Sure. I’ll volunteer some screenshots from the other major gacha game I still play outside of GoW. I thought about just posting some explanations, but I think the screenshots will help paint a bolder picture than words alone.
When I say that GoW’s currencies are permanent, I mean that everything on the hero(ine)'s inventory page is usable, no matter when those resources are obtained. Those minor traitstones won back when a player was level 20 are still usable three years later when that player is level 1200.
Although there is generally a gold and premium currency counter in most gachas, most currencies are temporary by intentional design. They are offered to the player in exchange for some action, and become worthless after a set period of time.
In this first screenshot, note how all of the description of these materials tie them to a specific event. In this game, these materials drop from battles that have a 2-week event duration. Seven days after the event ends, these materials become useless outside of being vendored, as the functionality tied to these materials is removed from the game.
In the second screenshot, sometimes a currency dropped from an event can be used for specific units or equipment, only during an specific event window, In the screenshot, the unit would be equivalent to the Glory troop of the week, the trust moogles equivalent to traiting that unit, and the tickets equivalent to various key types in GoW.
Another way temporary currencies exist is through mechanics designed to encourage players to mass pull for new troops.
In this third screenshot, this is what is known as a “step-up” pulling mechanic.
To put this into GoW terms,
Imaging that on new Mythic weekends, the Mythic wasn’t guaranteed. Rather, the Mythic has some arbitrary boosted chance of being pulled, let’s say 25% if a mythic is rolled. A step-up encourages players to pull by giving either prizes and/or progressively better rates at pulling the Mythic in exchange for mass spending. An important note is that boost to pull rates for progressing on the step-up are NOT permanent. Rather, the boosted rates often only exist for a single multipull (note the language in the upper right corner of the graphic).
Also, as shown are a type of currency which are rewarded for pulling on that step-up. These coins can be used to purchases other things, but like other temporary currencies become worthless once the event that step-up is tied to ends.
Essentially, you’re trading one currency in to buy a temporary currency, and sometimes trading that temporary currency in for another temporary currency for a player to get what they want from the game.
There are tons of these currency exchanges tied to pulling on step-ups, as they are very major tie-in to the game’s primary revenue generating model, as shown in the fourth screenshot. (Note the small print expiration dates at the bottom of each exchange.)
Very long story, short, is that most modern gacha games primarily focus on tons of various temporary currencies designed to foster FOMO or a “Use it or lose it” mentality towards almost every game function. Outside the game’s broadbased premium currency, players are almost never allowed to stockpile anything for future use. Every week, whenever the next event starts, every relevant currency counter outside of these two always starts at zero. Then, rarely, the developers can offer items that grant second chances at missed things at exorbitant prices.
Needless to say, these are very predatory gaming models.
WHen AWRyan posted about the new FF Tactics gacha game, I know exactly what he is talking about. And yes, the gacha system in that game is well known to be even more predatory than the game I just screenshotted.