Today, Gacha games have evolved far beyond casual pastimes played on public transport. These days, they stand tall as billion-dollar powerhouses in the entertainment world, operating on AAA budgets and employing live-service models that hold their own against the titans of gaming. Titles like Honkai: Star Rail, Genshin Impact, Fate/Grand Order, and Wuthering Waves boast massive daily player bases, produce cinematic trailers, offer full orchestral soundtracks, and come with fully-voiced narratives. They are no longer niche curiosities; they have become global sensations, backed by the resources to challenge the most grandiose projects in the gaming industry.
Instead of questioning, let’s ponder: Why is it that numerous individuals within our community continue to approach these games in a similar manner? Despite the advancements made, the same worn-out sentiment persists in discussions on forums, Reddit, and Discord – “It’s a gacha game.
In the realm of gaming, a certain phrase has taken center stage to shrug off criticisms about repetitive content updates, inconsistent story progression, awkward user-friendly features, and tedious grind. This catchphrase doesn’t offer a genuine solution to ongoing issues or a commitment to improvement. Instead, it serves as a dismissive response that stifles constructive criticism and dialogue before they even start, labeling any critique as futile due to “it’s just the nature of things.” In essence, this mentality is hindering the evolution of the gacha genre more than any technical or financial limitations ever could. Until players rise above this mantra, gacha will continue to fall short of its full potential.
“It’s a Gacha Game” Has Become a Cop-Out
Once upon a time, this argument held some form of validity, though it may not have been entirely accurate. Back then, the genre was still in its early stages, and there weren’t many defined rules yet. In fact, the initial gacha games were often simplistic mobile titles developed by small teams working with minimal resources. The genre was novel and exploratory, primarily geared towards creating short, daily interaction loops for brief play sessions.
The scenery has undergone a significant transformation. Today’s gacha games function similarly to large-scale film productions, boasting a multitude of developers and extensive design teams. Companies such as HoYoverse and Kuro Games have the substantial funds to create their visions on any scale they prefer. Yet, even with these frequent updates, a portion of the player community tends to dismiss them with the sentiment “That’s just how gacha games work.” One might question why this acceptance of gacha being this way is necessary. Why should anyone accept gacha games operating in such a manner?
This mindset isn’t innocuous; it leads developers to believe that mere mediocrity is acceptable for community approval. They come to think that a fancy title or a few new character outfits can keep players content. It signals to publishers that they can divert resources towards monetization rather than game improvement. Worst of all, it misguides players into accepting less than they deserve, when the truth is they should demand much more than what they’re currently given.
Settling for Less Hurts Everyone
When communities grow complacent, the repercussions extend far past a single area or upgrade period. Scant resistance from the community makes developers feel no necessity to initiate substantial enhancements. Consequently, feedback diminishes, causing developers to become less inclined to take risks, thereby leading to markedly reduced innovation. Perceiving that the current system remains profitable without significant opposition, investors intensify their focus on the most lucrative aspects of the game, such as cosmetic items and gacha mechanics. Simultaneously, they deliberately delay gameplay upgrades. This is because, if the income continues to flow, there seems little reason to change what’s already working.
Over time, this pattern tends towards monotony. The same method persists because it’s profitable, despite the fact that the audience might have lost interest in it. As a result, the overall genre experiences decline, as the most successful titles shape what is considered “appropriate.” Smaller studios often feel compelled to mimic this trend to remain competitive. What initially seemed innovative becomes an immovable barrier instead.
As a passionate gamer, I can’t help but feel frustrated because genres like shooters and Action RPGs used to be stuck in a rut. Back then, shooter games seemed limited by the variety of maps and mechanics, and action RPGs were just clumsy stat sheets with poor hit detection. But things started to change when players like us demanded better. Developers had to evolve their gameplay to keep up with our expectations. For instance, we no longer have to swap weapons to throw a grenade – innovation brought us the ‘grenade’ key! This small improvement has become a standard for shooters today.
Action RPGs were once just static worlds with shallow narratives until communities like ours refused to settle. We demanded more responsive combat, dynamic worlds, and deeper stories. And look at where we are now! Games have transformed because we made it clear that we would not continue investing in games that didn’t improve.
Now, I feel that the gacha community needs to follow suit. The concept of ‘voting with your wallet’ is powerful when done collectively, but unfortunately, not enough gamers in this community are doing it. If we want change, we need to make our voices heard by choosing where and how we spend our money. Let’s push for innovation and better games!
If gamers in shooter and ARPG genres had resigned themselves to thinking that these games can’t improve beyond their fundamental, outdated versions, they would have never advanced. Similarly, Gacha games are currently at a crucial juncture, with its progress hinging on the readiness of players to question established norms. While it’s true that gacha has evolved over time, there are still persistent issues that warrant change, most notably the 50/50 banner system. This system provides no real advantage for players and should not be linked to the core element of a Gacha game – the gacha itself.
Raising the Bar Starts with the Players
Developers primarily create solutions based on their current audience’s preferences. When this audience speaks up about desiring enhancements and appreciates the improvements, changes happen. However, if they stay silent or disregard criticism, developers are more likely to follow the easiest route. It’s because, fundamentally, why would any developer work to improve something when no one seems concerned about its shortcomings?
Elevating standards commences with letting go of former justifications. This translates to expressing feedback via established platforms such as surveys, community forums, and in-game reporting systems. It also involves acknowledging developers when they introduce quality-of-life enhancements or significant updates, even if these changes don’t coincide with the arrival of a new character. Furthermore, it entails resisting the urge to dismiss or devalue constructive criticism by relying on an outdated argument: “It’s a gacha game.” Instead, approach them as comprehensive live service games, recognizing and addressing them accordingly.
Today’s gacha games, in essence, share the same characteristics as top-tier live-service games such as “Destiny 2” and “Final Fantasy XIV”. They ought to be evaluated based on the same criteria used for games that boast a large budget, a vast player base, and continuous updates. If we overlook persistent issues, they will likely persist. By advocating for higher standards, we compel this genre to evolve; to push boundaries and innovate.
The next time someone casually mentions a game is a ‘gacha’ game, resist the urge to agree. Don’t let them brush off your interest with their assumptions. Don’t accept their preconceived notions. Instead, engage them by asking: “Well then, what makes you think that doesn’t mean it can’t still be excellent?
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2025-08-14 00:51