avoid all of this and be very
           | happy not spending a dime and not feel any pressure at all,
           | but the problem is the large, very large, sometimes underage,
           | base of vulnerable people who are spending money they can't
           | really afford on these games.
        
           | falcolas wrote:
           | That there are other exploitative businesses in no way
           | justifies or ameliorates the impact of gambling mechanics in
           | a videogame.
           | 
           | This business practice is pure dogshit. Especially given how
           | much it targets children and those with gambling addictions.
        
           | overthemoon wrote:
           | I play Magic: The Gathering, and I think about this a lot: ht
           | tps://www.reddit.com/r/magicTCG/comments/j38nv9/former_art...
           | 
           | I'm a pretty frugal player and not competitive at all, but I
           | still feel a little spark when I see the fancy, expensive
           | cards.
           | 
           | IMO There's a balance. People are responsible for themselves,
           | but that doesn't necessarily remove culpability from the
           | seller. I think it's easy to assume that everyone is a
           | perfectly rational agent capable of avoiding bad deals
           | through reason alone, but desire is a funny thing. The most
           | extreme example is the drug dealer (or the cartel, or the US
           | government, however high up you want to go on the chain) and
           | there's definitely a gradient of moral responsibility from
           | there.
        
             | GhettoComputers wrote:
             | I used magic workstation, you just download MTG images and
             | play against others online with your decks. There is
             | nothing to buy and it can play the Warcraft TCG as well.
             | https://www.wikipedia.org/wiki/Magic_Workstation
        
               | derivagral wrote:
               | does workstation do rules enforcement like xmage?
               | http://xmage.de/
        
               | GhettoComputers wrote:
               | Not when I used it, it was just a simple program that
               | relied mostly on honesty (just like IRL).
        
         | emsy wrote:
         | >But on the other, it's a fabulously beautiful and well crafted
         | open world with tons of things to do and explore
         | 
         | It's a repetitive adventure game with shallow gameplay. I
         | played it for about 5 hours waiting for it to become good
         | before recognizing they copied the least interesting parts of
         | BOTW and slapped a gacha-mechanic on it. At least the graphics
         | are nice. I think gacha mechanics are bad because the random
         | element means it's effectively gambling. The skinner box
         | mechanic aims right for that sweet dopamine hit. The fact that
         | Genshin Impact is so financially successful is deeply worrying.
        
           | sudosysgen wrote:
           | The gameplay really isn't shallow. If you want to be a casual
           | and not get too much into it, it is. Otherwise, there is a
           | lot of depth you can get into. It's just that in your first 5
           | hours there is not much incentive, which is fine, at that
           | point you haven't even unlocked half of the map.
           | 
           | The thing with Genshin that makes the mechanics rewarding
           | durably is a consequence of the gacha for a free to play -
           | each account is different. So you can't just use the same
           | tactics as other people, you have to take what you get and
           | make it work. In the process you have to learn the combat
           | mechanics - animation cancelling, ICD, energy recharge,
           | character switching, geo reactions and shields, crit-rate
           | optimization, i-frames, stamina consumption, character
           | grouping, resistances, swirling, elemental mastery, etc...
        
           | jaaron wrote:
           | I disagree that the gameplay is particularly shallow. The end
           | game requires both mechanics and tactics. That said, the end
           | game may or may not be _rewarding_ as it's very grindy and
           | there's a good question (for many of these sort of games) of
           | what you're grinding _for_. But the gameplay mechanics get
           | deeper than what you seem to have experienced.
        
           | foobarian wrote:
           | Honestly I feel the opposite. Genshin is what BOTW should've
           | been graphics/gameplay/art-wise. Given that I paid $60 for
           | BOTW I feel it would be fair to pay a similar amount into
           | Genshin's store given how much more enjoyment I got out of
           | it.
           | 
           | My main two concerns with the game are that there is the
           | "Soylent is people" aspect where if you dig deeper you
           | realize the game is funded by a small addicted minority. And
           | second, I shudder to think what kind of 996 sweatshop that
           | company must be given that I don't know a single western
           | company that achieved this level of polish (and they are
           | already known as cruel employers).
        
         | ricardobayes wrote:
         | People I know who play it say the 'pity' system works pretty
         | well. How they explained to me if you save up your wishes in
         | free to play, you are guaranteed to get the character you want
         | after a while.
        
           | minimaxir wrote:
           | That is correct. Pity mechanics are relatively new to gacha
           | games due to complaints about having a deterministic way to
           | get characters.
           | 
           | Albeit, Genshin Impact's pity mechanics are less generous
           | than other gacha. Usually it's about 80-90 pulls for a
           | guaranteed on-banner pull. For Genshin Impact, it's 90 pulls
           | for a guaranteed 50/50 chance at an on banner pull, but if
           | you lose the 50/50 you will get an guaranteed on banner pull
           | after the next 90 pulls. Both guarantees persist across
           | banners.
        
