A serious critique of Genshin Impact [video]
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The main problem people have with Genshin is that it is a gacha game so you gamble with premium currency to get new units and weapons. Although I do understand why people are extremely against this, in practice it isn’t that big of a problem in Genshin because of the pity system that guarantees that you will get the 5* unit you want after 180 pulls but will normally happen after 150-160 pulls because of the soft pity system that greatly increases your chance of getting a 5* after 74 pulls (the hard guarantee is at 90 pulls). You are also guaranteed a 4* character or weapon after every 10 pulls and these are also very strong compared to the 5* units. You can easily beat the game with only 4* units, and in fact one of the strongest team compositions in the game is made entirely of 4* units. So any claims about the game being P2W aren’t really accurate since there is no PvP content and the PvE content in the game is beatable by 4* units which are obtainable without spending money or a bunch of time grinding.
So overall, I really enjoy Genshin and would recommend other people try it as well. It does have problems but they aren’t as extreme as people make them out to be.
Parent knows this, but maybe other readers might not: Gacha is the Japanese name for those machines on the street where you put in a coin and a plastic sphere with a random toy comes out.
Collecting a set of toys can get obsessive for some, in the same way collecting whatever in micro transaction games.
I also have a question: other than the graphic styles isn’t genshin impact closer to the online final fantasy games or even modern jrpg such as xenoblade?
I’ve never played genshin, but from the little I’ve seen it just seems it’s only the graphic style that matches BoTW
- You'll easily get 30+ hours unique of content with the main story without any need to pay money, which is good value for a free game.
- As with all gacha games, you get a ton of free currency playing through the story naturally; more than enough to get a couple 5* naturally through pity or otherwise.
- As noted, the 4* units aren't bad; in fact some of the higher tier ones are given for free with no strings attached.
- Unlike other gacha, this isn't a difficult game for just playing casually (which is normally a meta-incentive for you to gamble with the gacha) unless you are doing super-endgame things.
- Unlike other gacha, there is no competitive element with a leaderboard/other players (which is normally a meta-incentive for you to gamble with the gacha)
The biggest problem I have with Genshin Impact is Artifact RNG, which is heavily layered with no determinism.
> Ok, I'll try it out... but I'll drop it as soon as I'll hit the paywall
The problem is that the companies like Gameloft, Mihoyo, etc. got extremely refined in giving you a *semblance* of progress, while never completely grinding the progress to a halt.
It's pretty obvious after you invested some time: you can do some actions, but only up to X times a day. You can refresh the X with premium currency. You can convert premium currency into normal currency.
In the meanwhile, the tool/weapon/vehicle/character, won't be unlocked right away, but it needs a certain sets of components to be accumulated.
After you finally unlock it, you can improve it/tune it/level it up... but you'll soon hit a wall. To improve it any further you need to boost it/star it up/whatever. And you thus need to accumulate more components.
Eventually, you might find time-limited events, which will you give you a special currency, which you can use to unlock more time-limited goodies... and eventually convert it into one of the other kinds of currencies.
A lot of these concepts don't seem to be heinous: it's perfectly fine to provide a gradual way to unlock something in a videogame. The problem is that usually there's some different mechanism/puzzle/part of the story that leads you there. In a gacha instead the only thing that grants you the majority of those incremental milestones is the pull/loot/boxes/crates/packs.
The reasons you put up with it are pretty obvious:
- sunken cost: you already invested some amount of time
- feeling of progress. Every inch closer to a goal keep you engaged
- the rest of the game is genuinely well made
Again: what would be a good amount of content for 10 hours of game, gets stretched and dripped very slowly across hundreds of hours. For longer games (like, RPGs) what would be dozens/a hundred of hours gets stretched in thousands.
Even when I play a videogame, I don't want to just "kill time", I want an interesting experience, which ideally makes the most out of the hours that I put into it.
Traditional/non-bullshit/paid in advance games make sure that I get that either with skill, or without having to sweat for it (lowering the difficulty). In a gacha, it'll be a neverending stream of pulls (also, they'll obviously keep adding derivative content, to give you more and more things to unlock)
Is this really the case? I’ve noticed a lot of games that try to get you to make in game purchases are actually painfully easy. My assumption was that if you’re losing, you’re not spinning the wheel, which is their primary means of getting you hooked.
If a game has a random numeric "suggested power" metric for levels, watch out.
A casual search says "The minimum you can spend for a single Wish roll is $2.97" from https://www.gamespot.com/articles/genshin-impact-microtransa... so that's $534.60 to get a single character you want? Even if it were 1/10th that much with the pity system, that's still outrageous since new characters are released frequently.
So if you're a free player, you can save up for a character you really want, or just pull and be content with whoever you get.
