We've all been in love with Genshin Impact ever since it came out, grinding levels, unlocking secrets and spinning wishes. All we have is praise for Genshin Impact and its wishes.
It's not the first time an Eastern game incorporated gambling mechanics in its revenue stream, and in fact the origins of Gacha can be traced all the way back to 2004 when the Japanese version of MapleStory, a side-scrolling MMORPG, sold "Gachapon ticket" for 100 Yen each and, just like real-life gachapon machines, players attained randomly chosen game items when they used the ticket on "Gachapon"
However, when Western games like Star Wars Battlefront II and Overwatch introduced similar mechanics in the form of Lootboxes, they found themselves the subject of criticism. At first glance, it can be dismissed as simply a cultural difference and acceptance, but in an age where video games span borders, it's a different story.
Gacha vs Lootboxes What's the difference?
Gacha and Lootboxes have a square-rectangle relationship in the sense that Gachas are Lootboxes, but not all Lootboxes are Gachas. It is difficult to differentiate between the two as video game developers can define their own meaning for their gambling mechanics, but the basic difference between the two usually boils down to the monetization of the game.
Gachas are the sole, or main, monetization strategies on free to play games. Their origins as a monetization scheme can be traced back to the Chinese free-to-play game ZT Online which came out back in 2007. Players in Asian countries typically do not have the funds to purchase full-cost titles, and use Internet cafes or PC bangs to play the game for free, or resort to copyright infringement to obtain copies of games.