             | jabbany wrote:
             | Actually I think it's mostly regulatory pressure. Chinese
             | market gacha/lootbox games are required by law to have pity
             | mechanics, must disclose all drop rates, and even provide
             | you with your pull history as well as purchase history. It
             | really shows in the games that come out of there...
             | 
             | When it comes to regulating what is effectively gambling,
             | this is actually a pretty healthy set of rules more
             | countries should follow.
             | 
             | (AFAIK there are no such regulations in the US, which is
             | why lootboxes here usually do not come with drop rates,
             | don't give you any way to view your pull history, and
             | almost never have pity mechanisms)
        
               | AlexandrB wrote:
               | It's pretty sad that "western" lawmakers seem to be
               | mostly asleep at the wheel in regards to all this. The
               | industry's self-regulation by the ESRB has mostly been a
               | joke as well - amounting to a "may contain lootboxes"
               | sticker.
        
           | AlexandrB wrote:
           | > How they explained to me if you save up your wishes in free
           | to play, you are guaranteed to get the character you want
           | after a while.
           | 
           | This is true in theory, but the rapid rate of new characters
           | being introduced means that re-runs are far less common than
           | new "banners". Indeed, some characters released nearly a year
           | ago have never had a rerun. This means that there is a strong
           | sense of FOMO - if you don't have the gems to guarantee the
           | character you want this time around you may have to wait a
           | year or more to get another chance.
           | 
           | Genshin Impact also has a very poor gatcha "rate" compared to
           | many gatcha games (0.6% to get a "5 star" character, and
           | there's no guarantee it's the featured one until your second
           | "5-star" roll).
        
         | alex_c wrote:
         | Well... I don't really know anymore. I'm with you on the ethics
         | of gambling mechanics. But I'm less certain about the predatory
         | part than I used to be.
         | 
         | I spent some time a few years ago playing some of the
         | multiplayer "strategy" mobile games (FF, GoT, etc). I only ever
         | sunk about $100 into any of them, the fun part for me was the
         | politics and the intrigue on each server and that was roughly
         | the ticket to entry. Got to know some of the whales a little -
         | people who drop $5K-$10K+ on the game without a second thought.
         | No real life names, just some conversations here and there. One
         | was a VC, another a race car driver, lots of people from Kuwait
         | for some reason...
         | 
         | My point is that I'm having trouble applying the "predatory"
         | label when it's high net worth individuals throwing around sums
         | that are ridiculous to me but trivial to them. I probably spend
         | way more on some of my hobbies as a percentage of my income
         | than they do on these games.
         | 
         | Now lower down on the scale, the people spending $100, $200,
         | $500 on these games... that's where I get more uncomfortable.
        
           | throwuxiytayq wrote:
           | Do you often enjoy being cannon fodder for people who are
           | already more influential/successful than you IRL?
        
             | alex_c wrote:
             | Enjoy? Not particularly, but isn't that just reality?
             | There's always a bigger fish.
             | 
             | In-game I had no illusions about personally competing or
             | winning given that those games are purely pay-to-win, as I
             | said I just enjoyed watching the server dynamics and the
             | drama. I felt I got enough value out of, say, the $100
             | spread out over a few months until I got bored with the
             | game.
        
               | AlexandrB wrote:
               | > Enjoy? Not particularly, but isn't that just reality?
               | 
               | That's kind of the disappointing thing about all this. In
               | retrospect "classic" (as opposed to gacha) games are
               | somewhat egalitarian. It didn't matter how much money you
               | had, if you could master the gameplay and mechanics you
               | could beat anyone else in the world.
               | 
               | It's a shame that the industry is turning so hard towards
               | re-creating real world inequality in these fantasy
               | spaces. This is an ironic reversal of imagined post-
               | scarcity society from sci-fi like Star Trek - instead of
               | creating post-scarcity in the real world we're
               | artificially introducing scarcity to our virtual worlds.
        
               | MichaelZuo wrote:
               | Post scarcity is physically impossible as it assumes
               | infinite energy, infinite space-time, and no entropy
               | generation. Whereas in reality its the opposite, the most
               | energy, resources, and thermodynamic headroom mankind can
               | ever have access to is based on the co-moving light cone
               | centred on Earth.
               | 
               | Not everything imaginable is realizable.
        
