[HN Gopher] How Mihoyo's monetization works
       ___________________________________________________________________
        
       How Mihoyo's monetization works
        
       Author : future10se
       Score  : 72 points
       Date   : 2024-07-26 16:14 UTC (6 hours ago)
        
 (HTM) web link (moonbearmusings.com)
 (TXT) w3m dump (moonbearmusings.com)
        
       | notamy wrote:
       | https://archive.is/8tjfz
        
       | savanaly wrote:
       | Interesting take on Gacha game monetization, but I was more
       | interested in the "mission statement" linked in the header of the
       | blog: https://moonbearmusings.com/the-moron-filter-effect/
        
       | nottorp wrote:
       | Read this and try to explain to me again how going free to play
       | does not corrupt a game's design :)
        
         | sunrunner wrote:
         | The game was designed to be free to play from the beginning, so
         | any design decisions are fundamentally going to be geared
         | towards making that work. The design could never be corrupted,
         | because that implies it wasn't to begin with :)
        
         | bakugo wrote:
         | It's easy to say "F2P bad" or "live service bad", and I'm
         | usually inclined to agree, but in this case, the entire game
         | was carefully designed around the monetization model from the
         | very start of development, to the point that it probably
         | wouldn't work very well without it.
         | 
         | I've thought about what a non-live service, $60 one-time
         | purchase version of Genshin Impact would look like, and I've
         | come to the conclusion that it probably wouldn't be anywhere
         | near as good. Even assuming it had the same amount of content
         | it has now (which is quite a lot), the large and diverse roster
         | of characters goes a long way in avoiding the feeling of
         | repetitiveness and tedium that plagues most large open world
         | games nowadays, and having to carefully pick and choose which
         | characters you want to obtain and invest into (if you're not a
         | whale, at least) and having to dedicate time to build up each
         | one makes you care a lot more about them.
        
           | nottorp wrote:
           | Yes, every game based on a multiplayer grinding treadmill
           | would be a shitty game if you made it single player.
           | 
           | > the large and diverse roster of characters goes a long way
           | in avoiding the feeling of repetitiveness and tedium
           | 
           | It's just the same tedium but you change the combos every
           | 10000 repeats?
           | 
           | > that plagues most large open world games nowadays
           | 
           | Open world games have grown too large for their own good, but
           | that's a different discussion. The worst is when some title
           | is succesful and they get money and they make a sequel that's
           | thrice as big.
           | 
           | Horizon Zero Dawn: perfect length if you ask me. Horizon
           | Forbidden West: could have been 50% smaller for the same
           | enjoyment.
           | 
           | Even Witcher 3 and Elden Ring, which are great non repetitive
           | open world games, could have been smaller for the same effect
           | if you ask me.
        
           | acheong08 wrote:
           | Even if "live service bad", Genshin Impact has been reverse
           | engineered to death; you can run your own server, mod the
           | game to get all the cosmetics, and do just about whatever you
           | want.
        
         | drdaeman wrote:
         | I have no idea about Mihoyo (never even looked in their
         | direction, save for looking up what it is), but gacha != F2P.
         | 
         | Valve, even though their games have lootboxes, they got it
         | [mostly] right by trying their best to make sure there's no
         | "pay to win" (save for accidental cosmetics' bugs, which are
         | half of the time are "pay to lose" and either way are typically
         | fixed promptly) and all game mechanics are equally accessible
         | to everyone from minute zero, with lootboxes being purely
         | cosmetic.
        
           | waveBidder wrote:
           | Valve has a money printing machine and is thus under far less
           | pressure to follow the incentive gradient.
        
             | drdaeman wrote:
             | I think it's more because Valve has (from what I heard) a
             | very principled founder, and that they never went public
             | (and probably won't) so they don't have any shareholders to
             | please with "growth".
        
           | nottorp wrote:
           | And here they come... the usual defenders of F2P "for
           | cosmetic items only" :)
           | 
           | As much as you'd like to prove it's a different animal, the
           | game's design was corrupted in that case as well.
        
         | mappu wrote:
         | What do you think the game's design is? Because I think it's a
         | gorgeous open world single player ARPG. The story, character
         | cast, literary inspiration, gameplay mechanics, and music, are
         | all just incredible.
         | 
         | There are a thousand great things to say about Genshin before
         | you even get anywhere near talking about the nonintrusive and
         | ignorable monetization model. I think people hear "Gacha" and
         | mentally lump it in with spammy 2d animated gif idle clicker
         | games. But it's a better BOTW, and anything else misses the
         | forest for the trees.
        
