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Тема: Diablo's fame and reputation with a large PC gaming player base

Diablo IV Gold  Immortal has been given an extremely rough ride in the business model it is based on -- perhaps disproportionately given that popular free-to-play competitors like Genshin Impact and Lost Ark are hardly free of similar gacha-based mechanics that attract huge-spending "whale" players. Diablo's fame and reputation with a large PC gaming player base, built over the course of a quarter century, is definitely an important factor. But it's also true that this particular system is extremely problematic and the nature of Diablo games has something to do with that.

When you purchase legendary crests, you're not buying a set of the dice, as you would when buying a FIFA Ultimate Team card pack or a FIFA Ultimate Team card pack, for example. You are purchasing the chance to play with the dice, to get into the game engine and alter the drop rate (slightly) in your favor. The addictive gambling mechanics aren't distinct from the addictive gameplay mechanics, but instead tied directly to combat and loot drops that are part of the game. Diablo is scarily well-positioned to do this; as my friend Maddy Myers pointed out, these games with a lot of loot focus have always had a slot-machine quality that Diablo Immortal's model of business makes literal.

Blizzard has repeatedly tried to highlight that the monetization of Immortal can be ignored until the endgame this is the case and it claims that the vast majority of players enjoy playing the game without cheap Diablo IV Gold  spending a dime, which is possible.