HoyoVerse’s $20M FTC Fine: Breaking Down the News
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In the gaming industry, few developments have sent as significant ripples through the community as the recent Federal Trade Commission (FTC) action against HoyoVerse. The developer behind the immensely popular action RPG Genshin Impact has been levied with a substantial $20 million fine, marking one of the most significant regulatory interventions in the gacha gaming space to date.
The Announcement That Shook the Gaming World
The news broke suddenly, catching many players and industry observers by surprise. HoyoVerse, formerly known as miHoYo, now faces not only this considerable financial penalty but also stringent new restrictions on how they implement and market their gacha mechanics—the core monetization system that has powered Genshin Impact’s financial success since its launch.
This regulatory action represents an unprecedented level of scrutiny for gacha mechanics in Western markets. While Japan and other Asian countries have previously implemented various regulations on gacha systems, this FTC intervention signals a potential shift in how these mechanics will be treated in North America and potentially other Western regions.
What This Means for Players
For the millions of active Genshin Impact players worldwide, this development raises immediate questions about the future of the game. The $20 million fine itself, while substantial, is unlikely to significantly impact HoyoVerse’s operations given Genshin Impact’s reported revenue of over $4 billion since launch. However, the accompanying restrictions on gacha mechanics could fundamentally alter the player experience.
We anticipate that these changes will affect everything from wish animations to banner advertisements, probability disclosures, and potentially even the fundamental mechanics of the wish system itself. Players who have invested significant time and money into the current system may find themselves navigating an entirely new landscape of in-game purchases.
The Broader Industry Impact
This FTC action does not exist in isolation. It follows growing global concern about loot box mechanics and gambling-like elements in video games, particularly those accessible to younger players. HoyoVerse’s fine may serve as a precedent for how other gacha games and loot box systems are regulated in the future.
Developers of similar games are undoubtedly watching these developments closely, potentially preparing to make preemptive changes to their own systems to avoid similar penalties. This article will explore these industry-wide implications in greater detail as we examine the specific allegations that led to this unprecedented fine.
Timeline of Events
The FTC investigation was not a sudden development, though many players may have been unaware of its progress until the announcement of the fine. Regulatory concerns about gacha mechanics have been building for years, with various countries implementing different approaches to oversight.
In the following chapters, we will delve deeper into the specific allegations against HoyoVerse, examining exactly which practices the FTC found problematic and why they warranted such a significant penalty. We will also explore the concrete changes coming to Genshin Impact’s gacha system and what players can expect in the coming months.
The Allegations and Violations: Why HoyoVerse Was Fined
In our previous chapter, we examined the breaking news of HoyoVerse’s $20 million FTC fine and its immediate impact on the gaming landscape. Now, we will delve deeper into the specific allegations and violations that led to this unprecedented regulatory action against one of the most successful gacha game developers in the world.
Deceptive Practices in Gacha Mechanics
The core of the FTC’s case against HoyoVerse centers on allegations of deceptive practices in Genshin Impact’s wish system. According to the FTC’s January 17th announcement, HoyoVerse deliberately misled players about both the costs and probabilities associated with obtaining rare 5-star characters and weapons. This practice was deemed particularly egregious because it targeted and affected younger players who may lack the financial literacy to fully understand the implications of their in-game purchases.
The investigation revealed that HoyoVerse had designed their gacha system in a way that obscured the true financial cost of wishes. By implementing a multi-layered virtual currency system—converting real money to Genesis Crystals, then to Primogems, and finally to Intertwined or Acquaint Fates—the company created a deliberately confusing exchange rate that disconnected players from the actual monetary value of their purchases. This obfuscation made it difficult for players to track how much real currency they were spending in their pursuit of desired characters or weapons.
Targeting Vulnerable Audiences
Perhaps most concerning in the FTC’s findings was evidence suggesting that HoyoVerse specifically designed these mechanics to appeal to younger players. The commission highlighted how the game’s colorful aesthetics, anime-inspired characters, and event-driven FOMO (fear of missing out) tactics were particularly effective at encouraging impulsive spending among adolescents.
The lack of robust age verification systems compounded this issue, allowing minors to make purchases without adequate parental oversight. This aspect of the allegations connects directly to broader concerns about predatory monetization in games marketed to all-ages audiences, a topic that has gained increasing regulatory attention worldwide.
COPPA Violations and Data Collection Practices
Beyond the gacha mechanics themselves, the FTC investigation uncovered serious violations of the Children’s Online Privacy Protection Act (COPPA). This legislation establishes strict guidelines for collecting personal information from children under 13 years of age, requiring verifiable parental consent before such data can be gathered.
Our analysis of the FTC’s findings indicates that HoyoVerse failed to implement proper age verification procedures and collected data from users under 13 without obtaining the legally required parental consent. This violation extends beyond the gacha mechanics into broader questions about data privacy and protection for younger users—an increasingly important consideration in online gaming environments.
Misleading Probability Disclosures
Another significant component of the allegations involves HoyoVerse’s presentation of wish probabilities. While Genshin Impact does disclose the base rates for obtaining 5-star items (0.6% per wish), the FTC found that these disclosures were insufficient and potentially misleading. The pity system—which gradually increases the chances of receiving a 5-star item after a certain number of unsuccessful wishes—was not clearly explained to players.
This lack of transparency about the actual functioning of probability mechanisms left players unable to make fully informed decisions about their purchases. The FTC determined that this constituted a deceptive practice, particularly when combined with the obscured real-world costs of the wish system.
