Diablo Immortal also, in the simplest terms Diablo IV Gold, takes directly from the "feeding" method that Japanese, Korean, and Chinese mobile games have been utilizing for more than 10 years. "Feeding" involves increasing the attributes, stats, or the rarity of an item by getting a duplicate of a drop. The duplicates are then fed to an item of similar rarity, which increases the overall stats of said item. Generally five copies are needed as the industry norm to max out an item or character.
My first introduction to "feeding" was Fate/Grand Order, which was first launched on Japan in July of 2015 and grossed a total of $4 billion dollars around the world in 2019. In order to ensure that a character is the very best that it can be I had to purchase duplicates of each one. If a certain banner came along I was able to pay more than 300 euros for the character I'd coveted throughout the years. However, I was unable to obtain the replicas I needed in order to see this character's full potential. With the average rate for most popular 5-star characters currently sitting somewhere at 1percent, it's no surprise that I was unable to obtain a duplicate of the character while in the game (which I've since uninstalled). At the time of writing, Fate/Grand Order was the seventh highest-rated mobile game of all time. It was just next to Konami's Puzzle & Dragons, which is, as I mentioned, is also a gacha game.
In an GDC 2021 speech, Genshin Impact developer Hoyoverse (previously Mihoyo) outright admitted that the process of creating characters was based on generating the maximum amount of capital from its fans. The Raiden Shogun and Kokomi character reruns in March 2022 alone earned the company more than $33 million in revenues.
The moment was immortalized by memes and mockery, much of which stemmed from disappointed fans' expectations: Fans attending BlizzCon 2018 had been hoping for "Diablo 4" news. But the reason for this was the stigma that still surrounds game consoles in the West and the US buy Diablo 4 Gold, where the acceptance of smartphones as a gaming platform has been slower than in the rest parts of the planet.