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.
How Mihoyo's monetization works
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Re: How Mihoyo's monetization works
#12Read this and try to explain to me again how going free to play does not corrupt a game's design :)
Re: How Mihoyo's monetization works
#13Pretty 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…
Re: How Mihoyo's monetization works
#14For 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
#15The 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.
Re: How Mihoyo's monetization works
#16Why'd you disable right clicking and highlighting? Edit: If you're not the author of the post, feel free to ignore :)
Re: How Mihoyo's monetization works
#17The 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
#18Pretty 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…
Re: How Mihoyo's monetization works
#19Read this and try to explain to me again how going free to play does not corrupt a game's design :)
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.