               | VRay wrote:
               | We're already a post scarcity society by the way an
               | ancient peasant would measure it
               | 
               | We have so much food available that it's a problem that
               | poor people suffer from eating too much
               | 
               | It's easier and more convenient to throw electronics,
               | clothing, and furniture away than to bother repairing
               | them
               | 
               | I wouldn't bend over to pick up a quarter, even though it
               | could buy me a day's rice or flour
               | 
               | Once we've moved industry into space, we could well be
               | ten or a hundred times as wealthy as this. Maybe
               | employment will only be something for overachievers in
               | that distant future
        
               | sudosysgen wrote:
               | I disagree. One of the largest industries right now is
               | creating demand. People being content with what they have
               | is an economic problem. A significant amount of
               | consumption is simply socio-economic signaling and zero-
               | sum games that have little correlation to the finite
               | nature of resources.
               | 
               | There is little the average person truly wants that we
               | cannot provide.
        
               | bcrosby95 wrote:
               | With the rise of professional gaming it's foolish to
               | think you could beat anyone else in the world. Unless
               | you're a professional gamer.
               | 
               | When it comes to those of us with a 9-5 job, there's
               | usually no practical difference between facing off
               | against people being paid to play a game vs people paying
               | to be good in a game.
        
         | Daiz wrote:
         | > offered completely for free, no strings attached
         | 
         | I would say that isn't really true. To play Genshin Impact on
         | PC, you are required to install kernel-level always-online DRM
         | on your computer. And the kernel anti-cheat (which exists
         | solely to protect the integrity of their lootbox gambling
         | monetization and has zero benefit to players) isn't even one of
         | the usual ones like EAC or BattlEye (which I personally don't
         | have much trust in either, for the record), but rather one
         | developed in-house by the game's Chinese developers. And
         | considering how involved the Chinese government is in the local
         | game industry, that means you could effectively be giving the
         | Chinese government kernel access to your computer in exchange
         | for being able to play Genshin Impact. That's a pretty heavy
         | price to pay in my books.
         | 
         | And of course, because the integrity of the gambling machine is
         | the ultimate priority, things like modding and other popular
         | single player pastimes are completely out of the picture as
         | well. And because it's a live service game, every single penny
         | you put into it will eventually be lost to the void as servers
         | are shut down and nobody will ever be able to play the game
         | again.
         | 
         | I'd be happy to pay for Genshin Impact as a regular single
         | player game with no lootbox gambling mechanics that I could
         | play offline without DRM and do whatever the hell I want with
         | it after purchase without having to worry about a built-in
         | killswitch disabling the game one day. But as that is not the
         | reality we live in, I'm fairly certain I will never be
         | installing the game on my computer, as the price is simply too
         | high.
        
           | pjc50 wrote:
           | > To play Genshin Impact on PC, you are required to install
           | kernel-level always-online DRM on your computer.
           | 
           | True of a lot of things, such as World of Warcraft and Steam.
        
             | Daiz wrote:
             | Absolutely untrue for Steam. A game on Steam might require
             | kernel anti-cheat, but you're obviously not obligated to
             | buy or play those games just by installing Steam.
             | 
             | And as mentioned, I don't put much trust in kernel anti-
             | cheats in general, which is a big reason why I primarily
             | play single player games. Which is why I'm extremely
             | annoyed that a single player game that I might otherwise
             | play comes with a kernel-level always-online DRM, all to
             | protect the sanctity of predatory lootbox gambling
             | monetization.
        
           | sudosysgen wrote:
           | You don't have to - you can use an Android Emulator. But it
           | will suck.
           | 
           | If you don't like it, it's not very hard to make Genshin
           | single-player only. Most of the game is client-side, except
           | for the spawning of enemies and resources. If you can figure
           | out how to replicate it, you can get a 100% server-less
           | Genshin Impact. I can definitely help with that if you want.
           | 
           | People have tried in the past to get the game running in
           | single-player mode, and managed to get everything working
           | except for mob spawns.
           | 
           | You'd also need to figure out some progression system to
           | unlock characters, but that's not too hard.
           | 
           | If we could find some people to maintain the patch I'd be
           | very willing to contribute to this too.
        
             | VRay wrote:
             | Being online and unnecessarily punishing makes the game
             | feel more real to people
             | 
             | You may as well not bother.. people with self control and
             | awareness will play non-toxic games, and people without it
             | will avoid your patch since it's not the real game to them
        
               | sudosysgen wrote:
               | The majority of Genshin players have enough self control
               | to not spend any money.
               | 
               | Certainly, if you make such patch you can't have it be
               | too easy, it should be a challenge to get 5* characters
               | and there should still be some RNG.
               | 
               | Really the biggest obstacle is that updates may happen
               | and prevent new content from being available.
        
         | billiam wrote:
         | Saying that sucking billions of dollars out of whales who are
         | almost entirely people with a serious disease
         | (gambling/attention addition) is balanced out by pretty
         | graphics and all is like saying the packaging on the fentanyl
         | pills justifies the cost. These games are created only to allow
         | predatory behavior, and need to be regulated like gambling is
         | regulated, at least.
        
