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In addition to the use of paid currency to acquire


  • “At the company I worked for, we had weekly events with  Diablo IV Gold unique prizes that required rare in-game currency to complete, giving you a chance to win one of the main prizes. However, in addition to the main prize, designers were required to include additional milestone prizes that typically required real money to advance in the event. Naturally, one of our numerous milestones and metrics for determining an event's success is the amount spent. We did measure sentiment, but I think the higher-ups were always more concerned with whether the event led to spending.

    Real-money transactions are nothing new by any stretch of the imagination. To claim that Diablo Immortal was the first to employ them would be dishonest. The root cause is the worst mashup of hundreds of free PC and mobile games, not Blizzard's action RPG. The economy of Diablo Immortal is like a monstrous mobile marketplace with two distinct Battle Passes, each with its own rewards specific to a character (rather than your entire roster), and too many distinct currencies for the average player to manage.

    Despite occasional opposition, these procedures have become commonplace throughout the company. You could say that AAA games with real-money loot boxes and other transactions have made this kind of predatory economy possible. On the other hand, as AAA games move toward the games-as-a-service model, they are more like mobile games, which have been around for almost a decade in this very popular market.

    In addition to the use of paid currency to acquire items, gacha mechanics and the disclosure of drop rates for rarer items demonstrate this. Gacha is the practice of obtaining random items using in-game currency, either free or purchased from an in-game shop. Dissidia, the equipment or characters from the enduringly popular Fate/Grand Order or Genshin Impact games  cheap Diablo 4 Gold or Final Fantasy Opera Omnia.