Diablo Immortal has been given an extremely rough ride in this model of business (perhaps disproportionately) due to the fact that other free-to-play titles like Genshin Impact and Lost Ark are not without similar gacha mechanics designed to attract huge-spending "whale" users.
Diablo's name and reputation among a large PC gaming population, built over the span of nearly a quarter century, is surely an element. However, it's also true this system is uniquely problematic, and the very nature of Diablo games may have an impact on that.
If you purchase legendary crests, you're not buying a single roll of dice as you would when buying the FIFA Ultimate Team card pack like. You are buying a chance to load dice to reach into the game engine to alter the drop rate (slightly) to your liking.
Its addictive gameplay mechanics aren't distinct from the addictive gameplay mechanics, but instead tied directly to combat and loot drops inside the game. Diablo is scarily well-positioned to achieve this. As my colleague Maddy Myers pointed out, these heavily loot-focused games have always had a slot-machine feel and this is what Diablo Immortal's business model makes the game appear as if it were.
Blizzard has repeatedly tried to make clear that Immortal's monetization can safely be ignored until the game's end and it's true and claims that the vast majority gamers enjoy the game without having to spend any money, which is possible. It's untrue to say that the most enjoyable part of Diablo games resides in playing through the story rather than maxing out your character.
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