BlackM1st
Banned
The idea that Genshin Impact could be a “scam” may be rooted in cultural expectations around gaming. While it’s the most downloaded game in the United States as of Sunday, the top four countries by consumer spend are China, Japan, South Korea, and the US, according to App Annie. Last month, Seattle University communications professor Christopher Paul published a book on what he calls a “bias” among Westerners against free-to-play games: Free-to-Play: Mobile Video Games, Bias, and Norms. “I started thinking about why League of Legends, which is a free-to-play game, gets a pass on everything, but these other games don’t,” Paul says.
“I think it comes, in part, from the economic system in which our games have existed for a while,” Paul says, referring to the business model where everybody pays a $60 entry fee for a title. “And I think it's also in part cultural in how we see competition working; I think it's tied to the meritocratic ideal that we should be able to be judged based on our skill rather than what we inherit. And that gacha games are a constant reminder that your skill isn't the only thing that matters. The size of your wallet does, too.” The millennial generation of Western gamers largely grew up on cartridge games, he adds, not arcade games like Gauntlet, in which you’re constantly inserting coins in an effort not to die. Putting out a game like Star Wars Battlefront II, which cost $60 and incentivizes paying more, can start to feel predatory.
In other countries, though, paying for advancement or advantage in a game is perfectly normal, says Florence Chee, a professor at Loyola University’s School of Communication. Concern over gacha mechanics, she says, “is just the latest incarnation of an old debate over legitimate modes of play.” Some of the controversy around Genshin Impact in particular boils down to its Western audience’s lack of familiarity with the business model. “In a way, the Asian audiences may have more of an idea that they are indeed 'gambling,' with all that comes with that. In North America, these activities are usually discussed and regulated separately, and ‘gamers’ and ‘gamblers’ are regarded as separate audiences,” she says. In South Korea, she adds, entertainment statistics don’t count them as separate categories.
“It makes sense that those who are newer to the ins and outs of this model are going to view it with more suspicion—when they may have been completely OK with equally predatory business models in other activities,” Chee says. It helps that in several Asian countries, and China in particular, regulations force developers to disclose the odds of receiving certain in-game items.
From Wired's article on Genshin Impact/ Gacha gaming model. IMO it's a very interesting point about cultural differences affecting people's willingness to accept that some people just buying their success/power.