Hello everyone, Kelvoran Gaming here, and today I’m doing something different. I’m not discussing a game, although trust me, that’s coming, as I am planning to review Diablo: Immortal and do a fun piece about World of Warcraft: Shadowlands where I explain ‘how I’d have done it’ at some point in the future. Years ago before the concept of Kelvoran Gaming existed, I wrote something similar about the Warlords of Draenor expansion and I’d like the opportunity to stretch my creative brain muscles again, so that’s in the works.
But that’s not why I’m typing this. Today I’m typing a response to the most recent episode of Allcraft, which for the uninitiated, is a show where Asmongold and Rich Campbell talk about World of Warcraft related subjects as well as all things Blizzard Entertainment. Now I’ll be the first to admit, prior to this episode I never watched an episode of Allcraft, it was never on my radar, however an individual that I do follow and watch a lot of videos of, Josh Strife Hayes, was a guest on this particular episode of Allcraft, and as I had watched his videos about Diablo Immortal, and this Allcraft episode was about Diablo Immortal, I chose to tune in and listen to not only Josh, but also Asmongold, Rich and Quin discuss their experiences about Diablo Immortal.
So is this an aggressive rebuttal article where I slag off the Allcraft episode and rage about how awesome Diablo Immortal is or something of that nature? No, no it’s not. Because when it comes to Diablo Immortal, I actually agree with many of the points made. But I also disagree with some of the points made (and some of the speculation) and since it’s too much for a Twitter thread, I figured I’d compress it here into a blog article.
Now do I think Diablo Immortal is a good game? Well, from a gameplay perspective, the way the game plays, the music, the graphical style, the classes, the abilities, the combat etc yes, Diablo Immortal is a good game, it’s a fun game. But I’m not going to mince words the way their microtransaction system is designed is completely FUCKED and there is absolutely no defence of it. The Allcraft crew in this episode actually do a very good job explaining why it’s fucked, on top of the video that Josh created where he goes into detail and they’re spot on. No disagreements there.
So firstly I am going to disagree with both Quin and Rich where they state that Diablo Immortal ‘isn’t a game’. It is, and if you stripped away all the aggressive microtransactions and completely fucked up systems that are designed to empty the wallets and bank accounts of the people that play it, you actually have a very good game under the surface. When Chris Wilson of Grinding Gear Games said that they’re ‘not worried about Diablo Immortal releasing in a few weeks because that’s not a game’ I found that incredibly disrespectful. Be as critical as you like about the game, by all means, but completely rubbishing all the work that went into the game (which is 4 years of effort by the Immortal team) is not okay by any stretch. Diablo Immortal is a game, and it has the opportunity to be a great game, but that’s a point I’ll come back to later.
Rich goes on to say that Arclight Rumble may be the same way, this is another point I’ll disagree with him on, because I’m one of the many people able to test Arclight Rumble already. I’ve seen the microtransactions that are available and while I think one particular item is overpriced, at the moment at least the store is far better in respecting players time and money. Almost as if it is being made and developed by a different team, after the exposure of all the bullshit that Bobby Kotick was involved with at Activision Blizzard. This is another point I’ll come back to later however, so bear with me.
Now again I want to stress that the majority of this video I completely agree with. When Josh talks about how insidious and manipulative Diablo Immortal’s microtransaction system is? He’s 100% correct. It is insidious and manipulative, and someone designed it that way, specifically, to make sure this game bled as much money from its player base as possible. This is not something that should be tolerated, much less rewarded, and this is where I have to criticize Quin, because spending over $20,000 to finally get that 5 star gem has rewarded both parties at his expense and that, in my opinion, is something he shouldn’t have done, that sends the wrong message. But moving on and this is where I’ll start splitting the post to avoid losing people.
Who is behind Diablo Immortal’s monetization?
Rich brings up a point roughly 37 minutes into the show that this is something that the Diablo team and Blizzard have designed that is even more insidious because they’re banking on 20+ years of trust from the community. This is something I disagree with him on and I’ll explain. This trust that he mentions did exist many years ago, before 2014 and the launch of the Warlords of Draenor expansion for WoW. Before the release of Diablo 3 with its Real Money Auction House, before the release of Battle for Azeroth, Warcraft 3: Reforged, the incident in Hong Kong and the exposure of the sexual harassment lawsuit. Blizzard had player trust at that point. But that trust was gone long before Diablo Immortal launched or even went into beta. Which is why it was so important that Diablo Immortal be successful and fair to all players, and while it will definitely be successful, it is by no means fair. They needed to rebuild their reputation that was in tatters after several years of mistakes that sunk their once proud name, and sadly Diablo Immortal has done the complete opposite, it has harmed the good will that Blizzard was attempting to build, and in turn damaged current President Mike Ybarra’s reputation, since this game released under his watch, even though he was not in a leadership position at Blizzard in the years prior to its release.
