In Immortal Cosmetics are locked to one character. PoE cross character, remind able, and serve as trophies between leagues.
That's not to mention the breaking of the mold to a near open world versus instanced. Which drives FOMO. As well how the transactions are gamified.
Why people dislike p2w games is that it directly effects gameplay via inflation of grind.
It is nit good game design. Good profit making sure, but at some point you have to admit that these studios pull talent from Vegas.
Be fair. This is an obligation of major studios to make as much profit as possible. However is this short term versus long term? Will the make the needed profit to make up for the lack of trust in the long run?
also, there's a cap on how much you can spend on inventory tabs. and even then you don't "win", you still have to grind and be smart about what you do
It pushes away new players with difficult instead of convincing them to play.
Maybe the pshchologists hired by the company that makes the game made a psychological profile of whales - and this allows good conversion. However they also wfite thwt they dont use data for decisions (just vibes) so it is not clear.
They seem to be lucky with no real competition apart from maybe Diablo3.
I think free to play is fine when they employ less predatory practices, like for example league of legends. Some spent a lot of money in that game, so it works as a business strategy, but it wasn't designed to trigger sick people into a spiral where they spend more and more money. You buy a thing, now you have the thing, you don't pay money to pass artificial barriers or hoping to get the thing you want in a lottery. Paying money to pass a barrier just to get to another barrier you need to pay money to pass is also predatory in my opinion, not just the random lootboxes.
I hope the rest of the EU will follow the fine example set by NL and BE.
Have you played the game? I saw the OG YT video on this, and I was expecting to see lots of in-your-face tactics, but wanted to be fair before passing judgement. I really don't think it's predatory. At least, not yet. Maybe things change at higher levels - they sometimes do. (I'm looking for points where you can't progress in the mainline quest without spending money or ridiculous time. Haven't seen that yet but it may be there.)
All of this is subject to the definition of gambling, predatory, etc - of which i'm not trying to argue. Just saying that befriending children with the goal of handing them drugs after a "long" period doesn't change that i'm still handing them drugs. Same goes for this, i would think - if it falls within those definitions, of course.
If you are having to pay to enjoy end game now, that's pretty sad.
Inherently games are all just dopamine drivers. Some are of course based on physical skills (coordination/timing/etc), others on knowledge as a skill (exploiting game mechanics/etc). Where it gets fuzzy fast for me is very basic MMOs, RPGs, etc - RNG based mechanics. The fact that i completed the dungeon with a skill (knowledge/etc to play the dungeon correctly and win) doesn't seem, to me, to change the RNG roll at the end.
I'm in no way arguing that any RNG equates to gambling.. in the classical sense.. but it kinda does, if you squint. So when does it become bad? Is it when we make gambling addicts? Because old fashioned games with RNG rewards (loot/etc) likely form addicts (if we stretch the word for discussion).. myself included. Or is it just when we involve money?
Money seems an easy line to draw.. but is it fair to children if we make them gambling addicts and only charge them once they hit 18? Spend their youth training for the casinos, only to take part when their old enough to lose it all?
I don't have any answers.. but it feels like we're playing fast and loose with weaponized dopamine here. As with most of our society, i suppose.
But I find balancing this very difficult. We want fun games and fun things are addictive. But we don't want addict-creating games. So how do you measure which amount of addiction is the correct amount?
The one thing that does scare me about addiction + money is that, like Diablo, the companies incentive seems aligned with getting players to spend vast quantities of hours and money. Regardless of what it is right now or what value it offers for free, that seems to be their incentive.
Simple buy models without MTX seem an easier model to keep company incentives aligned with player incentives.
I then uninstalled the game. My wife was glad and said I’d been a grumpy zombie all weekend, ignoring her and my kids.
I think a lot of folks who are effectively immune to gambling’s allure dismiss the danger to others when they don’t see anything slowing or blocking progression because that’s what would motivate them to even entertain the thought of engaging the gambling mechanic. I think what you’re really evaluating is whether or not it’s pay to win which while terrible, isn’t insidiously predatory.
The difference? Gambling is often regulated so there's specific payout percentages. Because there's not a direct monetary payout but instead a decoupled game benefit, it's not regulated the same way, so they're free to do whatever they want with the payouts (including valuing all the items however they want if they are called on to), as well as market to children who may not recognize the system for what it is.
F2P games which are clear about exactly what you're getting for your money in each transaction are fine, and there are plenty of F2P games which do this successfully and legally.
