The average player to track Diablo Immortal's economics read

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The average player to track Diablo Immortal's economics read

Posted By delmerrayppi95051     Mar 3    

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"A typical strategy for mobile games or any other game that has microtransactions is to get rid of currencies," an anonymous employee working within the mobile game industry has told me. "Like in the event that D2R Items I buy $1, I'd get two currencies (gold and jewels for instance). This can help to conceal what the actual value of the cash spent since there isn't a one-to-one conversion. Furthermore, we purposefully put worse deals [beside] other deals in order to make deals look more attractive and let players feel that they're more intelligent by saving out and taking advantage of the other deals."
"In the company I was in, there were weekly events featuring unique prizes and were planned so that you could [...] win it using uncommon in-game currency, which allowed you to win one of the main prizes. Designers also had to include other milestone prizes on top of that first prize, and that would typically require real cash to make progress in the competition. The majority of our measurements and milestones to judge if an event did well is obviously how much people paid. We also evaluated sentiment however I'm sure the upper-levels were always more concerned about whether that event helped people spend."
Real-money transactions aren't new in any way by any stretch of the imagination. Diablo Immortal didn't pioneer them however it would be disingenuous to present that as truth. The action-RPG from Blizzard isn't the primary of the problem, but instead is it's the most terrible amalgamation of free mobile and PC games. With two different Battle Passes, both with distinct rewards specific to the character (and not your overall roster) and too many various currencies for the average player to track Diablo Immortal's economics read like a mobile marketplace monstrosity.
Although they are sometimes encountered with resistance, have become normalized within the gaming industry in general. You could argue that the widespread use of loot containers or other real-money transactions in AAA games have led to this type of unregulated economy, but the more AAA gaming moves towards the model of games-as-a-service as it shifts to the games-as-service model, the more similarities to the mobile gaming that has been within this highly popular realm for over a decade.
And this doesn't just show in the use paid currency to purchase items as well as gacha mechanics, as well as the public disclosure of drop rates for the more scarce items. Gacha is playing with in-game currency, no matter if it's free or acquired from an in-game shop to acquire something random items, such as equipment pieces in the case of Dissidia Final Fantasy Opera Omnia, or Diablo II Resurrected Ladder Items characters in the ever-popular (and long-running) Fate/Grand Order or Genshin Impact.

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