Diablo Immortal’s exploitative monetization and loot systems are at war with each other
It was launched a month later. Diablo ImmortalThis score is amongst the lowest Metacritic user ratings of any time, at 0.3 on PC and 0.4 on iOS. “Disgustingly designed,” reads one typical comment.
On Apple’s App Store, however, Diablo Immortal This game has received a rating out of 5 stars, with a score of 4.5. “Finally, a mobile game done right!” comments one user.
These ratings, in their own way, are correct.
Diablo Immortal is not just a new entry in Blizzard’s storied action role-playing game series, it frames Diablo in a new context. Several new contexts, actually: It’s designed primarily for mobile devices with touchscreen controls. It’s a massively multiplayer online game with a shared world, where you see other players running around. The game was co-developed by NetEase (a Chinese company) and has been designed with the Asian market in mind. The game is completely free. These all represent huge sea shifts for Diablo.
On the other hand, for any Diablo player — particularly any Diablo 3 player — Diablo ImmortalYou will find it comfortingly familiar. The series’ trademark isometric perspective, frantic combat with swarms of monsters, and fountains of loot are all present. Beyond this, ImmortalIt clearly shows that the foundations of this building were laid. Diablo 3 engine and uses that game’s assets, retaining the feel and atmosphere of Blizzard’s 2012 game. Immortal’s artwork has the same richly colored, golden glow, the combat is the same intoxicating firework display, and the clang and splatter of the sound effects offer the same deep, Pavlovian satisfaction.
It’s because ImmortalThe same game can be played in different settings and the opinions of the various constituencies may differ. Diablo players are unhappy with how their beloved game is being monetized. However, mobile gamers who have been more familiar with this model of business are impressed by the game’s quality, depth and scope. ImmortalIt has taken from the predecessors. Both groups are wrong. We should just accept that and continue on. It is not true, unfortunately. Diablo Immortal isn’t just at the center of a video game culture war. It’s also at war with itself.
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Image: Blizzard Entertainment
You wouldn’t know it when you start playing the game. You won’t know it at first Diablo Immortal It’s as much fun as it sounds. A lightweight, portable and social version that is quick-fire, easy to use, and very user-friendly. Diablo 3. This free-to-play version is more open and generous than its competitors. You can’t limit the amount of energy you have to spend, and there isn’t any paywall for its activities. It is long and luxurious with little grind. On the few occasions when you are required to level up to progress, you will find a plethora of activities away from the main quest — including bounties, replayable dungeons, and randomized “rifts” — to help you bridge the gap. In-game guides, achievements, and activity trackers shower you in rewards while helping you tour the game’s bewildering array of systems. You can even find innovations in the game that other Diablo titles would be proud to emulate, such as the build guide which suggests how many skills you should have and what equipment to use.
You will only notice that there is something wrong if your are familiar with Diablo. It becomes apparent that the loot — the equippable items that can transform your character’s power, even to the point of altering how skills work — has been subtly shifted off center stage.
One thing is that equipment can be ranked and then its rank transferred to other items in the same slots. It means you have lost the thrill of monster drops and are instead working to improve your character’s progress. You can now salvage large quantities of unneeded loot in order to make scraps for upgrading.
Another benefit is that your items can now be greatly improved by having legendary gems with enormous power added to them. This is the reason most people complain about. Diablo Immortal’s monetization have been focused.
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Image: Blizzard Entertainment
Diablo ImmortalSix legendary gem slots are available to a character. A rating is assigned to each gem, ranging from 1-5 stars. It has an enormous impact on its power and can’t be modified. Five-star gems are more rare than ones with just one star. You can upgrade legendary gems by simply consuming them. OtherLegendary gems. A fully upgraded gem can then be further enhanced through a “gem resonance” system that requires — you guessed it — more legendary gems, up to five more per gem slot.
If you want to maximize your character — and maximizing your character is really what Diablo is about — you need a ton of legendary gems: to find the right ones to fit your build, to roll good star ratings, to upgrade the gems you have, and eventually to slot in each gem’s additional resonance slots. It’s endless.
