This isn’t just apparent in the usage of Diablo 4 Gold paid currency to purchase items and gacha mechanics as well as in the disclosure of drop rates among rarer items. Gacha is using in-game currency, whether it’s free or bought by a shop in the game, to buy something randomly: pieces of equipment, in the case of Dissidia Final Fantasy Opera Omnia, or characters in the ever popular (and ever-lasting) 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 approach (most gachas can be played by “rolling” in a time-limited banner) gamers are engaging in randomness in the same way. In many ways this is how Diablo is a classic Diablo franchise has been working towards these sorts of mechanics since the beginning of its existence, as Maddy Myers wrote a few weeks back.
Diablo Immortal also, in the simplest terms, takes direct inspiration from an “feeding” gameplay mechanic a lot of Japanese, Korean, and Chinese mobile games have adapted for more than a decade. “Feeding” is the process of increasing the attributes, stats or rarity of an item , by having a duplicate of the drop. These duplicates are then transferred to an item with similar rarity to improve its overall stats. item. Typically, five copies are required as industry standard to make the most of the character or item.
My first introduction to “feeding” was Fate/Grand Order, which was originally released from Japan in July of 2015. It produced a total revenue of $4 billion dollars around the world in the year 2019. In order to make a character the best possible I had to purchase duplicates of each one.
If a certain banner rolled around, I ended up dropping over 300 euros for the character that I had been looking for since a long time. However, I wasn’t able to cheap Diablo IV Gold get the replicas I needed to realize the full potential this character has.