

Common Mechanics Banners īanners are "pools" of available items (characters, loot, cards, etc) that players can "roll" on. The high-spending players are often colloquially referred to as " whales". An aspect of monetisation commonly found in the financing of gacha games involves a model where a large part of the game's revenue comes from a very small proportion of players who spend an unusually large amount of money on gacha rolls, essentially subsidising the game for other players who may spend smaller amounts of money, or even free-to-play players that spend no money at all. The model of gacha has been compared to that of collectible trading card games as well as to gambling. These games may also feature different tiers of gacha pulls, which give different sets of rewards. The purpose of this is to keep the game on the player's mind on a daily basis, again to incentivize accelerating progress by spending.
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Players are generally be given free or discounted gachas in low amounts on a regular schedule, often in exchange for regularly logging in or doing in-game tasks within a timeframe. In many games, gacha rewards are essential for players to make progress in the game. The objective of these systems is to encourage the player to purchase in-game currency to spend on the rolls. Soft pity increases the probability slightly of getting a rare item with every pull, counting up and recalculating the probability until the rare item is received, while hard pity uses a counter to keep track of the number of pulls and automatically dispense the rare item after reaching a preset number of rolls. Some gacha models use a pity system: that is, the player will be guaranteed an item after pulling for that item a large number of times without success. Between this rarity and the commonality of limited-time availability of promoted gacha drops, players are encouraged to roll the gacha while their desired item is available in order to reach the point of, mathematically, being likely to get their desired drop. It is common for there to be a rarity tier on around the order of appearing in one percent of rolls.

Some of the rewards drop less frequently than others. Sometimes, these gacha are limited, such that specific prizesĬan only be obtained within a specific event time-frame. This allow players to "pull" or "spin" the gacha (analogous to a slot machine or roulette wheel) using a specific amount of in-game currency, which will then give the player a randomized character, card, or other item. In these games, there are usually numerous characters, cards, or other items that players can obtain, and most of them are only obtainable via a "gacha" mechanism. Despite their popularity, gacha games have been criticized for being addictive, and are often compared to gambling due to the incentive to spend real-world money on chance-based rewards. The game mechanism is also increasingly used in Chinese and Korean games, as well as Western games. Most of the highest-grossing mobile games in Japan use it, and it has become an integral part of Japanese mobile game culture. The gacha game model began to be widely used in the early 2010s, particularly in Japan.

Most of these games are free-to-play (F2P) mobile games, where the gacha serves as an incentive to spend real-world money. The in-game currency can be gained by game play, or by purchasing it from the game publisher using real-world funds. Similar to loot boxes, gacha games induce players to spend in-game currency to receive a random virtual item. A gacha game ( Japanese: ガチャ ゲーム, Hepburn: gacha gēmu) is a video game that implements the gacha (toy vending machine) mechanic.
