Real-money transactions aren't novel by any stretch of imaginatio

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"In the company I was in, we had weekly events with D2R Items prizes that were unique They were also designed so that you could [...] finish it using exclusive in-game currency that allowed you to win one of the main prizes. But designers also had to offer additional milestone prizes in addition to that principal prize, which will normally require cash for the chance to gain an advantage in the contest. Many of our milestones and measures to determine the success of an event is the amount folks spent. We also evaluated sentiment but I think the higher-ups were always more concerned about whether the event enticed people to spend."

Real-money transactions aren't novel by any stretch of imagination. Diablo Immortal didn't pioneer them however it would be insincere to make that claim as fact. The action-RPG from Blizzard isn't the primary reason, but rather an unbalanced mix of hundreds of free-to-play mobile and PC games. With two different Battle Passes, each of which comes with distinct rewards unique to a particular character (and not part of your overall roster) as well as too many different currencies that it is difficult for an average player to track Diablo Immortal's market reads like a giant mobile market.

Even though they're sometimes encountered with resistance however, have become commonplace within the overall industry. It is possible to argue that the use of loot boxes and other real-money transactions in AAA games have been a factor in this precarious economy. However, the more AAA gaming moves towards the games-as a service model as it shifts to the games-as-service model, the more similarities with game-based mobile apps that've D2R items for sale PS4 existed within this highly popular realm for nearly a decade.