So the whole video sums up his experience in how without having to pay a bunch of money, you couldn't win/have fun properly
But this video could be about any new game (online mmorpg) nowdays and be still the same
The story of life. Many such cases.
Let's go ahead and address the smaller point here first. Genshin Impact isn't an MMORPG. But that's not the biggest issue here.
The biggest issue here is that Genshin's gambling model is not the same as any new game.
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The difference between Genshin Impact (which I played for a week, and spent about $100 on) and other games, is that you must gamble for a chance to progress in a meaningful way. To say this is an issue endemic to all new games simply isn't correct.
Most games these days to have some sort of microtransaction model. That's true. However the core gameplay and progression system in Genshin is locked behind loot crates. This isn't the model 'any new game' uses.
There are two main ways games use microtransactions: cosmetic, and game-impacting.
Cosmetic microtransactions make cosmetic changes in your character or the world around it. No impact on gameplay other than you find something new more aesthetically pleasing.
Then we have the game-impacting transactions. Most games that allow game-impacting transactions (i.e. are 'pay 2 win'), allow you to essentially sacrifice time for money. You can spend hours in game grinding for an objective, or you can spend real life currency to automatically unlock the objective.
What Genshin does is different from most games. There are certain important ways in which you simply cannot progress without spending money. And everything is locked behind a loot box. That's the problem. The problem is with the loot boxes and gambling; not exchanging time for money.
There was a game that I spent over $2,000 on. It was an online 'free-to-play' game with over 70 characters. Each character was around $15-20. Or you could play the game for about 40 (real) hours to grind up enough currency to unlock one. This was fine though, because you picked which character you unlocked and it was unlocked.
Genshin makes you buy boxes with a chance to drop what you want it to drop. That's what makes it pernicious.
I remember getting Hu Tao when she was just released. She was (and I guess still is?) one of the best characters. But I didn't have the roster to really play her to her full potential. So it's back to the loot crates to try and pull other characters that synergize with her and help her reach her potential.
If the critique is "I can't maximize to the absolute highest stats without paying" -- then sorry, I think that's an attitude full of false entitlement.
Heck, look at this frickin video about how they produced the Liyue OST: https://youtu.be/pFrKZxStL_U They commissioned a massive Shanghai orchestra team to produce excellent music. And we get all this amazing stuff for free.
There's nothing in the main content that requires you to have a 5* character/weapon, even though it's certainly easier with them.
The game gives you a free character of each element to handle the necessary synergies.
There's a difference between "severely hampered" and less effective at end-game content.
What usually happens in pay-to-win designs is that the game can be played, if more slowly, in a fun way, for as long as you’re playing against other regular people who also aren’t paying-to-win. This lasts until you get good enough to end up on the competitive-ranked top leaderboard; at which point the only way to advance on that leaderboard is to pay for extra-fancy items/equipment, because everyone else on it already did. (Analogy: doping in sports. Nobody in the minor leagues dopes, because nobody else does, so there’s no need to do it. But everybody at the top does, because everybody else at the top does, and so doping is the only way to even stay viable in the major league. The sport is “fun”, without doping, right up until you hit the majors. Then, suddenly, having any more fun requires doping. That’s traditional pay-to-win.)
With traditional pay-to-win game design, you can still extract fun from the game without paying, if you treat “the game” as being just the subset of the game that lasts until you end up in the major league with all the doping players. If you think of that point as the point where you “beat the game”, put it down, and don’t play it any more — and the game up until that point was fun and worth playing — then it wasn’t a waste of time to have played it.
Genshin Impact is apparently not this type of game, though. It’s the other kind of free-to-play game: the kind where you’re at no point having fun if you’re not paying. (But, of course, which tries to give the illusion that you can have fun, sort of like a casino tries to give you the illusion that you can have an edge.)
It takes a pretty deep dive into a free-to-play game to figure out whether there’s a subset it that is fun to work through without paying. So I don’t fault the author for needing to spend an hour on the topic to properly prove their thesis out.
1) a proper singleplayer JRPG style game,
2) in “App” format with gacha mechanic.
Previously 1) and 2) didn’t occur in a same title. If it’s an App, it would have extremely simplistic gameplay with gacha, or if it’s a JRPG, there were at most DLCs and certainly not gacha. But they just made it no longer the case.
I've put in 50-60 hours with my kids, spent nothing, and we experienced the whole storyline prior to 2.0. I entirely agree with you.
We are truly in China's century.
I am half wondering if I ought to be learning mandarin now.
Translations of Chinese books/films/comics are still consistently awful.
I just don't see Chinese media "popping up everywhere." Chinese media is poorly translated or culturally impenetrable to Western audiences. I say this as someone reading a Cixin Liu book right now and really enjoying it - even so I recognize that it's niche and the translation is rough. I don't think I've ever seen a Chinese movie and I can think of exactly one Chinese pop song that got popular in recent years (made by a Chinese-American in America, of course). America created or popularized rap, hip-hop, country, most pop music, esports, and many regular sports. American companies made Digg, Myspace, Napster, Facebook, WhatsApp, Instagram, Snapchat, Reddit, Twitter, and a plethora of other popular apps and products.
