There is a system that has been used in the game industry for a long time.



It is a so-called 'probabilistic item', and recently this stochastic item has been criticized for 'crossing the line'.



Why?



A 'probability item' is a kind of random box, and depending on the probability set by the company, an item with a higher or lower value than the amount paid by the user may appear.



Users can get good items through a kind of investment, and the game company makes a profit with the investment.



Currently, in Korea, the game itself is provided free of charge, but there are many companies that introduce probability-type items in it to make money.



However, recently, there has been criticism that this stochastic item consumes too much money.



[Whee Jeong-hyun / President of the Korean Game Society: As we entered mobile games, especially as NCsoft released Lineage-based mobile games called Lineage M and Lineage 2M, a surprising situation occurred in which the sales of one mobile game recorded 1 trillion won. The combination of



the famous IP called Lineage and the 'Pay to Win' system led to huge profits.



Here, 'pay to win' refers to a structure in which a character's abilities become stronger as money is spent, and a typical example is a probability-type item.



[User A: In order to correct the gap due to skill, it would be good to only act as a lubricant to a certain extent, but it is working more than that, so it is a problem. The key issue is that too much money is being consumed.]



[User B: In simple terms, it is called a 'double draw', and the problem of a probability-type paid item that has to draw another good combination here with the results of the draw is a moral line. I think it happens when it is exceeded.]



[Wi Jeong-hyeon / President of the Korean Game Society: It is a structure that creates a third new item through combination, that is, an item that can overwhelm other users. After all, in a sense, we have these demands that constantly stimulate gamers' speculation.]



Each game company has expressed their will to improve their existing services, but it seems insufficient to win back the hearts of users.



[Kim Jeong-tae/Professor, Department of Game, Dongyang University: The bigger problem is that game companies are starting to lose a lot of trust. More there is need to create a business model that focused on the content, as the evolving gamer gaming companies also because not rewarded with a sophisticated and evolved gaming system for That.



[Top sine / Korea Game President of the society: Korea game-oriented There are two points to do. The first is that we are now in the stage of exploring and testing any business model other than stochastic items. Second, there are challenges to create a game that is novel and good, and that players can really enjoy when playing the game.]



▶ Why 'Lineage-type probability type items' are ignored by users