‘Diablo Immortal’ takes microtransactions to new and terrifying heights

The year 2017. Electronic Arts, the record holder for terrifying video game publishers, has just released the much-anticipated Star Wars Battlefront IIPeople were angry. Specifically, the lovers battlefront The chain was freaked out by the microtransactions found in the latest game (for starters, microtransactions are an element of the game that allows players to pay real money for further progress in the game). Microtransactions encourage the worst behaviors in video games, to the point that “Using Mommy’s Visa” has become a joke about how bad players spend more than better players in order to gain and profit. It’s also a choice widely hated by the video game community, and EA has been forced to roll back its microtransactions program, to teach everyone a valuable lesson of what gamers will, or are expected to tolerate.

Or so I thought. Here we are, five years later, another publisher recently released a new installment in their beloved series that has sparked outrage over the predatory way of monetizing the game. On Thursday, Activision Blizzard was released – if EA is the most hated publisher, Activision Blizzard isn’t too late – Immortal Diabloa mobile version of the long-running and highly addictive ARPG series.

The game has been ridiculed by its advertisement for being a mobile game, so much so that late in the development process, Blizzard announced a port to the PC, allowing people who simply don’t want to play an action game on their phones to get in on the “fun”. I put the quotes around “fun” because it became clear, very quickly, that the game had started with a terrifying commitment to microtransactions.

With real money, players are allowed to buy massive amounts of player power, and beat those dirty casuals who simply want to play a game without paying more than thousands of dollars for the fun. This is not an exaggeration, and it gets to the bottom of the problem Immortal Diablo: Since the game’s exact conversion system was announced, fans of the series have begun to do the math around its many systems, and the general consensus is that players who really want to maximize their characters can end up spending tens of thousands of dollars.

Sure, this is an extreme example, but the problem with Immortal Diablo is that spending money is not really optional if you want to experience everything the game has to offer, especially the end-game content that has kept Diablo 3 Surviving more than a decade after its rocky release full of real money. In order to perform the highest level of raids and fighting between players, players need to increase the equipment of their characters to obscene levels, and these achievements cannot be achieved through casual participation. Like most mobile games, Immortal Diablo It encourages timekeeping improvements to get people to play every day for a long time or spend money.

Of course you need Blizzard to make money Immortal DiabloAnd a game that costs millions of dollars to develop should cost something to play. But that’s basically the trick that you want these games that are virtually free to play. Instead, they charge $10 to download and play a relatively thin game, hook people up by making it free, and then hope that enough players will end up spending large amounts of money on micro-transactions to put the game’s revenue in the black.

microtransactions in Immortal Diablo Limited progression and more content than you’ve seen in similar marquee games. I’ll eventually run into a progression wall, at which point I’ll need to spend a lot of money to keep leveling up my character to get to the more exciting parts of the game. If I try to fight other players in PvP combat, I will be rolled over by someone who spent a lot more money than I had planned. It’s not really that player’s fault, in theory: if they have available income and really love the game, why not spend money to enjoy it more?

But in practice, these types of systems are predatory. Developers rely on “whales”, or people who spend enough money to fund all players who don’t spend a single dollar, and these people are usually big fans of any game in play. It’s not that different from how the gambling industry works, that much Immortal Diablo It was not launched in Belgium and the Netherlands, because these countries banned “loot boxes” or the use of real money for in-game items like these. Blizzard has returned non-launches in those countries to its “current operating environment”.

Adjust Immortal DiabloUsing microtransactions beyond the exploit tags that other developers have already identified is the fact that Blizzard is very good at what they do, which is creating RPGs perfectly tuned to activate players’ addictive motivations. Players of a certain generation can talk at length about the hours and hours they once spent searching for loot Diablo IIAnd the Immortal DiabloTotally sharp hooks. Fighting is an interesting take on Diablo Serial, and it’s fun to play on both my PC and my phone. The graphics, especially on a phone, are among the best I’ve seen in a game of this genre, and it has a fully realized world and story that keeps me interested in seeing the next step. I’ll probably finish the main story and get to level 60 at some point, but feeling like I want to keep playing in order to try everything Immortal Diablo The show must be dim in advance due to the monetary requirements to get there.

What could have been a great experience during the long wait Diablo 4 Still turning instead to the worst example to date of the video game industry’s frenzy rush to gamers’ wallets, not taking into account humans with credit cards.

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