Violation of Internal Guidelines
Interestingly, the FTC investigation also revealed that HoyoVerse had violated its own stated guidelines regarding gacha mechanics. This suggests an internal disconnect between the company’s public commitments and its actual implementation of monetization systems—a discrepancy that likely contributed to the severity of the fine imposed.
Broader Implications for the Industry
The specific violations cited in the FTC’s case against HoyoVerse have significant implications for the entire gacha gaming industry. The $20 million fine serves not only as punishment for past behavior but as a clear warning to other developers employing similar monetization strategies.
We believe this case establishes important precedents regarding:
- The need for clear disclosure of real-world costs in virtual currency systems
- Transparent explanation of probability mechanisms, including pity systems
- Age verification requirements for games with gambling-like mechanics
- Data collection practices for games accessible to minors
These findings align with growing global regulatory interest in loot box and gacha mechanics, suggesting that the era of minimal oversight for these monetization systems may be coming to an end in Western markets.
In our next chapter, we will examine the specific changes being implemented in Genshin Impact’s gacha system as a result of this ruling, and what these modifications mean for current and future players of HoyoVerse’s flagship title.
Major Changes to Genshin Impact’s Gacha System
Following our analysis of the FTC’s allegations against HoyoVerse, we now turn our attention to the concrete changes being implemented in Genshin Impact’s gacha system as a direct result of the $20 million settlement. These modifications represent some of the most significant alterations to a gacha monetization model ever mandated by a regulatory body in Western markets, potentially establishing new industry standards moving forward.
Parental Consent Requirements for Minors
One of the most substantial changes coming to Genshin Impact involves new restrictions for younger players. Under the terms of the settlement, HoyoVerse must now implement robust age verification systems and obtain verifiable parental consent before allowing players under 16 years of age to engage with the wish system.
This requirement addresses one of the FTC’s core concerns regarding the game’s appeal to minors and represents a significant shift in how gacha mechanics can be accessed by younger audiences. The practical implementation will likely involve a formal consent process that parents must complete before their children can make wishes or purchases within the game.
This change may significantly impact the game’s younger player base, potentially limiting their ability to participate in limited-time banner events that have historically been central to the Genshin Impact experience. The requirement creates a new barrier to engagement that did not previously exist, reflecting regulatory concerns about exposing minors to gambling-like mechanics without appropriate oversight.
Transparent Real-Money Purchase Options
The FTC specifically criticized HoyoVerse’s multi-layered currency system for obscuring the actual monetary cost of wishes. In response, the settlement requires the implementation of direct real-money purchase options alongside the existing Primogem bundles.
This change directly addresses the deliberate obfuscation identified in the FTC’s investigation. By providing clear real-money equivalents, players will be able to make more informed decisions about their spending. This transparency requirement eliminates the psychological distance created by converting currency multiple times (from dollars to Genesis Crystals to Primogems to Fates) before making wishes.
The implementation of this change will likely involve redesigned purchase screens that clearly display both the virtual currency cost and the equivalent real-money value of each transaction. This represents a fundamental shift in how monetization is presented within the game, potentially reducing impulsive spending driven by currency abstraction.
Accurate Probability Disclosures
Perhaps the most technically complex change involves the disclosure of wish probabilities. The settlement requires HoyoVerse to provide substantially more detailed and accurate information about the actual odds of obtaining specific characters or weapons through the wish system.
While Genshin Impact has always provided basic probability information (such as the 0.6% base rate for 5-star items), the FTC found these disclosures insufficient. Moving forward, HoyoVerse must implement more comprehensive probability explanations that account for:
- The functioning of the pity system and how it affects odds over time
- Banner-specific rate-ups and how they interact with standard probabilities
- Clear differentiation between featured and non-featured items
- Historical data that allows players to evaluate their personal wish outcomes against expected probabilities
These enhanced disclosures will provide players with a more accurate understanding of their chances when making wishes, addressing concerns about potentially misleading probability representations.
Implications for Player Experience
The combined effect of these changes will fundamentally alter the gacha experience in Genshin Impact. While the core mechanics of wishing for characters and weapons will remain, the context surrounding these actions will be transformed in several key ways:
- Younger players will face additional barriers to participation
- All players will have clearer information about the real-world cost of their in-game actions
- The probability system will become more transparent, potentially affecting how players approach wishing strategies
- The psychological tactics previously employed to encourage spending will be partially neutralized by increased transparency
These changes reflect a broader regulatory push toward consumer protection in games with gambling-adjacent mechanics. While some players may find the new restrictions inconvenient, particularly regarding age verification, the increased transparency serves the larger goal of enabling more informed decision-making.
Timeline for Implementation
The settlement requires HoyoVerse to implement these changes within a specific timeframe, though the exact schedule for each modification may vary. Players should expect to see these alterations appearing in updates throughout the coming months, potentially coinciding with major version releases.
The technical complexity of some changes, particularly the enhanced probability disclosures and age verification systems, may require significant development resources. This could potentially impact the pace of other content development as HoyoVerse works to comply with the settlement terms.
Beyond Genshin Impact
While these changes directly affect Genshin Impact, their implications extend to HoyoVerse’s other titles and potentially the broader gacha gaming industry. The standards established by this settlement may become de facto requirements for other developers seeking to avoid similar regulatory scrutiny.
The precedent set by this case suggests that gacha games operating in Western markets will need to reconsider their approach to monetization transparency, age verification, and probability disclosures. This represents a significant shift in an industry that has historically operated with minimal oversight in these regions.
In our assessment, these mandated changes mark the beginning of a new era for gacha mechanics in global markets—one characterized by increased transparency, stronger protections for younger players, and more direct connections between virtual purchases and their real-world costs.
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