'Diablo Immortal' is the latest in the series that specialises in tormenting fans It would be one thing if this was a full-priced retail game and they pulled the same trick, but it's the assertations from Blizzard that players can play the game without having to pay that rubs salt in the wound. You do not need to be Conor Pope or Ralph Nader to know this is an egregious breach of consumers' trust.ĭefenders of the game will pull the “what did you expect from a free game” card, but it is a matter of principle. The gems serve as one of the characters' three progression pillars alongside regular gear and XP level, and they dictate endgame-tier progression.Īt time of writing, free-to-play players cannot earn top-rated Legendary Gems, which are only available via some of the game's monetisation mechanics, and fully maxing out a character effectively costs $50,000 in the game's current economy.Īt once, the game is subtle but blunt in its psychological trickery. The game also allows players to buy "Legendary Gems". In this instance, players will have spent so many hours trying to get their character to proceed so far into the game that they don't want to give up just because they hit a paywall. Of course, if you progress that far into a game or want to be the best at the game, your brain is conditioned to want to finish it, and that is when ‘Diablo Immortal’ pulls the “have you considered paying to advance” card.Ī basic concept taught in Leaving Cert economics is the "sunk cost fallacy" and that is in full effect here. To actually make Rifts challenges worthwhile, players must invest in crests, and this is where 'Diablo Immortal' shows its true colours. Other games have different names for in-game currency, but for all intents and purposes, the currency here is called Eternal Orbs.Ĭrests allow you to earn bonuses for running Rifts challenges, which allow players to progress further.
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