This is why I do not believe that this microtransaction system was designed by Blizzard Entertainment. Because I feel that the developers at Blizzard know all of this, and know how serious the rebuilding of their reputation is, and I don’t believe they would go out of their way to hurt it as severely as Diablo Immortal is hurting it for short term profit gains, even if those gains are significant.
So who is behind it then? Well this loops back to something I mentioned earlier in the article. I said that when compared to Arclight Rumble, Diablo Immortal feels like it was made by a different team, and on the face of it, it was. The Arclight Rumble team is a different development team than the Diablo Immortal team. But what I mean by this statement isn’t related to the development team, but instead related to the people behind that development team, and by that I mean Activision Blizzard themselves.
Activision Blizzard, since the lawsuit was exposed to the general public, has been found to be doing extremely shady things. We know for example that when the allegations first came out that Fran Townsend wrote a company wide email denouncing the investigation. Only, whoops, that was actually Bobby Kotick using Fran Townsend’s email, and he threw Fran under the bus immediately after he wrote it, calling her (but really his) email ‘tone deaf’. We know from the words of staff on the Overwatch team that Bobby kept pulling the entire team aside to work on his little side projects, which he would then cancel, thus delaying the work that needed to be done on Overwatch 2 (this is why I believe Jeff Kaplan left Blizzard, due to Bobby Kotick’s constant interference with his team). They also employ monetization managers who’s job it is to oversee the monetization of games that their subsidiaries develop, as is the case with Call of Duty, who’s live service monetization is handled not by anyone at Raven, Sledgehammer or Infinity Ward, but by Max Teles who works directly for Activision Blizzard and reports directly to the executives above him.
Now Blizzard Entertainment as well employs their own monetization managers. Johnathan Mann is one such individual who previously worked on the Diablo 4 team. But when I look Diablo Immortal, what I see is a really good game, that the developers on that team worked really hard on and tried to make it as good as possible and then I see this aggressive monetization system, which feels like it was created by someone else and, to use a metaphor that the Allcraft episode referred to, ‘stitched on’ to the game. It would not surprise me, at all, if this monetization scheme was designed by someone at Activision Blizzard years ago, who then forced the Diablo team to implement it. Since the lawsuit became public, since the firings and the cleanup (not to mention the Microsoft sale) Blizzard Entertainment has tried hard to rebuild their reputation, and this feels like a last gasp of some dying creature struggling to hold on to what it had.
And I see that represented further when I look at the decisions made by other teams at Blizzard. The Arclight Rumble monetization, despite being a mobile game as well, does not look nearly as bad as Diablo Immortal. The changes to how Overwatch 2 would be monetized as well show a massive shift in how Blizzard respects players time and money by ditching loot boxes, which are insanely profitable.
So no, I do not think that Blizzard Entertainment designed this system, and I don’t think we’ll see Blizzard exsanguinate their other IPs. I think Diablo Immortal is going to be the worst we’ll see it get, because it’s the last struggling attempt for Activision Blizzard’s executives to drag as much profit out of the games as they can before they’re left to rot as Microsoft takes all these developers and moves their focus to more player friendly business models.
Diablo Players do NOT like Pay to Win.
This is a point that Quin brings up roughly 50 minutes in and I 100% agree with it, even though Rich and Asmongold both disagree with him, and Quin is actually right on this. We even have evidence to prove it both now with the existence of Diablo Immortal (who’s PC crowd is full of livid people upset with the pay to win aspects of the monetization) and Diablo 3. Asmongold and Rich will of course be aware of this, but when Diablo 3 launched, it launched with a Real Money Auction House (and they do mention this later in the video), which allowed players to sell items that they obtained in game for real money. This of course led to mass outrage from the Diablo playerbase, who saw this system as pay to win, even though Diablo 3 did not have any competitive elements in it at the time. There was no PvP (that would come later) and at that time there were no leaderboards (which would also come later) but still the players revolted, and they left so much feedback that the development team on Diablo 3 revamped the entire game, scrapping the auction house system entirely (both for real money and gold), which was the first of many steps Diablo 3 would take to righting the ship.
