Gacha games are out of control. Gambling shouldn't be so widespread
As someone who grew up playing games like World of Warcraft and other AAA titles, I’ve seen how the gaming industry has evolved over the years—and not always for the better. One of the most disturbing trends is the rise of gacha games, which are, at their core, thinly veiled gambling systems targeting younger players. And I think it’s time we have a serious conversation about why this form of gaming needs to be heavily restricted, if not outright regulated.
Gacha systems prey on players by offering a sense of excitement and reward, but at the cost of their mental health and well-being. These games are often marketed as "free to play," making them seem harmless, but in reality, they trap players in cycles of spending and gambling. You don’t just buy a game and enjoy its content—you gamble for the chance to get characters, equipment, and other in-game items. It’s all based on luck, with very low odds of getting what you want, which leads players to keep spending in hopes of hitting that jackpot.
This setup is psychologically damaging, especially for younger players who are still developing their sense of self-control. Gacha games condition them to associate spending money with emotional highs, which is the exact same mechanism that fuels gambling addiction. You might think it's just harmless fun, but it’s incredibly easy to fall into a pattern where you're constantly chasing that next dopamine hit, just like a gambler sitting at a slot machine. Over time, this not only leads to financial strain but also deeply ingrained mental health issues, such as anxiety, depression, and a lack of self-control when it comes to spending money.
Countries like Belgium and the Netherlands have already banned loot boxes and gacha systems, recognizing the dangers they pose, especially to younger players. The fact that these systems are still largely unregulated in many other regions, including the U.S., shows just how out of control things have gotten. The gaming industry has shifted from offering well-rounded experiences to creating systems designed to exploit players’ psychological vulnerabilities.
We need to follow Europe’s lead in placing heavy restrictions on gacha and loot boxes. It’s one thing to pay for a game and know what you're getting; it's another to be lured into a never-ending cycle of gambling for content that should be available as part of the game. Gaming should be about fun, skill, and exploration, not exploiting people’s mental health for profit.
It's time for developers and legislators to take responsibility and start protecting the players, especially the younger ones, from these predatory practices.
It’s time for developers and legislators to take responsibility and start protecting the players, especially the younger ones, from these predatory practices.
They're making fucking bank with these practices. It will have to be stopped by government regulation. Self-regulation of industries has literally never fucking worked once in history. Look at Boeing, which has had the FAA basically glad-handing it for 50 years and it's falling apart at the seams (sometimes literally).
It is difficult to get a man to understand something, when his salary depends upon his not understanding it.
Without being a gacha game, World of WarCraft is guilty of a lot of the same stuff. You probably know people who flunked out of college due to the addiction, or have heard of parents who neglected their child over that game. It preys on a lot of the same impulses that Diablo and Diablo II seemed to have found by accident, before they were monetized by subscription fees and then microtransactions. And you can see a lot of the same in games like Destiny.
Quite a few years ago now I went to my nan's house for Christmas.
My cousin, I think he was about 13, had got a £50 Steam voucher for some games. Him and my other cousin who was a couple of year older went to Steam, swapped the voucher for something, and then took that to a gambling site. I don't know if they're still a thing. It was something to do with Counter Strike drops I think. Heavily advertised by YouTubers who ran them, with a bunch of videos showing them winning. The sort of thing they'd be sent to prison for in any right thinking society.
They took that £50, put it in, and clicked. The younger one went "what now?" and the older one just went "oh, nothing. It's gone." A couple of games worth of money, gone. For nothing.
He looked like he was about to cry, and only didn't because he was going through that acting tough phase.
He's an accountant now, and plays crown green bowling. I like to think that was a relatively cheap lesson in why not to fuck around with gambling.
Sure, but, technically, without Gacha games I would t have discovered my ex wife sexting another dude. Because she was attempting to hide the money she spent in credit cards I didn't have access to, then wanted me to pay.
Which led me to digging around, discovering the unaltered statement, then she got drunk and the phone was open in her hand playing some stupid virtual bingo and a snap popped up and wouldnt you know it
I was a young idiot making minimum wage and I spent 500 dollars in a gacha game over a three month period. It's been years and I still wake up at night, remember this and feel the strongest remorse.
Government should set up a site where companies using loot boxes have to open a tax box to know what tax they'll pay that month, to keep things exiting, with the option to buy more tax boxes for a few million per box.