           | cogman10 wrote:
           | At least in the US, the worst parts of gambling still exists.
           | People still shit themselves playing poker or slots for 20
           | hours a day in Vegas. Those are the people every casino is
           | trying to hook.
           | 
           | The issue is gambling VERY easily moves underground.
        
         | wheelie_boy wrote:
         | I have two main problems with the freemium model. First is that
         | it necessarily compromises the game design. Instead of
         | optimizing for fun, or a memorable experience, or an artistic
         | vision, you are optimizing for profit, which compromises those
         | other things.
         | 
         | Second, if we've learned anything from social media and other
         | ML-optimized user experiences, it's that optimizing solely for
         | profit (or engagement) isn't healthy for your users. Some of
         | them will be more affected than others, but if you do it wrong,
         | you're converting human suffering into profit. Some of the
         | stories of gem-game whales are just awful.
        
           | minimaxir wrote:
           | > I have two main problems with the freemium model. First is
           | that it necessarily compromises the game design. Instead of
           | optimizing for fun, or a memorable experience, or an artistic
           | vision, you are optimizing for profit, which compromises
           | those other things.
           | 
           | Those aren't mutually exclusive. Making a good game is
           | important for user _retention_ and keeping them spending, and
           | being too aggressive with monetization can alienate them and
           | result in less revenue overall.
           | 
           | Genshin Impact could be far more aggressive with the
           | monetization to put it on par with other gacha, but it's
           | relatively subdued.
        
             | wheelie_boy wrote:
             | But could you make a better game if you didn't need to
             | funnel people into buying gems at all? The answer is always
             | yes - you always need to give up something to make people
             | buy gems.
             | 
             | Apple Arcade is a good example of this. With the
             | subscription, they have a bunch of games which used to be
             | gem games, but had that part of the monetization removed.
             | And all of the games are better for it - they removed a lot
             | of the frustration, gambling, unnecessary delays, which had
             | been added to push people to buy gems.
        
               | GhettoComputers wrote:
               | Why is it always yes? Games with cosmetics you can buy
               | don't change the core gameplay at all. Answer this
               | question: what are players who don't buy cosmetics giving
               | up in gameplay?
        
               | ThrowawayR2 wrote:
               | " _Kids who play Fortnite say they get bullied and shamed
               | if they can 't afford paid skins, according to a damning
               | report on gaming habits_" -
               | https://www.businessinsider.com/kids-feel-poor-if-they-
               | dont-...
        
               | GhettoComputers wrote:
               | >Kids who play the massively popular free game Fortnite
               | say that paid skins are a major status symbol, and that
               | they get "scorned" and feel "poor" if they stick with the
               | default free skin.
               | 
               | Maybe they are poor, they can't afford the skin, and feel
               | poor because they are poor and reality reflects it.
               | 
               | >according to a damning report on gaming habits
               | 
               | Reads like another moral panic from fake news they blow
               | out of proportion and citing "some kids" to sample bias
               | only from anyone who already agrees, like saying "Kids
               | love Linux" with only interviews of Linux loving
               | preteens.
               | 
               | >Another is quoted as saying: "Sometimes if you are
               | wearing the default skin you can get bullied."
               | 
               | You get bullied for losing or making mistakes, but you
               | don't hear articles about:
               | 
               | "Kids who play Fortnite say they get bullied and shamed
               | if they are killed in the game, according to a damning
               | report on gaming habits"
        
               | wheelie_boy wrote:
               | It's always yes because paying money is not a really fun
               | gameplay mechanic.
               | 
               | That said, I don't have a problem with cosmetic-only
               | purchases. It's really the gambling and other dark
               | patterns that are the problem.
        
               | GhettoComputers wrote:
               | >It's always yes because paying money is not a really fun
               | gameplay mechanic.
               | 
               | Gamblers and stock traders beg to differ.
        
               | fuyu wrote:
               | > But could you make a better game if you didn't need to
               | funnel people into buying gems at all? The answer is
               | always yes - you always need to give up something to make
               | people buy gems.
               | 
               | This ignores the fact there aren't unlimited resources to
               | develop and maintain a game. Not requiring people to buy
               | gems would improve some areas of the game for sure, but
               | making less money is certain to impact other areas of the
               | game - you always need to give up something in order to
               | fit things in budget.
        