In general I hate f2p games and any kind of micro-transaction with a loathing passion but this is an example of an extremely fair system in my opinion. I will certainly not play Diablo Immortal. In my opinion they killed the IP and I don't believe Blizzard will ever get to its former success even when completely discounting WoW.
By the time I quit HS at the beginning of this year, the “cheap” aggro decks generally cost about as much as old miracle rogue and nearly all the non-aggro top meta lists were at least in the same ballpark as a deck formerly considered so expensive it was nicknamed wallet warrior.
The game has definitely gotten dramatically more expensive for anyone looking to branch outside the aggro archetype. What turned me off enough to finally quit were the yearly tweaks to monetization that kept being sold as a good thing but were obviously just further efforts at obfuscating the cost of playing.
- played since beta, sunk a couple grand into ranked standard, maintained legend or dad legend (rank 5) every month for years. Idk if I’m a whale, but the predatory practices finally reached a head
Diablo Immoral is a very thinly veiled Lost Ark clone gacha game reskinned as a simplified diablo 3. There is very little meaningful feeling to loot. The skills are all really simple and there's just a couple different builds to pick between that it even lays it out for you. It hand holds you all the way through to the point of being bottable with an auto-clicker.
You can't do any of that in Path of Exile and you find meaningful items all the way throughout the game at every step of the way and your build truly your own if you want it to be at every step of the way. Then the content itself has great variety and there is extensive challenge to it.
I haven't gotten to end-game in diablo immoral but I wouldn't be surprised if it's literally a direct clone of end-game lost ark but simpler and basically hard stops you if you don't pay for legendary gem upgrades on every piece of gear. And at that point there really is nothing to the game at all. It's pay us money to beat the monster. No technical skills no build depth no variety of equipment. It's your 5 star gacha rolls or no dice.
Even at level 40 now I'm experiencing serious content rot. There's just nothing to the game at all. It is such a thin veil it's easy to see through instantaneously. It's the same as Lost Ark. Do this auto-generated dungeon from this town portal in town or do that one. They're all the same thing with very little variation. But you don't even get anything out of them meaningful. You either get a very obviously rapidly declining EXP curve or a tiny bit of loot (unless you bring those precious legendary crests!)
Meanwhile, I see people who are deep into that game (season passes, expansions, etc) and they look like someone you know who's on the bad end of an unhealthy relationship. They keep on playing and paying for the new content, but they loathe it and just can't summon the strength to quit.
Loot boxes, on the other hand, are tapping in to addictive gambling behaviours. They're like casino slot machines, except unregulated!
I don't think I can enjoy a game so much that I'd spend more than $100 for 40 hours of play. Beyond that dollar amount, it's really $/hr for me. If I'm sitting there spending $50 in a play session, then I will not be able to continue doing so without guilt and self-loathing.
That's not a game anymore, it's a skinner box.
Video games are generally extremely cost efficient entertainment. A $20 Minecraft purchase can lead to hundreds of hours of entertainment. $20 to see Top Gun: Maverick in IMAX is 2 hours of entertainment.
Everyone has their spending habits, but for me I don't think twice about going to see a movie with my family of 6. But I'm pretty selective about buying games.
We consider that it's a really bad idea to have gambling games that are deliberately engineered to be as addictive as possible to encourage players to spend money, particularly when they are available to children.
Interestingly, casinos _are_ allowed here, unlike in much of the US.
> supported by the super fans who stick around to dwell in the experience without bound.
Your "super fan" is what most of us call "a gambling addict".
But casino's and other forms of gambling are licensed, and they are held to strict rules. For example: casino's will refuse entry to people when their gambling habit becomes problematic. They also don't allow in minors.
I bet Blizzard doesn't do any of those things. If they wanted, they could simply apply for a license and play by the rules.
I’ve even noticed it with Cocomelon, the YouTube toddler show, funny enough. Then I looked it up and realized it had been bought by a kids show corporation. I could just tell! The episodes are just different and weird somehow. Like the lessons they’re teaching seem off. Before it was just an enterprising mom and dad running a YouTube channel teaching wholesome values.
It also explains all the new toys and marketing around it.
There's an interesting amount of misinformation regarding MTX in Diablo Immortal. But the TL;DR is that the significant gameplay advantages from MTX only really apply at higher Paragon levels, especially not before lv. 60. The primary way of increasing power before that is the same as it was in any Diablo; get better gear, which can't be accelerated by MTX at all.
That said, post-60 there are still a few systemic issues surprisingly not explicitly tied to the existence of MTX. (required grouping for dungeons is not fun)