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It costs $110k to fully gear up in Diablo Immortal

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Re: It costs $110k to fully gear up in Diablo Immortal

#522

I have been playing and enjoying the game for the past few days. The P2W gem system can be ignore entirely by most players unless you want to become the best in leaderboard. Overall the monetization is on par with other mobile games. The only reason this gets so much attention is because Blizzard is a easy target to generate outrages and clicks these days.

Several of the reports I've read indicate some p2w mechanics don't even unlock until higher levels, and so are not immediately apparent. How far in are you?

Granted I am 15 or so levels away from max level and haven't touched any endgame activities. Still I am not denying the game is not P2W.

Re: It costs $110k to fully gear up in Diablo Immortal

#523

It's even more frustrating, because the game is good . I really enjoyed playing the first 30 levels or so. Good story, good controls, very satisfying gameplay. If I could pay $60 and just have a "classic" Diablo on my phone, I might. But I won't spend a cent on consumable in-app purchases. It is so sad that "make good game, sell it" model no longer works. It's all a wonky curve of "free - couple of dollars - hundreds…

The issue is fundamentally that releasing a single game for a single fee yields linear growth, which is to say the amount your growing by is stagnant. Stagnant growth, to an investor, is essentially a signal that your company is currently failing. So unless you can grow your growth, you fail, and the only way to continue growing your growth is if new products remain cash generating indefinitely.

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Re: It costs $110k to fully gear up in Diablo Immortal

#524

This is a culmination of a trend that has been going on for at least a decade: First it was the lootboxes that became widespread: ~2010 Steam Team Fortress 2, later Counter Strike 2012 EA's Mass Effect 3 2014 Call of Duty and Battlefield 2016 Overwatch After that it seemed lootboxes were everywhere. In 2017 there was some backlash for EA's Star Wars game and they removed lootboxes, but it did not change the situation…

There is a large difference in lootboxes that have the ability to give you more power in the game versus lootboxes that just drop new cosmetic items with no gameplay affect.

Some of those games that you mentioned only contained cosmetic items in the lootboxes.

Gamers as a community have a much more visceral reaction to paying for power in the game, compared to paying for cosmetics.

Re: It costs $110k to fully gear up in Diablo Immortal

#526

I have been playing and enjoying the game for the past few days. The P2W gem system can be ignore entirely by most players unless you want to become the best in leaderboard. Overall the monetization is on par with other mobile games. The only reason this gets so much attention is because Blizzard is a easy target to generate outrages and clicks these days.

Are you saying that "pay not to grind" games should not get negative attention ?

It should, but the negative attention this game is getting is not proportional to the degree of awfulness of the monetisation. I am just jaded by the misinformation and double standard the Internet have these days, when you see some content creators even proclaiming this game the greediest game ever made! [0] which is objectively not true. Will these creators dare to critize other mobile games like Genshin Impact and Clash of Clans? No, because these games have ten times bigger fanbase than Diablo Immortal and Blizzard is a easy target.

[0] - https://www.youtube.com/watch?v=z6lAfEanRsQ

Re: It costs $110k to fully gear up in Diablo Immortal

#527

Regulation proposal: Set maximum spending limit/time tied to the purchase price. The limit is tied to account and player character. example: 1. free-to-play: $100/year. 2. other: 10×purchase price/year. For a $50 game the maximum spending is $500 per year. This would not set hard limit. It would only mandate up-front investment related to the amount of in-game spending. A Whale who spends $10k a year would have to pa…

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Re: It costs $110k to fully gear up in Diablo Immortal

#528

I am not a gamer, but I am fascinated by all manner of monetization. Is Diablo Immortal unique as a free-to-play game that has a microtransaction model to support continued development, or do other games do this? It seems the equivalent of the freemium model with web applications. Does buying the so-called Legendary Gems enhance "winning" or just game playing? And can "winning" result in a financial reward (like in L…

The model is extremely standard in mobile games, especially in Asia, where it has been the norm for almost a decade in gacha games, and where people are used to paying and gambling. They all have the same mechanics, or variations of them, Diablo doesn't really do anything innovative here, but it certainly is on the aggressive side. A lot of the outrage comes from the fact that 1. Diablo is originally a PC-based IP wi…

Remember also how Diablo 3 was released (in most countries) with a real money Auction House, which was later removed because even the devs realized that it hurt the game ?

Re: It costs $110k to fully gear up in Diablo Immortal

#529

A better way to think about it is that these games are designed for - and paid for by - exactly the very few people who want to spend this much on winning a game. Everybody else gets to free-ride on this, and only pay what they want (mostly zero)

An interesting way to think about it for sure. Sub in “jack daniels” or “bud light” for Diablo and it gets depressing fast when you consider 80% of liquor is consumed by less than 10% of drinkers, who each have an average of 20+ drinks a week, every week (forgive that I cannot source but trust this is based on seeing real data).

Still, we must consider that growth is what a company is after, and that growth happens at the margin, not the core.

Re: It costs $110k to fully gear up in Diablo Immortal

#530

Regulation proposal: Set maximum spending limit/time tied to the purchase price. The limit is tied to account and player character. example: 1. free-to-play: $100/year. 2. other: 10×purchase price/year. For a $50 game the maximum spending is $500 per year. This would not set hard limit. It would only mandate up-front investment related to the amount of in-game spending. A Whale who spends $10k a year would have to pa…

Regulation limiting the amount of notifications you can receive for microtransaction purchases would make a big difference I think.

Even though I am refusing to spend money for gems, there is effectively always a “look at me” notification on the screen reminding me that the store is open. They’re gaming the fact that we have all been trained through habit to check those notifications, and it is really effective.

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