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With a battle pass, new adventure, weekly, vaults here and there. I actually get all the shards needed for WW and Mel’s Mom!

And loving the Teamworks to try out crazy combination of 6 stars !

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5 days ago - /u/Dan_Felder - Direct link

Originally posted by flexxipanda

So the only difference is that the pulling is not endless but time-gated in PoC.

You're concentrating too hard on pedantic definitions.

In the end they are all just lootboxes with random rewards. And the games somehow trying to trigger addiction, impulse buys, FOMO etc.

“So the only difference is that the pulling is not endless but time-gated in PoC… In the end they are all just lootboxes with random rewards. .”

WoW classic has random drop tables. Diablo and Dark Soils have random drop tables. Countless rpgs and roguelikes have random drop tables. They aren’t gacha games.

Gacha game is a specific and useful term in the industry. It does not mean “uses random rewards sometimes”. Gacha games are primarily monetized through buying random pulls on the “lever” hoping to hit a jackpot. This distinction matters because it causes dramatic ripple effects that affect the entire experience.

In path it’s basically the opposite - the free rewards that have RNG while most monetized bundles are built around specific items you can count on. You aren’t buying “just one more pull” hoping for the ultra rare s-tier champion. You’re buying the swain bundle to get swain and his epic relic.

Some bundles have random vaults thrown into the bundles but that’s not the focus - the focus is almost always on the specific champion fragments, crystals, and specific relics.

The experience of progressing in dramatically different than what most think of when you hear “gacha game”. A steak and a hotdog may have some common ingredients, but they’re very different meals. A steak is not just an “unusually good hot dog”.

5 days ago - /u/Dan_Felder - Direct link

Originally posted by flexxipanda

A characteristic is not a definition or requirement.

Definition from wikipedia

A gacha game (Japanese: ガチャ ゲーム, Hepburn: gacha gēmu) is a video game that implements the gachapon machine style mechanics. Similar to loot boxes, gacha games entice players to spend in-game currency to receive a random in-game item. Some in-game currency generally can be gained through game play, and some by purchasing it from the game publisher using real-world funds.

Fits poc pretty closely, except that you cant buy vaults or currency directly but you can load up through bundles.

With your logic, japanese vendig machines, where gacha comes from, are also not gacha, because you can't spend unlimited because they have a finite stock in the machine. So basically your wrong by your definition that gachas have to be endless.

If you want, I could list many games that let you spend in game currency to get a random in game item? Many will be classic buy2play rpgs.

You barely even do that with Tpoc anyway, 99% of the time you spend resources to buy known things like starring up a champion. It isn’t until you’re buying golden reliquaries that you’re spending in-game currencies on a random outcome with any regularity, and that happens only once a month - plus has duplicate protection. It isn’t even set up like a gacha pool. Every epic has the same chance of dropping.

The only reason it’s done via accumulating a currency is for system convenience to give players more options for saving up a granular reward - if you get a lot of unexciting duplicate relics eventually you can get a super exciting epic relic that is guaranteed to be one you don’t have yet.

Also, there are other things rotating through the shop you can buy instead. This gives players more options and agency compared to just tying the golden reliquary to a recurring monthly quest. If it was just tied to a recurring monthly quest there would be no purchasing of a random reward in the core loop at all.