Video game genreGacha games are that implement the (capsule-toy vending machine) mechanic. It is similar to, in that it induces players to spend in-game currency to receive a random virtual item. Most of these games are, where the gacha serves as an incentive to spend real-world money.The gacha game model began to be widely used in the early 2010s, faring particularly well in Japan.
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In the Dungeons & Dragons role-playing game, game mechanics and die rolls determine much of what happens. These mechanics include: Ability scores, the most basic statistics of a character, which influence all other statistics; Armor class, how well-protected a character is against physical attack; Hit points, how much punishment a character can take before falling unconscious or dying. Mechanic Master for the Nintendo DS is a fun problem-solving game for creative minds. Mechanic Master uses the stylus as a weapon to rid the Earth of alien invaders that have scattered across the planet. Become the ultimate Master of Mechanics by creating crazy contraptions to free humans, keep the mechanics in motion and defeat those pesky foes.
Almost all of the highest-grossing mobile games in Japan use it, and it has become an integral part of Japanese mobile game culture. Outside Japan, the game mechanism is also gaining popularity and is included in various Chinese and Korean games.
A typical gacha mechanism sequence in, known as Summon Spirit OriginIn these games, there are usually numerous characters, cards, or other items that players can obtain, and most of them are only obtainable via a 'gacha' mechanism. This allow players to 'pull' or 'spin' the gacha (analogous to a or ) using a specific amount of in-game currency, which will then give the player a randomized character, card, or other item. Sometimes, these gacha are limited, such that specific prizes can only be obtained within a specific event time-frame. Because some of the rewards have a lower chance to appear, typically players must spin the gacha many times before they get their desired outcome.In many games, gacha are essential for players to make progress in the game. Players may be given free or discounted gachas, but have to pay to get more. These games may also feature different tiers of gacha pulls, which give different sets of rewards.The model of gacha has been compared to that of collectible trading card games as well as to gambling.
Types Complete gacha 'Complete gacha' ( コンプリートガチャ), also shortened as 'kompu gacha' or 'compu gacha' ( コンプガチャ), was a model popular in Japanese mobile phone until 2012, when it was found to be illegal by Japan's. Under complete gacha rules, players attempt to 'complete' a set of common items at random in a particular loot pool in order to combine them into a rarer item. The first few items in a set can be rapidly acquired but as the number of missing items decreases it becomes increasingly unlikely that redeeming a loot box will complete the set (see ). This is particularly true if there are a large number of common items in the game, since eventually one single, specific item is required. Box gacha Box gacha is a virtual box of set items with known probabilities. Its popularity grew around the time that the complete gacha controversy was becoming publicized. Box gacha is generally considered more fair because as items are pulled from the box, the likelihood of receiving the desired item increases, as there are fewer items in the box.
It is also possible to pull every item in the box, provided the player is willing to spend enough. For this reason, some players will calculate how much money it would take to ensure they pull the item of their choosing.
Redraw gacha Redraw gacha allows the player to 're-roll' the gacha if they receive an unfavorable result. (This can also mean 're-rolling' on a new account over and over until they get the desired starting results to actually begin playing the game) Some games offer this feature for free. Consecutive gacha Consecutive gacha improves the chances of receiving rare rewards when the player spends in bulk. As opposed to spending a set amount for individual rolls, a player can spend a larger amount in order to roll several times in a row for a slightly discounted price. At the end of the roll, the player receives all the items at once.
Step-up gacha With step-up gacha, the player's chances of pulling a rare item is increased each time they roll. This gacha is very popular with heavy spenders, because with every roll the stakes feel higher. Open versus closed gacha Gacha that show (open) versus hide (closed) the exact probabilities of pulling rare items. Discounted gacha Discounted gacha usually involve special campaigns or events by the game company to allow users to roll for a lower price. Appeal Game developers have praised gacha as being a great monetisation strategy. Most developers that work primarily with free-to-play games recommend it be incorporated into the game starting with the concept for maximum monetisation potential.It has been debated what makes gacha so addictive to so many players.
Some believe that gacha games play on the inherent instinct that people have to collect items, as well as the desire to complete a set. Others believe it is simply the replication of the thrill of gambling that brings players back time and time again.
Criticism and controversy In May 2012, an article was published in a conservative Japanese newspaper, the, that criticized social networking games and specifically gacha for exploiting the naivety of children to make a profit. The main complaint of the article was that the gacha model too closely resembled. The paper called for an investigation by Japan's to prevent abuse of the system. Shortly after, the suggested investigation was performed and the model of complete gacha was declared illegal by the Consumer Affairs Agency, citing the Law for Preventing Unjustifiable Extras or Unexpected Benefit and Misleading Representation ( ), The Consumer Affairs Agency stated that that virtual items could be considered 'prizes' under existing legislation written in 1977 to prevent the complete gacha practice in the context of baseball. Within a month of the statement being issued, all major Japanese game publishers had removed complete gacha rules from their games, though many developers found ways around these rules.