           | sweeter wrote:
           | but in this case Genshin is heavily hindered by its gacha
           | mechanics and its need to meter out content to keep people
           | coming back. Some good examples of this are how the dialogue
           | can be endless and pointless. You are often running from one
           | place to the next to go through 20 minute un-skippable
           | dialogues that have no real relevance to the story. On top of
           | that, everything "fun" is time gated and restricted
           | arbitrarily by a currency. The game is very much structured
           | around pushing the user to log in for 15-20 minutes every day
           | and anything more or less than that is painful
        
             | musicale wrote:
             | > There are a thousand great things to say about Genshin
             | before you even get anywhere near talking about the
             | nonintrusive and ignorable monetization model
             | 
             | > everything "fun" is time gated and restricted arbitrarily
             | by a currency. The game is very much structured around
             | pushing the user to log in for 15-20 minutes every day and
             | anything more or less than that is painful
             | 
             | I suppose both of those things might be true. But #2 sounds
             | like the primary issue that always prevents me from
             | enjoying f2p games.
        
       | minimaxir wrote:
       | The funny thing about Mihoyo's games is that they are one of the
       | most profitable developers, but they could definitely pull more
       | levers to incentivise people to spend even more money. Most gacha
       | games have some sort of pay-to-win PvP and/or leaderboards built
       | in their games, but in Mihoyo's games, having a top-tier team
       | just means you have to oppertunity to get _slightly_ more premium
       | currency.
        
         | lilyball wrote:
         | At some point, adding mechanics like that turns people off from
         | the game. Those things are good for games that have limited
         | shelf life and want to get people to dump money into it while
         | the game is popular, but things like leaderboards actually get
         | people to quit playing once they realize that they can't get
         | ever get on it because too many other people are willing to pay
         | more. miHoYo games are intended to get people playing for a
         | long time rather than trying to milk a group of players for a
         | month or two and then moving on.
        
         | maxglute wrote:
         | Waifu monetization model, more profitable to milk a lot of
         | horny folks a little for a long time. I still can't get over
         | Mihoyo built a tokamak reactor IRL.
        
           | carbotaniuman wrote:
           | Sadly they're just an investor in that company -
           | misinformation travels quickly. The era of anime dystopian
           | megacorps is not upon us yet thankfully.
        
           | hooverd wrote:
           | Please do not milk the horny folk. ;) Well, they invested in
           | one, and they also invested in a SpaceX competitor,
           | Orienspace, too. It was a little jarring seeing their logo
           | alongside all the ~serious companies.
        
         | joseda-hg wrote:
         | I'm confident they could be more aggresive with their
         | monetization, less so on if it would be more beneficial long
         | term
        
         | jabroni_salad wrote:
         | Where they really get you is the FOMO factor when a banner is
         | about to expire and you have lost your 50/50. I wonder how much
         | of their revenue comes from the final 24 hrs of that countdown.
        
         | shados wrote:
         | Honkai Impact 3rd does have pay2win ladder. It's pretty
         | hardcore too, even as a whale it can be quite rough to get to
         | the top. There's a LOT of top tier whales in that game and you
         | need some pixel perfect timings to utilize it at the top level.
        
         | jabbany wrote:
         | PVP and leaderboards attract a different audience than normal
         | gacha players which is why it tends to be rare-ish in gacha
         | games. (Almost none of the popular ones focus on it).
         | 
         | Most of the time, the social aspect of gacha is to show off
         | your "collection" rather than to show off your "skills", so
         | adding PvP and leaderboards doesn't do much for most players.
         | Instead, gacha games tend to have "social" features that do let
         | you show off your "collection" in some way, like profile cards
         | with character showcases, "supports" mechanisms that let
         | friends and strangers borrow your characters, or sometimes just
         | blatantly a score for your gallery completion %.
         | 
         | Also FWIW, Genshin actually has PvP, it's just that it's only
         | present in the card battle mini-game. And my impression (could
         | be inaccurate though) of that is most players are not
         | particularly "into" that mode.
        
       | hooverd wrote:
       | I can second the part about Genshin Impact being harder to
       | monetize because you can "git gud".
        
         | user_7832 wrote:
         | Any suggestions? I've been a mobile player for the longest so
         | never (could) use i-frames/animation cancelling etc. Do you
         | have any suggestions on what to do or learn from? TIA!
        
           | jabroni_salad wrote:
           | With these games your macro strategy is a lot more important
           | than doing any kind of hair trigger reaction. Like your 3rd
           | move in a 5 move sequence might come with iframes or a gap
           | creator, so you need to keep track of where you are in the
           | moveset and try to time it with the boss's actions. However,
           | you are never asked for highly precise inputs.
           | 
           | The game is built to be played on a screen with your fingers
           | blocking some elements after all.
        
           | hooverd wrote:
           | Hmm, I'm a PC player, but for me it was mostly getting the
           | animation timings down so I could consistently dodge.
        
       | bakugo wrote:
       | Pretty good read. Particularly the part about avoiding
       | enshittification. I've never really thought about it, but there
       | are in fact a few very valuable lessons that many of the world's
       | biggest tech companies could learn from this chinese gacha
       | company, as ridiculous as it sounds, because their leadership is
       | clearly well above average.
       | 
       | Also, next time I see someone asking why they don't release more
       | skins, I'm going to link them to this article because it provides
       | a pretty clear explanation for that, too.
        
