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Revision history: Gacha

Every recorded version of this page, newest first. Each change is recorded as a numbered revision with the editor and an edit note when one was given; history is append-only. The current text is always the live page.

Revision 2current

· by storku · "Add link integrity gate, per-game share cards, and accessibility fixes" · 200 words (+0 vs revision 1) · verified

View this revision's text (as titled: Gacha)

Gacha is the monetization mechanic in which players spend currency, earned in play or bought with real money, on randomized draws from a pool of characters, weapons, or items. The word is onomatopoeic Japanese for the crank-and-drop sound of a gashapon capsule-toy machine, the physical ancestor of the mechanic. [1]

A gacha draw is defined by three things: a priced pull (one draw usually costs a fixed amount of premium currency), a disclosed or undisclosed probability table over rarities, and a pool that changes over time through banners. Nearly everything else in gacha design, pity systems, sparks, rate-ups, guarantees, is a modifier layered onto that core loop.

The mechanic became the dominant business model of Japanese mobile games around 2010 to 2012, when social platforms GREE and Mobage built their record revenues on it. [2] A variant called kompu gacha was banned in Japan in 2012, the first major regulatory intervention in the genre.

Gacha differs from Western "loot boxes" mainly in emphasis rather than mechanics: gacha pools are usually character-driven, banner-scheduled, and central to progression, while loot boxes have more often been cosmetic sidelines in premium games. Regulators generally treat the two as the same category; see gacha regulation.

Sources cited by this revision

  1. The elderly man who invented Japan's capsule toys Nippon.com.
  2. Why "kompu gacha" was banned Game Developer.

Revision 1

· by storku · "Initial release of GachaWiki, the gacha games encyclopedia" · 200 words · verified

View the text as of this revision (titled: Gacha)

Gacha is the monetization mechanic in which players spend currency, earned in play or bought with real money, on randomized draws from a pool of characters, weapons, or items. The word is onomatopoeic Japanese for the crank-and-drop sound of a gashapon capsule-toy machine, the physical ancestor of the mechanic. [1]

A gacha draw is defined by three things: a priced pull (one draw usually costs a fixed amount of premium currency), a disclosed or undisclosed probability table over rarities, and a pool that changes over time through banners. Nearly everything else in gacha design, pity systems, sparks, rate-ups, guarantees, is a modifier layered onto that core loop.

The mechanic became the dominant business model of Japanese mobile games around 2010 to 2012, when social platforms GREE and Mobage built their record revenues on it. [2] A variant called kompu gacha was banned in Japan in 2012, the first major regulatory intervention in the genre.

Gacha differs from Western "loot boxes" mainly in emphasis rather than mechanics: gacha pools are usually character-driven, banner-scheduled, and central to progression, while loot boxes have more often been cosmetic sidelines in premium games. Regulators generally treat the two as the same category; see gacha regulation.

Sources cited by this revision

  1. The elderly man who invented Japan's capsule toys Nippon.com.
  2. Why "kompu gacha" was banned Game Developer.
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