There are many Diablo Immortal’s plethora of currencies, upgrade paths, and reward systems, legendary gems are where the business model bites hardest. Although NetEase and Blizzard haven’t been as sloppy as NetEase in selling them via loot boxes or gacha mechanics, what they came up with is troubling. Legendary gems are only available from Elder Rift bosses. To guarantee legendary gem drops, you must add a legendary crest modifier (before you begin the dungeon). Legendary gem drop rates are extremely low if you don’t do this.
The only way to get a legendary crest is by not spending any money. per monthYou will not receive more legendary crests if you buy a battle card. These crests can only be purchased directly. Legendary crests are available for purchase at $2 to $3 per item. The huge number of gems you will need to maximize your character’s equipment, especially considering the extremely low drop rates of five-star gems, is the reason the cost of maxing out your character in Diablo Immortal has been estimated at between $50,000 and $100,000 — potentially even more, if you get deep into the gem resonance system. Rock Paper Shotgun’s cost breakdown is very detailed and places it at the lower end of the scale.
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Image: Blizzard Entertainment
Diablo Immortal has been given an exceptionally rough ride for this business model — perhaps disproportionately, considering popular free-to-play rivals like Genshin Impact Lost Ark are hardly free of similar gacha mechanics to lure in big-spending “whale” players. Diablo’s fame and reputation with a core PC gaming audience, earned over a quarter of a century, is surely a factor. But it’s also true that this system is uniquely problematic, and the very nature of Diablo games has something to do with that.
Legendary crests aren’t a purchase of a pack of FIFA Ultimate Team cards. The chance to load dice and adjust drop rates slightly in your favor is what you are purchasing. Instead of being separated from addictive gameplay mechanics and gambling, the two are tied together directly to combat and loot drops in the game. Diablo has the perfect position to accomplish this. My colleague Maddy Myers reminded me that these loot-focused games always have a slot machine quality. Diablo Immortal’s business model makes literal.
Blizzard was careful to emphasize that Immortal’s monetization can safely be ignored until the endgame, which is true, and it claims that the majority of players enjoy the game without spending a dime, which is plausible. But it’s disingenuous to suggest that the primary pleasure of Diablo games resides in playing through the story, rather than maxing out your character. As disingenuous as it would seem to say, these games were designed to instill a desire to hit the power limit. For people with a tendency toward gambling addiction, or toward the addictive qualities of Diablo’s item game — or, even worse, both — the legendary crest system is exploitative and potentially very damaging.
It makes Diablo more boring for everyone else.
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Image: Blizzard Entertainment
We’ve been there before or are close to it. What happened? Diablo 3The site was founded in 2012 with a real-money online auction where users could sell and buy their items. The idea behind this auction house was to prevent the scamming and cheating that often plagues item trading. Diablo 2. Blizzard decreased loot rates to try to get players to move toward its auction house. This made equipping characters a tedious task and made the game feel unrewarding. The drop rates in loot increased by 2014 after the disgraceful auction house was closed. Diablo 3Instantly, it was more enjoyable than ever before the inventions of the Reaper of Souls It was elevated to classic status by expansion.
The lesson: It might make sense on paper to try to monetize Diablo’s loot, but as soon as you do, you drain the fun out of the game. It’s the same with Diablo ImmortalIt It is noticeable before you hit the endgame, because it’s baked deep into the game design. Character progression and loot drop are more impactful than they are. However, character progression is artificially limited and unevenly distributed over too many systems. This has been done more skillfully than at launch. Diablo 3, but it’s a similarly unrewarding slog. A battle pass, or an extravagant purchase of legendary crests is not worth it. It will be just as exciting to get one than buying one.
I’m not sure if there is a way to isolate the core of what makes Diablo fun from the mechanics of free-to-play monetization. Blizzard, NetEase and others haven’t found the solution. They’ve made a mobile Diablo that is slick, enjoyable, and even generous at first. But if you spend enough time with it, there’s no escaping the fact that the heart of the game has been cut out, chopped up, and sold back to you piecemeal.
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