         | nemomarx wrote:
         | I wonder if they could do it the other way - Fate's gacha has
         | free skins, but if you want to unlock and use them you then
         | need to roll the character. This seems to turn around the
         | audience problem, where the skin becomes bait for a characters
         | 3rd or 4th rerun banner, etc.
        
         | foobarian wrote:
         | What drew me into this game was the art-heavy design. I
         | appreciate how much they invest into assets in and out of the
         | game; for example the original soundtracks, or sponsoring the
         | philharmonic orchestras - they didn't have to do that.
        
       | diabeetusman wrote:
       | Why'd you disable right clicking and highlighting?
       | 
       | Edit: If you're not the author of the post, feel free to ignore
       | :)
        
         | jonathanyc wrote:
         | They also somehow broke scrolling via the scroll bar, swipe to
         | go back, and jumping to text search results on iOS! This is the
         | first site that I've seen break so many browser features.
        
         | mbb70 wrote:
         | oncontextmenu and ondragstart are preventDefault'ed _unless_
         | you are in a input/textarea e.g. leaving a reply. Truly bizarre
         | and pointless. I've done something similar in a nonsense
         | corporate context to stop people copying certain sensitive
         | date, but at least I knew it was pointless.
        
         | jabbany wrote:
         | Very perplexed about this too. The only reason I can come up
         | with is to prevent people from copying the content?
         | 
         | But that doesn't make much sense either TBH. The page's content
         | is not obfuscated, so this does nothing to stop a content
         | scraper script. Plus, even a not particularly technical user
         | can just turn on reading mode and get at the text anyways...
        
         | Panzer04 wrote:
         | I also had the page load very slowly, and it actually reloaded
         | 3x while I was trying to read it. Something is off about that
         | website :(
        
       | jonathanyc wrote:
       | I'm not too familiar with gacha games, so I was intrigued. I
       | thought the criticism of EA's former CEO was funny. But the rest
       | of the article felt like a lot of term-dropping and examples that
       | aren't linked together into a cohesive theory, so I'm kind of
       | disappointed. I think this industry talk about monetization
       | (https://www.youtube.com/watch?v=xNjI03CGkb4) and Tynan
       | Sylvester's book "Designing Games" were a lot more informative.
       | 
       | For example, the blog post says this but then doesn't really
       | elaborate on what any of the clauses mean ("repeatable design
       | levers", "without compromising the core gameplay experience"):
       | 
       | > A healthy long-term monetization system should therefore have
       | repeatable design levers that can be used to reliably generate
       | demand without compromising the core gameplay experience.
       | 
       | In contrast "Designing Games" has a whole section on
       | fixed/variable reward schedules, e.g. (pg. 210):
       | 
       | > We can avoid such shelf moments by superimposing several fixed
       | ratio schedules. Consider what happens when the player can get a
       | dollar for every 10th chest, a diamond for every 10th rock mined,
       | and an arrow for every 10th goblin killed. ... The player shifts
       | focus back and forth between activities, never missing a
       | dopamine-driven beat.
       | 
       | I asked some friends who play gacha games and they mentioned
       | "stamina" mechanics as something that makes these game addictive.
       | I'd never heard of it before, but apparently you're limited to
       | perform X number of actions per day. You can purchase some
       | additional stamina/actions, but this creates FOMO if you don't
       | log in every day.
        
       | skybrian wrote:
       | Wow, that's a lot of jargon. Despite playing Genshin Impact a
       | fair bit (my niece is into it), I didn't understand most of terms
       | in this article. It's odd that they felt like they had to define
       | "enshittification" which is everywhere and not terms like
       | "dolphin" and "i-frames" which I had never heard of before.
        
         | hooverd wrote:
         | Dolphin is a play on a whale, a medium spender vs a big spender
         | or a free-to-play (F2P) user.
         | 
         | I don't know where i-frames came from originally, but it's
         | abbreviated from invincibility frames, and is usually the part
         | of an animation where your character won't take damage. I think
         | Dark Souls/Elden Ring would be the most well known example of
         | that mechanics.
        
         | valiant55 wrote:
         | I know that gamers exist on a spectrum but this reminds me of
         | the time my coworker after learning I played World of Warcraft
         | asked me what level I was (several months into and expansion).
         | I tried to quickly change the subject before I was exposed.
        
       | Cloudef wrote:
       | Gacha games are basically glorified todo lists, all of them
       | eventually devolve into the stage where your "progress" grinds to
       | halt and you either put in the money to get over the next barrier
       | or do tedious daily actions to slowly power up your team to get
       | over the barrier eventually. The competitive aspects feed the
       | FOMO and give advantage to players who were in from the start, a
       | kind of pyramid scheme. Such disgusting game design patterns all
       | around. When you step away from it and look at it, you realize
       | there really isn't a game but a dopamine box designed to trap
       | you.
        
       ___________________________________________________________________
       (page generated 2024-07-26 23:13 UTC)