"A most common strategy used in mobile games and any game that uses microtransactions D2R Items is to make it more complicated currency," an anonymous employee in the mobile game industry recently explained to me. "Like in the event that I buy $1, I might get two kinds of currency (gold and jewels, as an example). It's helpful to disguise the exact value of money spent since there's no single conversion. Additionally, we set lower-quality deals next to other deals in order to make others appear more lucrative and let players feel that they're more intelligent by saving from the other deals."
"In the firm I was working for, we had weekly events that offered unique prizes and they were designed so that you could [...] finish it using unique in-game currency that allowed you to win one of the main prizes. However, designers had to include additional prizes for milestones after the major prize, which generally require you to spend real money to make progress in the event. A lot of our milestones and metrics to measure whether an event was successful is the amount folks spent. We did measure sentiment, however I'm sure the upper-levels always wanted to know if the event got folks to spend."
Real-time money transactions aren't a novelty by any stretch of the imagination. Diablo Immortal didn't pioneer them, and it would be false to say that this is a actual fact. Blizzard's action-RPG isn't the root reason, but rather it's the most terrible amalgamation of free mobile and PC games. Two different Battle Passes that each have different rewards, each exclusive to your character (and not your overall roster) and with too many various currencies for the average player to track Diablo Immortal's economy reads as a massive mobile marketplace.
They are, despite being met with resistance are now commonplace within the game industry as a whole. You could argue that popularity of loot box or other real-money transactions within AAA games has contributed to buy D2R Ladder Items this kind of precarious economy. However, the more that A gaming moves towards the games-as a service model is the more it has similarities to portable games which have been in this highly popular area for more than a decade.
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