But because China made TikTok/Douyin/Genshin it's suddenly "China's century"? TikTok is a Vine clone. Genshin's artstyle, stories, and game mechanics are ripped straight from Japanese games. The genre of gatcha is Japanese!
Many consider this game better than Zelda: Breath of the Wild, which is one of Nintendo's crowning achievements.
Twitter is full of rage and hate, and I can't stand it.
Instagram is posers and people being fake.
Facebook is people posting fake news, baby photos, politics, and inspiration quotes for a life most are unwilling or afraid to live.
Reddit is going after the lowest common denominator.
YouTube is losing its edge and making it harder to succeed as a new creator.
TikTok embraces collaborative world building and positivity in a way I've never seen before. It's a total breath of fresh air. It feels good, wholesome, and truly creative.
What you are subjected to on each platform is based on the discovery methods of that platform. There are probably very good reasons that American sites tend to have really bad discovery, it means that Ads are more impactful and it gives the creator of the algorithm all the power.
So it's not that bad people don't exist on TikTok, but because their discovery system is so good I end up watching content that I like. Whereas on YouTube, because the discovery system is so poor, I am subjected to watch things that the platform favors. YouTube favors high-energy, face-contorting, lowest common denominator content. Up until now because YouTube has been the only source of internet video, I had to go along with it as it was the best we had. Suddenly I don't.
This used to be what Twitter and Instagram and YouTube were described as in the past. There's still plenty of gaming views and influencer stuff being done on TikTok, it just hasn't become ubiquitous yet. Or maybe the format means we as a population need to re-adjust to see it. I'm mentioning this because I've seen toxic stuff on TikTok already about niche hobby interests. Stuff like getting people cancelled, internet drama, people posting videos of themselves crying over it, etc.
One can find all of these things on TikTok. Right now it’s just new so it feels more optimistic and you want to see it more optimistically.
I see plenty of creative, funny, and thoughtful content. I've learned a ton. There's some that I like that I'd call "useful outrage"; some of the things going on in world need that. I see very little "rage and hate".
Perhaps it doesn't matter it's all fuel to China's nationalism.
I've been playing this game for almost a year now and I just don't see the parts where they "harm" you if you don't pay. If you can point out concrete examples of this "rat poop and heavy metals" that you get unless you pay, please do let me know.
If you'd like a concrete example, here's a guy who realized he had a problem after dropping $15k and decided he needed professional help to quit: https://www.reddit.com/r/gachagaming/comments/b2fopn/i_spent...
After someone close to him died, he went back to it: https://www.reddit.com/r/gachagaming/comments/p3qxfr/gacha_p...
If you'd like more, there's plenty out there about the harms of gambling addiction. One can argue that adults should be able to ruin their lives as they please, but I think there's no excuse for letting adults exploit children in ways that can create lifelong harm.
Also, not only kids play games.
I'm impulsive as hell, but I never had the urge to spend money in Genshin. And I spent almost immediately on Dragon Raja, yeah that game got me good. Fortunately the devs ruined it.
It'd be sort of weird to compare those games at that level, anyway, since although there's some superficial systems similarities (Genshin thoroughly copied BotW's open world traversal mechanics), they play incredibly differently. It's like saying "tennis is a better game than chess", or in video games "Doom is a better game than Tetris" -- the genre difference is so great that I don't know if you can meaningfully compare them.
Is Genshin Impact a pretty and technically impressive BotW-like game? Yes.
But Breath of the Wild is, by many accounts, considered one of the greatest games of all time [0]. I have never heard anyone suggest this of Genshin Impact.
[0] https://en.wikipedia.org/wiki/List_of_video_games_considered...
And yeah, the first time I played Genshin I was amazed at the quality for a mobile game. It quickly ran out of content so now it just sits there, quick fun for half an hour.
imo Dragon Raja was better (amazing pvp, damn addictive) but was absolutely ruined by the microtransactions and small servers aspects.
I've been out of the loop for a long time. Is this now (finally) common? Are there articles, papers for how it's done? Mid-90s, I had a lot of video game concepts predicated on toon rendering. My young son was infatuated with Doom and I had hoped us parents would have better alternatives.
I may have to try this game, just for the eye candy alone.
