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Jakub Remiar (Head of Game Design, SuperScale)
Pass Type: Conference Pass - Get your pass now!
Vault Recording: TBD
Audience Level: Intermediate
Through its journey from eastern market, gacha systems had changed rapidly in order to better capture the western audience. In this session we will describe the functional elements of an each gacha mechanic such as token system, duplicate system and collection drivers and then compare these elements in different gacha variants with respective successful market examples. Through evolution gacha systems started to include more and more features to offset the randomness of this model. Specific examples will be discussed together with their advantages and disadvantages from game design perspective.
Audience will become familiar with different gacha variants that are prevalent on the current market from game design perspective. They will be able to not only properly differentiate between the production needs of each model, but will understand the context behind the features that are needed to support these systems.
Talk is directed towards an audience of intermediate level game designers that are looking to broaden their horizons on gacha mechanics. Intermediate level of game design knowledge is required as the talk will try to stay at abstract level of systems to better compare the concepts.