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How Mihoyo's monetization works

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Re: How Mihoyo's monetization works

#11

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.

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.

Re: How Mihoyo's monetization works

#13
post #9

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…

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.

Re: How Mihoyo's monetization works

#14
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.

Re: How Mihoyo's monetization works

#15

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.

I'm confident they could be more aggresive with their monetization, less so on if it would be more beneficial long term

Re: How Mihoyo's monetization works

#16

Why'd you disable right clicking and highlighting? Edit: If you're not the author of the post, feel free to ignore :)

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.

Re: How Mihoyo's monetization works

#17

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.

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.

Sadly they're just an investor in that company - misinformation travels quickly. The era of anime dystopian megacorps is not upon us yet thankfully.

Re: How Mihoyo's monetization works

#18
post #9

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…

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.

Re: How Mihoyo's monetization works

#19
post #4

Read this and try to explain to me again how going free to play does not corrupt a game's design :)

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.

Re: How Mihoyo's monetization works

#20
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.
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