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The reasons for this are partly due to the era's developmental background.
Around the millennium, the economy was not particularly strong, and the disposable income of the citizens was limited, so spending money on legitimate games was a luxury.
Piracy was rampant in the market, almost severely hindering the domestic game ecosystem.
The single-player game market was battered, while online games and card-drawing pseudo-single-player games began to rise unexpectedly.
The use of SE's pay-to-win strategy has continued to this day.
This in turn created another ecosystem.
The platform's implementation was far from ideal.
Unlike the single-player market, where each sale directly translates to profit—the more you sell, the more you earn—they focused on moving large quantities.
Online games and card games are both focused on individual IP.
A single user has the potential to continuously unlock their latent power.