1. For the money aspect, I did not spend a single cent in the game (nor do I plan to). Yet the experience has been wonderful so far. Yes, if you spend thousands of dollars every month on this, you'll be able to get the latest and greatest characters. But for a free-to-play player like me, I need to plan out the way I spend the gacha currency called "primogems" very wisely. The game gives you quite some primogems when a new area and new quests are released and you play through that content (we've had 3 areas so far in 1 year including the one at the beginning), and after that you get a limited amount regularly by doing daily quests and so on. Usually a free-to-play player can save up enough to get 90 pulls in a couple of months or so? Therefore, advance planning is needed. I enjoy planning like that so I like it.
2. About progression: I feel it doesn't matter whether you're F2P or a paying player. Because, the whole grinding system is gated behind a system called the "resin", which is a thing that replenishes to full in about 24 hours, and it's the same regardless of how far you are into the game. And if I'm not wrong, EDIT: as someone below pointed out, you can buy resin with money, but the exchange rate of the amount spent becomes awful very very quickly. That means, as you go to end game, either you'll run out of things to do, or you won't have enough resin to accomplish all you want to do. At that point, it'll be more like: log in, do the dailies that take 20 minutes, kill some bosses using raisin for another 20, and some other stuff and you're done. That is, once you've cleared ALL the story and world quests, and that'll take atleast a few hundred hours in my honest opinion.
3. For pay2win: I don't think it's a pay2win game. There are some units that the game gives you for free, and once you reach a certain level called Adventure Rank, you get to participate in events that give free 4*s. Some of the units are really really strong even in end-game (Xiangling comes to mind). Besides, even if you don't have the "best" team for a given character, there are characters you can substitute in. It just depends on how brain-dead you want to be when choosing your team builds and actually attacking the monsters (my favorite example for this is: https://www.youtube.com/watch?v=UTrRZEZ0wO4 where the guy literally takes the free characters the game gives out, and uses the game system, skills, and so on to beat abyss 3, which is quite hard for a beginner. I was able to clear this stage at the early game thanks to this person's proof that it's possible to actually clear content even with starting characters.)
That out of the way, here's what I love about the game:
1. The story. I am a sucker for great stories, and Genshin is done quite well. I actually decided to start with a new account after sinking dozens of hours into an old one because I went through the story too fast (one chapter in a week). This time, I've decided to take my time and enjoy the story like fine-aged wine.
2. The graphics. The graphics in this game are of an extremely high quality when it comes to non-physical rendering (NPR). If you're somewhat acquainted with anime-style toon shading, this game does it very well. No, it doesn't look like a cinematic Hollywood movie, and it's not meant to look like one. But its art style might be the best I've seen so far when it comes to NPR.
3. Maybe a bit niche, but the Japanese voice acting is top-notch. MiHoYo have good taste when it comes to choice of voice actors/actresses. Note I don't know anything about the English/Korean/Chinese ones.
Lastly, I'll just rant a bit about how I feel when I hear people say "there's nothing to do in this game". Sorry for sounding rude, but no game has infinite content for anyone to consume; this isn't Netflix binge-watching. To me, the best way to consume this game is slowly and steadily. Think of it as dining a full-course meal at a nice restaurant with a nice atmosphere. Of course it's different from gobbling down a Big Mac at McD's and washing it down with Cola. You slowly take bites of each food that is served, a sip of the drinks that are served, and relish the taste. I feel that's the best way to get maximum enjoyment out of this game. Come back home after a long day and unwind with it for an hour or two, and then put it away for the next day. It'll easily last a few months, and the game's updated every 6 weeks with new content with small events in-between.
TL;DR: This is a fantastic hybrid of single-player open-world RPG and a gacha game with fantastic graphics and story that I feel would be best enjoyed slowly. If you have the chance to, I highly recommend to try it.
Besides the main story and occasional events, there isn't much to do in this single player game.
Login every week and do some exploring and fighting, like Black Desert and other games, pretty much. Or just wait for some event, which usually has some entertaining story or game mode (there's a tower defense thing going on now). Other than that, there ain't much to do.
Think of it more like an unfinished, constantly updating version of the old Fire Emblem GBA games.
Others here said it "can't be enjoyed without paying" - no, it actually can't be enjoyed much at all. I.e. if you don't like it in the first hour, you won't like it no matter how much you spend.
Whether you pay or not, it's literally the same experience, but fewer characters (they're all the same basic types, so who cares).
People who spend on games with gacha elements are very interesting as I fail to see the point of it.
Games without gatcha are arguably more about grinding from an equal starting point and only unless the gamer uses bots/cheats or pays someone for what they want like level/progress an account or their account when not grinding themselves.
Gatcha brings the unequal reality we live in, well into the game world and where someone can spend their way to the goal without grinding as much. The reality we live, very much reflects the new game worlds that are now in existence thanks to gatcha and it's kind of remarkable that people are upset about it. We live everyday outside of games where one's misfortune or fortune reflects their life from the start to the end. The shortcuts that can be taken, what can be quickly achieved with funds, and that goes for anything from healthcare to lifestyle to even academics.