               | minimaxir wrote:
               | > But could you make a better game if you didn't need to
               | funnel people into buying gems at all? The answer is
               | always yes - you always need to give up something to make
               | people buy gems.
               | 
               | IMO Genshin Impact has the right balance which is rare
               | for gacha. Content is not balanced around the assumption
               | that players spend real money (the game itself is
               | relatively easy too).
               | 
               | > Apple Arcade is a good example of this. With the
               | subscription, they have a bunch of games which used to be
               | gem games, but had that part of the monetization removed.
               | 
               | So there's a funny of example of that with the
               | Castlevania game recently released for Apple Arcade. They
               | 5x-ed the earnings of the formerly paid-for currency to
               | compensate for the lack of payment...
               | 
               | ...and it's still _far_ more difficult and grindy to get
               | anything worthwhile than in Genshin Impact.
               | 
               | I had to do two weeks worth of time manipulation to get
               | something useful that could actually end up finishing the
               | current content.
        
             | ksaun wrote:
             | Maybe this is just semantics, but I disagree with your
             | mention that the goals aren't mutually exclusive.
             | 
             | The number of parameters you can optimize for is limited
             | (to one, in my opinion).
             | 
             | While a premium game might also be attempting to optimize
             | for profit, there is a greater distance between theory and
             | data about what will achieve the highest profit.
             | 
             | Therefore, we game developers (the individuals making the
             | game), who may be more motivated by making a quality game
             | than profit per se, are able/allowed to push harder on
             | creating a fun experience. It is more difficult for
             | business interests to require compromising gameplay for
             | profit when not armed with the data that freemium games
             | provide.
             | 
             | I have loved working on premium video games (~20 year
             | career, mostly RPGs and RTSs). I expect I would find it
             | soul-crushing to work on a freemium game where I had to
             | compromise player experience for the sake of profit.
             | 
             | (I do not disagree with your later point that freemium
             | games can be fun (and still must be, to some degree) and I
             | cannot comment on Genshin Impact specifically.)
             | 
             | Edit: I suppose I'm also attempting to point out that there
             | can be a significant difference between what is motivating
             | the corporate entity funding the game and the people who
             | are actually creating it.
        
               | minimaxir wrote:
               | The balance between "what's more fulfilling for software
               | developers" and "how does software generate the most
               | revenue" isn't limited to gaming, and it's a topic that
               | pops up on Hacker News frequently.
               | 
               | It's a difficult question with no single answer.
        
           | MattRix wrote:
           | You're missing a key fact, which is that the best way to
           | increase profits is to have more players playing. How do you
           | do that? By making a game that people actually enjoy playing
           | and tell their friends about.
           | 
           | On top of that, many games have only cosmetic purchases.
           | Fortnite is an obvious example of this model. Saying Fortnite
           | is "optimized for profit" makes very little sense, since
           | nothing you can do in the game requires purchases at all.
           | 
           | It's just a good game that a ton of people enjoy playing,
           | which is really all you need to make a profitable free-to-
           | play game these days.
           | 
           | (the other route to getting more players is advertising,
           | which is a whole other thing)
        
             | ksaun wrote:
             | The resources that are spent on cosmetic purchases could
             | instead have been spent elsewhere, possibly providing a
             | better overall gameplay experience.
             | 
             | I don't think anyone is arguing that freemium games can't
             | be fun or that some microtransaction models are more
             | player-beneficial than others. But, like with any feature,
             | if you include microtransactions than some other aspect
             | received less attention (assuming a fixed budget, which I
             | realize is also a consideration as game X might never have
             | been made without the freemium component to propel the
             | business decision).
             | 
             | Edit: Also, as others have said here, most freemium
             | developers focus on extracting revenue from the "whales,"
             | not the players who play for free or pay little.
        
               | biohax2015 wrote:
               | > The resources that are spent on cosmetic purchases
               | could instead have been spent elsewhere, possibly
               | providing a better overall gameplay experience.
               | 
               | Those resources would not have existed had it not been
               | for the sales of cosmetics.
        
             | chongli wrote:
             | _By making a game that people actually enjoy playing and
             | tell their friends about._
             | 
             | I think the thing that people miss in their discussions of
             | video games is that "enjoyability" or "fun" are not
             | 1-dimensional quantities. In fact, there are many different
             | ways to evaluate a game: meaningfulness, emotional range,
             | decision complexity, flow state, educational/pedagogical
             | value, literary value, societal/social impact, etc etc etc.
             | 
             | Furthermore, many of these criteria can be good at multiple
             | ends of their range depending on individual taste and/or
             | mood. For example, sometimes I'm in the mood for complex
             | decisions to really sink my teeth into. Maybe a Zachtronics
             | programming game or engineering game like Factorio or
             | perhaps a challenging roguelike such as NetHack or Slay the
             | Spire will scratch that itch for me. Other times I'm really
             | burned out from work/studying and I'm just looking to
             | unwind so a super relaxing, simple, flow state game like
             | Stardew Valley is better for me.
             | 
             | By pursuing the free to play model, games like Genshin
             | Impact are incentivizing their developers to optimize the
             | game for two things only: engagement and gambling-like
             | rewards. That is very bad. These games are the junk food of
             | the game industry. Even worse. They're casinos as well.
        