Japanese mobile game developers, including and, worked to establish a self-regulating industry group, the Japan Social Game Association, which was an attempt to push developers from these models, but it did not prove successful, and the Association was disbanded by 2015.The mechanism has come under scrutiny for its similarity to gambling, and some countries require drop rates to be made public, or have banned certain practices (e.g., complete gacha). Many players also feel regret after making purchases in these games according to a survey.
This type of game has also come under criticism for luring players into spending thousands of dollars at a time to get what they want, and the way gacha outcomes are presented within the game have also been criticized. See also.References. ^ Toto, Serkan. Serkan Toto: CEO Blog. Kantan Games.
Retrieved 2020-04-10. ^. Retrieved 2020-04-10.
^. 2 November 2016. Retrieved 2017-05-23. Nakamura, Yuji (3 February 2017). Japan Times Online.
^. ^ Will Luton (2013). Retrieved 17 May 2015. ^ Akimoto, Akky (2012-05-16). The Japan Times Online.
Retrieved 17 May 2015. ^. Retrieved 16 May 2015. ^ Akimoto, Akky (2012-05-16).
Retrieved 2017-08-13. ^ Koeder, Marco; Tanaka, Ema; Sugai, Philip (June 2017). 14th International Telecommunications Society (ITS) Asia-Pacific Regional Conference: 'Mapping ICT into Transformation for the Next Information Society'. CS1 maint: multiple names: authors list. ^ Toto, Dr Serkan (March 14, 2016).
Retrieved 2019-11-12. ^ Heinze, Johannes (July 18, 2017). Retrieved 2019-11-12. 'Social networking games must be responsible.'
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Yomiuri Shimbun. May 29th, 2012. 楽天ブログ (in Japanese). Retrieved 2019-11-12.
^ Hood, Vic (October 20, 2017). Retrieved October 23, 2017. Feit, Daniel. Retrieved 2017-05-23. 2012-08-27.
Barder, Ollie.
This repository contains my master thesis which addresses the open problem of 'Using Procedural Content Generation via Machine Learning as a Game Mechanic'. It was written for the study program Game Engineering and Simulation Technology at the University of Applied Sciences Technikum Wien in Vienna, Austria.
Thesis Abstract
Procedural Content Generation (PCG) is a powerful and essential topic in modern video games which helps developers to create a vast amount of game elements. Brand new and recent research now connected PCG with Machine Learning (ML) to enable new horizons of content generation. Nevertheless, the research showed that there is still much to do and left the problem of using PCG via ML (PCGML) as a game mechanic open for further research.
For this reason, this thesis dedicated itself to address this open problem with a theoretical and practical approach and furthermore provides developers with a guideline about the procedure of developing PCGML game mechanics. It first addressed fundamental theoretical issues which help to create awareness for PCGML in the first place. It then addressed possible PCGML game mechanics where one of them was implemented in a game prototype scenario. The entire development process for this prototype was documented so that developers can follow them step by step to implement their PCGML game mechanics.
Now, the research showed that PCGML game mechanics are suitable for a broad range of games and are not limited to particular genres. 13 different ideas are described in the thesis and one particular idea called 'Changing Weapons' was then implemented in a game prototype scenario. The game mechanics primary feature is a weapon generator which can generate new and similar weapons based on the weapons of a favorite first-person shooter game. In specific, the generator uses a with TensorFlow implemented variational autoencoder to learn the underlying and hidden structure of the provided weapon data and can generate useful weapon data. This generator was then integrated into Unreal Engine 4 to test and prove that a PCGML game mechanic can be used in a typical game engine and showed that this application is possible without any issues.
To conclude the thesis, a performance report was created which showed that the implemented game mechanic does not cause significant performance losses. Thus, it is possible to use PCGML-based game mechanics in video games regularly. Therefore, with this proof-of-concept, a new game mechanic area for creating new player experience has opened for future games.
![]() Repository Breakdown
There are two main projects in this repository:
Playable Prototype
This repository provides a playable prototype which can be found in the release section.
Requirements
How to Start and Play?
Known Issues
Want to learn more about the project?
Check out the chapters 5, 7 and 8 of my master thesis.
getnamo for this awesome Unreal Engine 4 TensorFlow plugin
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