Literally most oldschool JRPGs.
Oh, the enemy chose their insanely OP attack, 3 times in a row?
Try again.
Maybe they won't this time.
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Literally most oldschool JRPGs.
Oh, the enemy chose their insanely OP attack, 3 times in a row?
Try again.
Maybe they won't this time.
Clover Pit fits this perfectly, because you aren't actually gambling, but in game you are totally gambling.
Let's go gambling! Better get your piss jar and lucky coin at the ready!
Dungeons and Degenerate Gamblers, blackjack roguelike
The ones I recognize aren’t actually gambling at all, they just aesthetically resemble them. From Balatro and what I remember of peggle there’s no risk/reward really, from your description I’d expect something like a mechanic where you bet a resource where you clear a challenge (where the resource is an in game currency for upgrades etc but money or a proxy).
Not necessarily, I consider anything that gives you a similar feeling close enough for this discussion.
X-COM
Going by your description, it could be interpreted as "any games heavy on luck that aren't gachas".
If so, God Hand for the PS2 with its between stages casino minigames for example would count.
Also, Crisis Core for the PSP (and apparently modern consoles and Steam now too?) with the playable character's power being a literal roulette that is constantly spinning, allowing him to mimic other people's abilities when icons match.
Vampire Survivors. Definitely addictive.
Pokemon
Yeah, Pokémon red and blue especially. Gold and silver too. Did they all have it?
I think it was after Diamond/Pearl that they were forced to remove the game corner so they could be deemed suitable for children…
The thing is that I remember playing the game corner, especially the one in gen 3. It taught me that casinos are very boring and frustrating places which I'll inevitably get tired of after a few minutes. I've never used a real-life casino in part because, if it's anything like it was portrayed in Pokémon, why would that be a fun activity?
I don't think the gambling in Pokemon is limited to the game corner. For example, choosing to attack when you're confused or paralyzed can be seen as a "gamble."
I can't give you a title because Balatro is the only one I know that fits your bill and you already mentioned it, but I think the concept of video game dark patterns is related to your post to some degree. So if anyone here isn't familiar with the concept, might want to check it out
In YuGiOh legacy of the duelist link evolution, you get cards by opening boosters so it has that pack opening aspect of building your decks and collection. It simulates being a tcg addict pretty well. The gameplay is a bit dated in terms of the game now but still has like 10,000 cards to obtain
Darkest Dungeon. Each hit is a gamble, and like in real life, you lose big quite often!
ARPGs path of exile
MTG
Rogue likes
gear progression MMOs like WoW
could be continued...
MTG?
"Magic the Gathering" aka the inventors of real life lootboxes, not sure about trading card games.
But even disregarding the "booster pack" method, the gameplay of a mixed deck of cards + randomized strategy gameplay is the same reward pattern of random loot drops in other games. It's just that the reward is a combo or win in a match and not an item.
Lol whether you get Mana starved messes it up. Play the designer's next game Android Netrunner or play *Legends Of Runeterra.
OP, you alright mate?
For me, I'd say any kind of survival-simulation game or any sort of card game. Lots of choices to be made and not all of them are good in the end.