             | spoonjim wrote:
             | Is that true about Fortnite? You don't get any competitive
             | advantage anywhere from spending money? People are paying
             | billions just to get different clothes on their character?
        
               | nkrisc wrote:
               | It's very expensive dress-up dolls. Except you can't hold
               | them.
        
               | minimaxir wrote:
               | Yes.
               | 
               | Hacker News strongly underestimates the appeal of
               | cosmetics.
        
               | pupppet wrote:
               | Doesn't the Battle Pass give you some kind of competitive
               | advantage?
        
               | ThatPlayer wrote:
               | Battle passes in most games just give you a series of
               | exclusive cosmetics to grind. And are time limited to
               | urge you buy it sooner, and play more to grind it before
               | it's over. Or you can spend more money to skip the grind.
        
               | nawgz wrote:
               | Fortnite, CSGO, Valorant, ... Shooter players hate paid
               | advantages but certainly don't mind paid fashion
        
               | GhettoComputers wrote:
               | It's not like Magic the Gathering. They do the same model
               | in TF2 and CS even going as far as calling TF2 a hat
               | simulator.
        
               | duskwuff wrote:
               | TF2 is a less pure example. Some purchaseable items are
               | purely cosmetic, others have effects on game mechanics.
        
               | psyc wrote:
               | Absolutely true. It's Fortnite's DNA, and you would hear
               | wailing in the streets out your window the day they broke
               | that promise.
        
             | checker wrote:
             | It's a paid game, but EA/DICE are certainly sacrificing
             | some existing gameplay elements (and story) in order to
             | push Battlefield 2042's "Specialists" as a vehicle for in-
             | game purchases.
             | 
             | Earlier Battlefields had generic soldiers per side that
             | were identifiable by weapon class and customizable by
             | camouflage but retained a clear distinction between the two
             | large teams. This helped players to distinguish friend v
             | foe and to optimize their attack/defend strategy based on
             | the class of their opponent.
             | 
             | Things started going downhill with Battlefield V (WW2). It
             | has "Elites" that can be played on both sides, so it's
             | possible to have a Japanese soldier fighting in an early
             | battle on the Western Front. This is not great for
             | immersion in a game realistically themed around a serious
             | subject.
             | 
             | From what I know about BF2042, because it's in the future,
             | DICE's story is that there is a mercenary war (instead of
             | country vs country). So now DICE can allow players to use
             | their favorite Specialist and cosmetic on either team,
             | which completely ruins friend v foe. And the Specialists
             | can use any weapon which eliminates some of the strategy
             | used when attacking/defending.
             | 
             | Premium cosmetics are certainly harder to pull off in some
             | game types than others. I guess EA/DICE figured the in-game
             | purchases will more than offset any popularity losses from
             | these gameplay sacrifices. But hopefully DICE will be able
             | to find a sweet spot if they are willing refine their
             | current approach.
        
               | yorwba wrote:
               | > it's possible to have a Japanese soldier fighting in an
               | early battle on the Western Front. This is not great for
               | immersion in a game realistically themed around a serious
               | subject.
               | 
               | The 442nd regiment composed mostly of Japanese Americans
               | was deployed in Europe: https://en.wikipedia.org/wiki/442
               | nd_Infantry_Regiment_(Unite...
               | 
               | So what's breaking the immersion? Are they wearing the
               | wrong uniforms?
        
               | sleepybrett wrote:
               | I don't think he's saying that there were no people of
               | Japanese descent on the western front, I think he's
               | saying that no members of the Japanese Imperial Army, and
               | potentially specifically infantry, that were deployed on
               | the western front. I don't have enough historical
               | knowledge to know if that is true or not, but I could
               | believe that.
        
               | imwillofficial wrote:
               | Some somebody who put hundreds of hours into BF4: Nobody,
               | and I mean nobody identified their foes based on outfit.
               | Specialists are take the "generic nameless soldier"
               | aspect out of it, and I think that's a step backwards,
               | but not fake breaking. Yet.
        
               | Arrath wrote:
               | Did you not play hardcore or friendly fire-enabled and
               | no-hud modes?
               | 
               | If you can't identify someone based on uniform and
               | coloring, you're in for some nasty team kills.
        
               | dageshi wrote:
               | Yes the alternative was paid expansions for new maps and
               | weapons, which people also didn't like because it split
               | the player base.
        
