“A common tactic for mobile games or any  Diablo IV Gold 
game with microtransactions is to complicate currency,” an anonymous employee working within the mobile game industry recently told me. “Like, if I spent $1, I might get two types of currencies (gold and jewels, for instance). It helps to obfuscate the actual cash value spent since there isn’t a one-to-one conversion. And, we also purposefully put worse deals [beside] other ones to make the other deals look more lucrative and players feel like they are smarter by saving out and getting the other deals.”

“In the company I was in, we had weekly events with unique prizes, and they were designed so that you could [...] complete it with rare in-game currency, which would let you get one of the main prizes. But designers also had to include extra milestone prizes after that main prize, which would usually require spending real cash to get ahead in the event. A lot of our milestones and metrics to Diablo 4 Gold for sale  measure if an event did well is of course how much folks spent. We did measure sentiment, but I think the higher-ups always cared more about if the event got folks to spend.”

Real-money transactions aren’t new by any stretch of the imagination. Diablo Immortal didn’t pioneer them, and it would be disingenuous to present that as fact. Blizzard’s action-RPG isn’t the root cause, but instead the worst amalgamation of hundreds of different free-to-play mobile and PC games. With two different Battle Passes, each with their own rewards that remain exclusive to a character (and not your overall roster), and too many different currencies for the average player to keep track of, Diablo Immortal’s economy reads like a mobile marketplace monstrosity.