Ever since the announcement that Blizzard was working on a mobile adaptation of the Diablo franchise, many fans wanted to know more about the project because of the long wait between Diablo 3 and Diablo 4. This title is Diablo Immortal, and it was recently released in early access after having been years in the making, which allowed most of those initially hyped fans to have informed opinions about whether they would like it or not based on gameplay, graphics, and monetization. Although Blizzard's approach to monetization for Diablo Immortal was clearly inclined to go the microtransactions route, what wasn't clear enough was the extent of this choice.
In the few days that Diablo Immortal has been available to play, many players became more and more aware of the deep monetization issues that affect the game's internal economy and the individuals who engage with it. The main problem is the lack of endgame advancements for one's characters, which translates into months and months of grinding before actually having any chance at decent gear, whereas players can choose to spend impressive amounts of money to possibly forego the issue. The dispute is twofold, as it implies that the pay-to-win model is the main endgame goal, but it also means that even by spending money, one is not guaranteed anything good to drop.
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Diablo Immortal has been banned from countries like The Netherlands and Belgium because of the monetization choices that make it equivalent to loot boxes, where the loot one gets is not directly purchased and selected, but rather is completely random in nature. Similarly, Diablo fans on Reddit are now asking for Diablo Immortal to be
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