             | wheelie_boy wrote:
             | Cosmetic-only in-game purchases are great. I'm also not
             | against one-time upgrades or subscriptions.
             | 
             | If it's not compromising the game design, and it's not so
             | addictive that people are spending more than they have, I
             | don't have a problem. I'm not against monetization, as long
             | as the games steer away from the dark patterns / don't make
             | casinos for children.
        
             | ygjb wrote:
             | Optimizing for player base is at odds with optimizing for
             | paying player base. I am a "whale" as a consumer - I really
             | enjoy video games, but my time is at a premium. I have more
             | money than time, and I am happy to use it to accelerate my
             | access to free to play games, especially for cases where I
             | am playing games with my family, who generally have more
             | free time than me.
             | 
             | Unfortunately in many of the games that my kids enjoy, I
             | have noticed that the optimization path for the freemium
             | model includes increasing the time sink required for access
             | to game mechanics and content, and increasing the rewards
             | for paying actual money for access to mechanics and
             | contents.
             | 
             | There are some free to play games that find a good tension
             | between this early on, but longer term, I find that the
             | games because less enjoyable because it is too time
             | consuming for others to keep up with my "pay to play"
             | approach to skipping the time intensive portions of the
             | games.
             | 
             | > Saying Fortnite is "optimized for profit" makes very
             | little sense, since nothing you can do in the game requires
             | purchases at all.
             | 
             | Sure, from a mechanical perspective. My son uses a portion
             | of his allowance to keep current on his emotes and skins
             | because his friends apply social pressure by teasing the
             | kids that don't have them. It's been a great opportunity to
             | teach him about peer pressure, and the relatively harmless
             | of this version of it, in contrast to more harmful ones
             | related to drugs, alcohol, or risky behavior for teenagers.
        
             | htns wrote:
             | The model of the game seems to be to have steep prices, but
             | then give something like $100 of premium currency monthly
             | in exchange for playing the game. This will generate
             | engagement even if the content is mediocre. How many
             | players would do dailies for fun if they did not come with
             | what's effectively a $1 coupon?
        
             | hbn wrote:
             | > By making a game that people actually enjoy playing
             | 
             | If you're willing to pay money to experience less gameplay,
             | are you really enjoying the game?
        
               | Tenoke wrote:
               | Sure, I played Lost Ark for it's PvP recently and paid $5
               | to skip leveling my second character. I definitely both
               | paid to skip content and enjoyed playing.
        
               | svachalek wrote:
               | This is it. You want to make the game at least a little
               | fun at first, but at some point you have to make your
               | users feel dissatisfied in order to get them to spend.
               | Much like Facebook needs to keep their users angry and
               | depressed to keep them coming back. Hyper-optimizing
               | anything for profit is never about creating an experience
               | your customers will love, in my experience.
        
             | psyc wrote:
             | Rightly or wrongly, the big players believe the way is to
             | have more _whales_ playing. However, I agree with you that
             | Fortnite is the gold standard of how to do freemium.
        
               | CraneWorm wrote:
               | yes, the game that uses fomo and artificially creates
               | scarcity of collectibles to exploit people into spending
               | cash via gambling is the gold standard and every one else
               | is copying it
        
               | duskwuff wrote:
               | > exploit people into spending cash via gambling
               | 
               | How so? As far as I'm aware, the free-to-play version of
               | Fortnite never sold loot boxes.
        
             | slightwinder wrote:
             | > You're missing a key fact, which is that the best way to
             | increase profits is to have more players playing. How do
             | you do that? By making a game that people actually enjoy
             | playing and tell their friends about.
             | 
             | That's only true till the baseline. After that point, you
             | need to focus on specific players, or you will risk
             | compromising your game by catering for too many tastes,
             | making it generic and bland. Ultimately you will drive
             | people away anyway with your decisions, so there is no real
             | harm in focusing on the money-pots, as long as you stay
             | about the baseline of fun.
        
           | dageshi wrote:
           | Fun is subjective. People actively complain when games don't
           | have grindy tedious elements.
        
           | advice_thrwawy9 wrote:
           | > Instead of optimizing for fun, or a memorable experience,
           | or an artistic vision, you are optimizing for profit, which
           | compromises those other things.
           | 
           | But this has always been true of games based on whatever
           | market pressures optimized revenue.
           | 
           | In the 80s arcade games, many of the classics we love today,
           | were optimized around you feeding as many quarters as
           | possible into a machine in order to beat it. There's even a
           | joke about this in Wayne's World
           | https://www.youtube.com/watch?v=O4tmzwrdTmY
           | 
           | The 90s home console market has some classics but every 90s
           | kid remembers awful games with great cover art or movie
           | licensing.
           | 
           | Early 2000s is probably the peak of quality gaming: we were
           | online enough to allow things like easy to access reviews to
           | have a major impact on purchase decisions, while not online
           | enough to make constant updates feasible.
           | 
           | After that we also saw the rise of extremely addictive
           | MMORPGs that not only consumed people's wallets but their
           | lives.
           | 
           | In the grand scheme of things I rather enjoy gacha games.
           | Like most HNers I'm often in a position of having more money
           | then time, and it's surprising how many relatively crappy
           | gachas will evolve into pretty fun, well designed games over
           | time.
        