So when Quin says Diablo 4 will not be pay to win, he’s right. It will be monetized as a live service game. We know this. This means battle passes, this means purchased cosmetics, pets, mounts etc. But will it have pay to win elements? No. Because the Diablo 4 team can look at what’s happening with Immortal right now, and what happened with Diablo 3 and they know that if they want their game to succeed, it can’t have those elements present in the game. It’s that simple.
The 80/20/5 Rule
So at this point you might have noticed in the article that I’m skipping quite liberally through the show and picking out certain points. One at 37 minutes in, another at 50 minutes in. I watched the entire show before I put a single word on this website and then I started re-watching it so I could zero in on the points I wanted to make. This is not a point by point breakdown, but is instead me picking out specific things that I want to respond to, agree or disagree.
Which brings me to my next point, the 80/20/5 rule, which is what Josh is actually referring to around the 1h 18m mark when he says there simply aren’t enough people who care about these issues like Diablo Immortal monetization or the Hong Kong incident that Blizzard was involved in. The 80/20/5 Rule is part of game development. It’s something that is mathematically proven to exist and it affects game development, especially in how games change based on feedback or lack thereof. If you’ve ever sat there playing your favourite game and asking yourself, why is this developer not listening to the feedback on the forums/twitter etc. Well, they are, but that’s where the 80/20/5 rule comes into play, because the majority of the players? They’re just fine with the systems that are represented or if they are giving feedback, they’re doing it in mediums such as, in the case of World of Warcraft specifically, the ‘submit suggestion’ tool.
The general idea is that the 80/20/5 rule breaks down a player base into three camps, with each having a different reaction to the game. 80% of a game’s player base will do nothing else but play the game. They are, as Josh says in this part of the show, the people who will walk into Game, or Gamestop and buy the latest FIFA, the latest Call of Duty. They buy, they play, they turn off the game and then they go and do whatever else they were going to do that day. Rinse and repeat until the next FIFA or the next Call of Duty comes out. 20% of a games player base are the types who will look up additional news about their games. They’re the types that go to websites like mmo-champion or wowhead. The 5% are the hardcore fans. These are the ones who go to conventions, who post on forums and other message boards, who will post about their game on Twitter etc. Now 5% seems like a small number, and in respect to the total player base of a game it is, but that can still represent a lot of voices. A game with a player base of 10 million will have a population posting on forums, reddit and other message boards of 500,000. That’s roughly 81,000 short of the entire population of the state of Wyoming, so it’s no small number. But from a game development perspective, from a feedback perspective, that 5% is often not enough to change something on its own. That feedback has to be supported by other feedback from elsewhere in the community, from the other 20 or 80% using the tools that are available to them.
If you want a greater breakdown of this, I recommend reading the article that was written by AskaGameDev, who writes blog posts on Tumblr about the nature of game design and he goes into the 80/20/5 rule, along with microtransactions while busting the myth of the ‘incomplete game’, I’ll provide a links to each article at the end of the post.
The Big Ship That Takes a Long Time to Turn
The next point I want to address is one that Rich brings up when he talks about indie developers and publishers, and he makes a very good point when he speaks about indie developers that are able to make, market and ship their game without relying on publishing deals and the like. And that works well in certain situations. We see this with Vampire Survivors, which is a game that they bring up in the show as well as Phasmophobia and Stardew Valley, all games that were made without the developer being tied to a major publisher.
He’s also right that publishers once had a very different purpose, but the key phrase is ‘once had’ at least for the PC market. Now with digital distribution being everywhere it is entirely possible for a developer on PC to create, market and publish a game on their own, while only giving a slice of their profits to the platform that they publish the game on, such as Steam. However, these are in many cases small scale productions, games created as a hobby, that do not cost a lot of money to develop or maintain. They are done by small teams or solo developers, not by large companies with hundreds of developers on each team or even more.
When you cross into that territory of creating a large scale game, that’s where a publisher on PC comes into play, because they’re going to have the money and resources that you need to make your game. That’s ultimately what they provide for most PC titles, the money and the resources, which many companies do not have on their own, especially when they’re starting out.
