Diablo brand has been building towards
They are, despite being received with D2R Items apprehension they have been accepted as normal within the entire industry. You could argue that widespread use of loot containers or other real-money transactions in AAA games has played a role in the development of this predatory economy -- but the more that AAA gaming moves towards the game-as-a-service model is the more it has similarities to portable games which have existed within this very popular sector for over a decade.
And this isn't just apparent in the usage of currency that is paid to purchase items such as gacha, but also in gacha mechanics as well as in the publication of drop rates of rarer items. Gacha is the practice of playing with in-game currency, no matter if it's free, or purchased via an in-game store, to buy something random or pieces of equipment in the case of Dissidia Final Fantasy Opera Omnia, or characters in the ever-popular (and persistent) Fate/Grand Order or Genshin Impact.
In Diablo Immortal's case, it's the use of Legendary Crests (which can be earned or purchased) to increase the chances of a 5-star gem appearing in dungeons that end the game. Although not all that traditional in its way of presenting (most gacha are performed through "rolling" on a short-lived banner), players are still engaged in the same kind of randomness in the same way. In many ways in many ways, gamers are using the Diablo brand has been building towards these types of mechanics from the beginning of its existence like Maddy Myers cheap d2r items wrote a few weeks in the past.
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