         | criley2 wrote:
         | You don't use real money for characters, you use real money to
         | gamble on the chance of characters. And you need several copies
         | of the same character to upgrade them. So you can play the slot
         | machine many times and not get anything that you want. It's
         | gambling 100%
        
           | [deleted]
        
           | sudosysgen wrote:
           | Nah, you have a 100% chance of getting the character you want
           | after a set amount of currency spent.
           | 
           | I still agree it's predatory. But it's not true that you can
           | play the machine many times and get nothing you want. The
           | constellation mechanism really really sucks. But thanks to
           | regulation it's a lot better now than it used to.
        
       | wodenokoto wrote:
       | It seemed like Genshin went from zero to 100 in absolutely no
       | time. Like they came out of nowhere, and suddenly all of reddit
       | was full of fanart and they're making more money than anyother
       | game.
       | 
       | Are there any good articles on how the game started, how it got
       | funded and built its now enormous fanbase?
        
         | daxuak wrote:
         | Sponsored promotional fanart is a thing, and the sponsor often
         | can have the artists post the stuff at specific date with
         | specific captions, which creates a feeling of a surge in
         | popularity for bystanders. Once the tag/keyword becomes trendy,
         | many artist wanna-bes would (have to) draw fanarts either out
         | of affection/because they actually enjoy the game, or simply to
         | ride on the popularity and attract followers for themselves -
         | I'm not trying to badmouth this, and I feel for the rising
         | artists, but this has been a pattern that I obvserved over and
         | over again.
         | 
         | Personally I absolutely hate this game for both the gatcha
         | aspect and the blatant plagiarism.
        
         | minimaxir wrote:
         | It was released as a highly-polished game for mobile, by a
         | company that had experience in the space.
         | 
         | It didn't and currently doesn't do the external marketing
         | tricks/growth hacks freemium games are notorious for.
        
           | wccrawford wrote:
           | Mobile, PC, and console all at once, as I recall. They really
           | marketed the crap out of it and were on the necessary
           | platforms to capitalize on it, too.
           | 
           | And with a game that had not only polished content, but
           | plenty of it at launch.
        
             | smoldesu wrote:
             | I'm sure I'll get a lot of hate for bringing this up, but
             | it's also worth noting that they _definitely_ rode on the
             | coattails of Zelda 's success. So much of that game's
             | identity is lifted wholesale from _Breath of the Wild_ that
             | it can almost be hard to tell the two apart in side-by-side
             | screenshots. Again, none of this is particularly _bad_ ,
             | but it definitely contributed to it's meteoric popularity.
        
               | wccrawford wrote:
               | Other than being cell-shaded, I've never understood the
               | comparisons...
               | 
               | But I absolutely remember _tons_ of people saying how
               | alike they were, so I think you 're correct about them
               | riding its coat-tails.
        
         | slightwinder wrote:
         | It wasn't really out of nowhere. They had other successful
         | games already and good fanbase, as also communicated the
         | development of Genshin for some time already before release.
         | But for Western PC-Gamers, they definitely came from a niche
         | not many people followed at the time. They were more on Mobile
         | and in Asia known.
        
         | pjc50 wrote:
         | https://en.wikipedia.org/wiki/MiHoYo ?
         | 
         | The plan of producing higher production quality games than most
         | people expect on mobile, while also being cross-playable on PC
         | due to Unity (nobody does that!) and cross-playable with
         | friends on PS4 (pretty rare) worked for them.
        
       | minimaxir wrote:
       | Previous discussion on the gameplay/monetization mechanics of
       | Genshin Impact (as there's a _lot_ of misconceptions around
       | them): https://news.ycombinator.com/item?id=28177763
        
         | mattnewton wrote:
         | I started to feel like I needed a spreadsheet to keep track of
         | all the currencies and make sure characters were getting the
         | right leveled gear and stopped immediately after that. It's
         | very easy to talk yourself into the value you are getting when
         | there are 3-4 levels of indirection between the actual dollars
         | spent and the on game reward. I normally don't mind some level
         | of "accounting" work in rpgs but the fact that the layers of
         | currency could start with real dollars kinda made the whole
         | experience feel like a trap to conceal the actual cost of
         | playing the game a certain way. I think this is a very dark
         | pattern.
        
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