But where publishers do come into play, ultimately, is cross-platform games. Games like Diablo 3, Call of Duty, Fall Guys etc. Games that exist on consoles as well as PC, because unlike PC which has, for the most part, shifted over to a fully digital distribution system (collectors editions for PC games are still sold, but in limited numbers) the console market is still making physical discs and marketing materials that need to be shipped around the world and put into the hands of retailers so they can be sold. And a lot of games these days are cross-platform, there are few exclusives that are only on PC, and as long as there are cross-platform games on PC and Console, there will be a role for publishers beyond giving money and resources to these developers to create their multi-million dollar title. This is something I’m sure Rich himself knows, having worked for Blizzard Entertainment, but it’s still worth addressing here. Publishers will continue to serve a role as long as multi-million dollar games continue to be created.
The Fan Questions and my Responses
Will Diablo Immortal monetization affect World of Warcraft monetization?
So this is where I had the most thoughts that I wanted to get out, and I’m going to start with the first one, because this is something that Rich misses by a mile. The question that was asked was ‘Do you think Diablo Immortal’s monetization will affect World of Warcraft’s monetization’ and Rich pushes this idea that Blizzard will speed up expansions, and put as little content as they can in each one so that they can get the most money in the shortest amount of time.
I do not understand how someone who used to work for Blizzard can have this opinion, because quite frankly, they already tried that and they failed at it. Warlords of Draenor was their attempt to move up the timetable between expansion releases. They hired more employees with the end goal logic being more staff doing the work means that the work gets done faster, so expansions can be pumped out quicker.
And what was the result of that? Well we know what it was. Warlords of Draenor bombed, hard. A lot of promises that were made at Blizzcon for the expansion, including Karabor and Bladespire Citadel being capital cities for the Alliance and Horde, and the Garrison being a headquarters that you could put in any zone was scrapped entirely. Zones like Gorgrond, which had too many assets missing for their original incarnations, were completely redesigned to not have those complex systems. For those who actually played the alpha of Warlords of Draenor, they’d know that the entire expansion was supposed to feature the Grimrail Line, a form of fast travel that you could use to go from zone to zone very quickly. Additionally Gorgrond as a zone was supposed to be more industrial, with a heavier focus on the Blackrock Clan and Orgrim Doomhammer (who was supposed to have a much larger storyline). Sadly all of that was scrapped, with the Grimrail Line being condensed into a single dungeon and references in the Blackrock Foundry raid and Orgrim Doomhammer had 90% of his story removed. He was also given a poor model compared to other characters, and I’ve actually gone and called him ‘Discount Thrall’ because he is literally wearing the same armor and weapons that Thrall wore during Vanilla, despite the fact that both characters are canonically wearing the Doomplate and the Doomhammer, which Blizzard had created a high quality models for so that Thrall could wear them.
But back to the main point. They tried the 1 expansion every year idea back in 2014 and they failed. They even recognized that it was a failure, which is why they moved back to their previous model of one expansion every 2 years (sometimes 3, as will be the case with Dragonflight). So why would they attempt the same thing again now? The definition of insanity is doing the same thing over and over again and expecting a different outcome. It would be insane for Blizzard to try to push for 1 expansion every year again, which is why I firmly believe that they will not go down this route.
But to expand on this question further into something that the Allcraft show did not get into (which I thought was surprising). Diablo Immortal is a mobile game. This has been obvious from the get go, and as we know mobile games have an expectation to be heavily monetized. Why has that form of monetization only stayed in mobile games? Because it cannot survive in the markets outside of it. What you will notice if you look at the evolution of mobile gaming monetization and PC gaming monetization, is that many of the things that PC gaming does first, mobile gaming will adopt, but not the other way around. Loot boxes started in Japan and became popular in the west thanks to Team Fortress 2 (FIFA also had ultimate team card packs, but at that time FIFA ultimate team required you to buy into it, so it wasn’t as popular as it is today). Now you can find them in various mobile games. The Battle Pass, another monetization feature that appears in mobile games, was popularized on the PC market, first appearing in DOTA 2 back in 2013.
But where mobile games have created monetization ‘advancements’ the PC market doesn’t adopt them in turn, at least not to the scale that the mobile market does. For example, timegating that can be skipped with alternate currency. That is something you will see a LOT in mobile games, but not in PC games. Small tiny purchases that rope you in and get you spending more and more, is again something that you see in mobile games, but it doesn’t appear often on PC. Now there are exceptions. For example, Genshin Impact and Diablo Immortal, but these were designed as mobile games first (and thus have mobile monetization) which were then ported to PC. An opposing example, oddly enough is also from Blizzard Entertainment, and that’s Hearthstone. Hearthstone was designed as a PC game first, so its monetization is focused on what a PC player would find acceptable. The mobile version of Hearthstone uses the same monetization model as the PC version, there are no excessive predatory microtransactions there.
