Diablo IV Gold Immortal has been given an extremely rough ride this model of business Perhaps disproportionately when you consider that other popular free-to play games like Genshin Impact and Lost Ark are hardly free of similar gacha mechanics to lure in huge-spending "whale" gamers. Diablo's fame and reputation with a core PC gaming population, built over the course of more than a quarter century, is certainly an element. However, it's also true that Diablo's gaming system is notoriously problematic and the nature of Diablo games is something to do.
When you buy legendary crests, it is not purchasing a roll of the dice as you purchase a FIFA Ultimate Team card pack, say. You are purchasing the chance to play with the dice, to get into the game engine to tweak the drop rate (slightly) in your favor. The addictive gambling mechanics aren't distinct from the addictive gameplay mechanics. Instead, they are tied directly to the combat system and loot drops within the game. Diablo is incredibly well-positioned to achieve this. As my colleague Maddy Myers pointed out, these games with a lot of loot focus have always had a slot-machine quality, which Diablo Immortal's business strategy makes the game appear as if it were.
Blizzard has made it a point to point out that the monetization of Immortal can be ignored till the end of the game, which is true, and claims that the majority gamers enjoy the game without spending a dime, which is quite plausible. However, it's untrue to say that the most enjoyable part of Diablo is playing through the story instead of maximizing your character. It would be just as deceitful to suggest that these games have always been engineered to engender a hunger for hitting the power limit in their players. For people who are inclined towards addiction to gambling, or to the addictive aspects of Diablo's Item game- or, even worse even both -- the legendary crest system is an abuser and could be extremely damaging.
For the rest of us it makes Diablo more difficult to play.
There was a time when we were here or at least, somewhere similar to it. When Diablo 3 came out in 2012, it included an auction house using real money, where players could purchase and sell their drops. The idea behind this was to head off the fraud and cheating that plagued the trading of items on Diablo 2. However, to guide players toward this auction-house, Blizzard decreased the rate at which loot drops were made in Diablo 3 to such an amount that the ability to equip your character became a thankless grind and the game as in general was boring to play. After the auction house, which was not well-liked, was removed and drop rates were increased in 2014 Diablo 3 instantly became more enjoyable, and cheap Diablo 4 Gold that was before the innovations of the Reaper of Souls expansion lifted it to the status of a classic.