Fate/G rand O rder is very aware of how it makes money, and it’s comfortable turning it into a joke. But the game doesn’t just profit from these strategies - it makes fun of the players for buying in. This may seem like abusive behavior on the part of the developers, and you’d think that these strategies for squeezing the most money out of players would be hidden from view, or at least rationalized in some way that makes it sound fun and not like a dystopian brand of capitalism. Tales of exorbitant bills are pretty common in the world of loot box (or gacha) games, in which developers use a web of design strategies to extract thousands of dollars from superfans who, as Daigo explains, are so emotionally attached to unlocking the rare characters that they don’t set a limit on their spending. That’s a stunning figure, more than many enthusiasts will spend on their passion in a lifetime. The Wall Street Journal recently profiled a man named Daigo who spent the equivalent of $70,000 on items and playable heroes in the mobile RPG Fate/Grand Order.
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