"A common tactic for mobile games or other games with Diablo 4 Gold microtransactions involves complication of currencies," an anonymous employee employed in the mobile game industry recently told me. "Like when I pay $1, it could result in two types of currencies (gold and jewels for instance).
It helps to obfuscate what the actual value of the cash spent as there's no one-to-1 conversion. Additionally, we put worse deals [beside] others in order to make other deals appear more attractive and make the users feel they're better off by saving their money and obtaining the deals."
"In the business I was in, we had weekly events with prizes that were unique and were designed to allow you to [...] take part in the event using rare in-game currency, which would allow you to take home one of the main prizes.
The designers also had to include other milestone prizes in addition to the first prize, and that would typically require real money to advance in the event. A lot of our metrics and milestones to determine if an event did well is obviously how much individuals spent.
We did track sentiment however, I believe the higher-ups were always more concerned about whether the event brought in participants to spend." Real-money transactions don't have a lot of novelty in any way by any stretch of the imagination. Diablo Immortal didn't pioneer them, and it would be insincere to make that claim as truth.
The action-RPG from Blizzard isn't the primary of the problem, but buy Diablo IV Gold rather the worst amalgamation of free to play mobile and PC games. With two different Battle Passes, each of which comes with distinct rewards only available to characters (and not your overall roster) and too many different currencies for a typical player to keep track of Diablo Immortal's market reads as a massive mobile marketplace.