As someone who plays a gacha game (Genshin Impact) I 100% agree. This shit should be kept the hell out of the hands of kids until their brain has at least matured to the point we'd let them go actual gambling.
That said, there's certainly a spread of abusiveness in the games: some are very reasonable and could be played with no money or very little money because they're generous with premium currencies and others are doing a sexy little dance while they steal your wallet.
Regulation around how much you can spend in a month would be reasonable, no kids would be reasonable, requiring clear and published probabilities and what those probabilities mean in terms of how many pulls would be a good start.
I can assure you most gacha players cannot tell you how many pulls you'd need to make for a 0.5% chance pull.
Also maybe outline estimated costs for winning wouldn't be awful, but that's maybe not feasible since there's a lot of variability?
It’s a small measure, but I’d really like to see a law where gacha games need to publicly advertise their odds and allow independent verification.
The biggest effect it would have is, the odds would need to be static. Many gacha systems have been accused of putting a hand on the wheel, assuring someone “so close to their needed item” must keep going through a series of failures.
World of Warcraft and Diablo are gacha. Every time you play, you are "pulling" and hoping for a good drop(item). What modern gacha games did, is take that gameplay/psychological feature and directly monetize it(instead of indirectly monetizing it through a subscription/1 time payment).
But both are gambling. I am ok with having age restrictions but we need to be honest with ourselves. And what is "fun" is whatever makes neurons activate. Gambling(ie rpg elements) has always been a core mechanic for many games.
I remember being pissed when I got shitty cards from a YuGiOh booster pack when I was a kid, never bought new packs again. Only got stuff if I knew its value first. The fact that kids these days are actually falling prey to these systems shows how much more advanced and predatory they are.
While I definitely have a lot of issues with how fast people said "Gacha and loot boxes are okay if it is Genshin Impact", I have the same general reservations I did back when it was about loot boxes in Overwatch or nu-Battlefront 2.
Yes, it is real shitty and a great way to pad out a game into a grind. And the goal is obviously to encourage RMTs to bypass it.
But also? It is like people for got ARPGs and MMOs and the like. The common refrain among older "gamer" Millennials is something like "I almost flunked out of school because of WoW/Everquest" and the like. And a lot of us have stories about staying up all night doing Bhaal runs to get a specific drop in Diablo 2 and so forth.
And, at the end of the day, it is the same thing. It is a way to artificially increase engagement with the option to RMT your way out of it. Studios have found ways to pull all those RMTs into the game itself (so that they get a cut on every legendary sword sold) but it is still the same skinner boxes.
Not to mention games like Balatro or Vampire Survivors that take massive inspiration from casino and slot machine design and mechanics. Yes, they don't have additional purchases (DLC aside) but there is something to be said when EVERYONE owns a ten dollar game because everyone who touches it can't stop gushing about the flashing lights and bells.
And, much like with loot boxes, I am really hesitant for any "We passed some random ass legislature. Mission Accomplished(TM)". When the underlying skinner box concept is still the basis of so many games.
The interesting thing is that although I've almost never spent money on a gacha system and haven't played much gacha systems recently, my brain subconsciously craved for more but in a safer way.
That's why I created the JavaScript weighted playlist for myself: A random selection of songs from my music library where some songs play (much) more than others. Getting a super rare song is akin to getting a top tier drop. Additionally, the playback rate is randomized to a normal distribution, giving the tiny chance that a rare song can play with a wild playback rate. And if that wasn't enough, some Geometry Dash related songs can randomly skip to the next song, simulating watching someone try to beat some demon level.
I've created a skinner box for my brain that sometimes causes me to waste hours just clicking on the "next song" button to see what shows up next. My wallet was not harmed in the process (although it might soon be because I want it to work on a portable device, but that money would go to some niche open source hardware thing rather than a greedy gacha publisher).
Countries like Belgium and the Netherlands have already banned loot boxes and gacha systems
Did they really? I certainly know that the lootboxes aren't allowed here (rip my TF2 weapon paints), but I still could spend 10 euros on Genshin Impact, even if I had to use MasterCard.
The problem is the new wave of gacha games are really selling you on characters and Hoyoverse isn't even hiding it anymore: The more money you pour into Zenless Zone Zero, the less clothes the Proxy wear in the unlockables. And they have characters for every sexual preference on Earth at this point.
I'm so tired of this shit. I don't care if people can't handle their shit. Their problem, not mine. If I want to gamble I can gamble. I don't care if some shitty parent is letting their kids gamble. Nanny state bullshit.