In short, mobile monetization will not affect PC monetization, because the two are like oil and water. The only similarity between the two is that they’re both liquid, and they don’t mix.
What could be done to salvage/redeem Diablo Immortal right now?
This is sadly another question I feel a few on the show miss the mark on, especially Asmongold and Quin who both think that it can’t be redeemed at all. It can be, and quite frankly, while it would take a lot of effort for Blizzard to make the changes, the amount of good will it would generate would be fantastic. Here are some ideas that I would suggest Blizzard do, and this is by no means an exhaustive list, and I think if they did this, it would drastically improve the game for everyone and bring even critics like Asmongold and Quin to a point where they could perhaps agree that what is there is acceptable.
Step 1. Scrap every predatory microtransaction system. Every single one. This is 100% doable. No one time troves in the store (make those actually be rewarded as one time chests that spawn in the dungeon when you complete the dungeon they’re attached to). No unique crests that allow for unbound gem sales, no reforge stones etc. Move all of these systems into the game proper without pushing them as microtransactions.
Step 2. Remove the Boon of Plenty and add an optional subscription service for $5 a month that provides the same benefits, but with rewards that are retroactively granted to you if you miss a few days so that your money is not wasted. More importantly, so that players don’t feel like they have to pay to advance, allow anything that the subscription service gives you as a daily reward purchasable from a vendor for gold. You’ll just need to farm the gold to buy the items instead of having them granted to you.
Step 3. Scrap Platinum as a currency entirely or make it a form of currency that you earn as you get too much gold, similar to how you get a piece of gold in World of Warcraft for every 100 silver you earn. Allow Guilds and Gems to be bought with set amounts of gold/platinum and have those gems always be available as a form of bad luck protection. Make 5 star gems something that you want to aspire to, but if you can’t get them by running rifts, at least you have the opportunity to get them elsewhere without needing to rely on RNG.
Step 4. Merge the battle passes together and make it $15. Remove the ability to pay to advance the Battle Pass and instead implement items as the season gets closer to ending that automatically grant catch up levels similar to how Renown is handled in Shadowlands currently. Have these items purchased for gold.
Step 5. Drastically change the gem system so that it is not whale bait. Make gems easier to level, keep the awakened gem system but have that enabled for Nightmare and Hell modes only. So level 10 for a player who plays the game on normal mode only is the limit. Make sure that when it comes to PvP, players who have awakened gems cannot fight players who don’t, thus preserving the competitive edge and not creating this feeling where normal mode players feel they must progress into hell so they can stay competitive. This does not mean that players who own awakened gems can’t compete in PvP against players who don’t, but they must have normal ranked gems in their gear to do so so that the playing field is fair.
There are a ton of other changes that could and should be made, resulting in a final experience that gains money from the sale of cosmetic outfits (that should be account wide, not per character), battle passes and an optional subscription. Astral Orbs can remain as a currency as well, but only used to purchase other cosmetics. Pets, wings, unique looking banners etc, nothing that is giving players an advantage or power.
Every single social system should be engineered to not require any cash or orbs to progress. Every predatory MTX must be removed. That is how Diablo Immortal is redeemed.
The End of the Response and Links to AskAGameDev.
So this wraps up my response to this Allcraft episode. Now again, to be clear, I do not disagree with most of the points that Asmongold, Rich, Quin and Josh make during this episode. They are spot on 90% of the time and I support their views on Immortal. Personally I hope that Blizzard listens to them and fixes Diablo Immortal to make it less Pay to Win and earn the good will they lost from this release back.
They’ll still make money if they make these changes. They might chase away some of the whales, but they’ll secure the good will of the larger population of players, especially on PC.
Thank you very much for reading. I know this was a long read and I wish I could have shrunk it down a bit. The grammar is probably terrible, but this is what happens when you write something starting at 5 in the morning, which is when this all started. You’ll find the earlier mentioned links to AskAGameDev below. I would have linked them above, but as Tumblr previews can be lengthy on WordPress (where this blog is based), it would have created a massive break in the article. So the links are below:








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