"A most common strategy used in mobile games or any game that uses microtransactions is to make it more complicated currency," an anonymous employee who works within the mobile game industry recently told me. "Like in the event that I buy $1, I'd get two currencies (gold and jewels, for instance). This can help to conceal the amount of D2R Items cash actually spent since there's not a single conversion. Also, we deliberately put worse deals [beside] other deals to make other deals appear more lucrative and let players feel that they're smarter when they save out and taking advantage of the other deals."

"In the organization I was working for, we had weekly events featuring unique prizes and were created to allow you to [...] win it using rare in-game currency, which would let you get one of the major prizes. But the designers also had add additional milestone prizes following the main prize, which would typically require real money to make progress in the event. Many of our milestones and metrics to measure the success of an event is, of course, how much individuals spent. We also evaluated sentiment but I think the higher-ups have always been more interested in whether the event got folks to spend."

Real-money transactions aren't novel by any stretch of the imagination. Diablo 2 Resurrected didn't pioneer them and it's disingenuous to present that as the case. Blizzard's action RPG isn't the root reason, but rather it's the most terrible amalgamation of free-to-play mobile and PC games. It comes with two distinct Battle Passes, each with specific rewards that are unique to a particular character (and not included in your general roster) and too many different currencies for the average player to keep track of Diablo 2 Resurrected's financial system reads like a giant mobile market.

Although they are sometimes faced with opposition but have now become commonplace in the game industry as a whole. You could argue that the use of loot boxes and other real-money transactions within AAA games has played a role in the development of this economic predatory business, but the more AAA gaming moves towards the games-as a service model is the more it has in common with mobile games that have existed in this wildly popular field for over a decade.

And this isn't just reflected in the use paid currency for items however, it is also evident in gacha mechanics, and the information about drop rates in uncommon items. Gacha is making use of in-game currency, regardless of whether it's free or purchased via an in-game store, to obtain something at random items, such as equipment pieces in the case Dissidia Final Fantasy Opera Omnia or characters from the ever popular (and ever-lasting) Fate/Grand Order or Genshin Impact.

In Diablo 2 Resurrected's case, they use Legendary Crests (which can be bought or earned) to increase the chance of a five-star gem appearing in the dungeons of the endgame. While it's not exactly traditional in its presentation (most gachas are played by "rolling" using a time-limited banner) Players are engaging in randomness, in a similar way. In many ways, it's like the Diablo brand has been building towards these D2R Ladder Items buy mechanisms since the beginning of its existence according to a piece Maddy Myers wrote a few weeks in the past.