Josh Strife Hayes
AI-assisted summary of The Immoral Design of Diablo Immortal — original source. Check the original for full context.
Source published:
Key ideas
- Diablo Immortal is built on an aggressive monetization architecture that converts 6 months of free-to-play grinding into a single 3-minute, £20 spend. (0:00)
- The game was preemptively banned in Belgium and the Netherlands for violating European statutory gambling regulations. (0:00)
- The in-game economy employs 22 distinct currencies and materials deliberately engineered to obscure the real-world cash cost of character power. (20:00)
- Elder Rifts utilize a thin layer of gameplay to legally bypass loot box transparency mandates, despite costing up to £240 per hour to run at maximum reward efficiency. (30:00)
- Despite a Metacritic user score dropping to 0.5—the lowest in Blizzard history—the game generated $6,000,000 in revenue within days of launch. (40:00)
Detailed notes
## Background Published on June 10, 2022, by Josh Strife Hayes on YouTube, this video critiques the design and microtransactions of Blizzard's free-to-play mobile and PC title, Diablo Immortal. According to the description, the video frames the game as an undeniably fun gacha experience wrapped in a Diablo skin, but takes aim at its monetization and asks viewers the infamous BlizzCon question, 'Don't you guys have phones?'
## TL;DR Josh Strife Hayes delivers an in-depth dissection of Diablo Immortal, contrasting its responsive action-RPG combat with an aggressive web of exploitative systems. Hayes maps out how 22 distinct currencies, multi-tiered cash shop packs, daily login requirements, and Elder Rifts work together to funnel players toward spending real money. He illustrates how the rift structure acts as a skill-buffered legal loophole to evade statutory loot-box regulations while costing roughly £240 per hour to optimize. Concluding with Blizzard's corporate values, Hayes argues that the publisher subordinated genuine fun and ethical design to build an abusive monetization process, making corporate greed the real 'rising darkness' facing players.
## Atmosphere & style The presentation carries the deliberate, measured tone of a consumer advocate methodically building a case against an exploitative business model. Hayes balances dry British sarcasm and theatrical disbelief with sharp, sober mathematical teardowns of the game's psychological traps. Watching the video feels like an escalating journey from an enjoyable hack-and-slash showcase into a labyrinthine casino floor, culminating in righteous indignation as Blizzard's own corporate ethics are held up against its predatory monetization practices.
## Bulletin - [00:00](https://www.youtube.com/watch?v=o17lBUZgjTs&t=0s) Diablo Immortal is built on an aggressive monetization architecture that converts 6 months of free-to-play grinding into a single 3-minute, £20 spend. - [00:00](https://www.youtube.com/watch?v=o17lBUZgjTs&t=0s) The game was preemptively banned in Belgium and the Netherlands for violating European statutory gambling regulations. - [20:00](https://www.youtube.com/watch?v=o17lBUZgjTs&t=1200s) The in-game economy employs 22 distinct currencies and materials deliberately engineered to obscure the real-world cash cost of character power. - [30:00](https://www.youtube.com/watch?v=o17lBUZgjTs&t=1800s) Elder Rifts utilize a thin layer of gameplay to legally bypass loot box transparency mandates, despite costing up to £240 per hour to run at maximum reward efficiency. - [40:00](https://www.youtube.com/watch?v=o17lBUZgjTs&t=2400s) Despite a Metacritic user score dropping to 0.5—the lowest in Blizzard history—the game generated $6,000,000 in revenue within days of launch.
## Key takeaways - [00:00](https://www.youtube.com/watch?v=o17lBUZgjTs&t=0s) Diablo Immortal pairs mechanically solid action RPG combat with an exploitative monetization system designed to convert gameplay friction into direct spending. - [14:08](https://www.youtube.com/watch?v=o17lBUZgjTs&t=848s) The title marks an industry shift from delivering finished 'products' sold for fair value to running perpetual 'processes' engineered to retain players and monetize their habits. - [10:00](https://www.youtube.com/watch?v=o17lBUZgjTs&t=600s) Daily checklists, bounties, and disparate reward menus with red notification pips create cognitive overload that herds users into habitual daily play patterns. - [15:35](https://www.youtube.com/watch?v=o17lBUZgjTs&t=935s) Dungeon completions and major milestones trigger tailored, escalating bundle offers that exploit the sunk cost fallacy starting at low price points. - [20:00](https://www.youtube.com/watch?v=o17lBUZgjTs&t=1200s) An economy fragmented across 22 separate currencies and materials deliberately obscures the monetary value of upgrades and bottlenecks character progression. - [22:42](https://www.youtube.com/watch?v=o17lBUZgjTs&t=1362s) Eternal Orb shop tiers are intentionally sized to leave buyers just short of the cost of Legendary Crests, nudging them into higher spending brackets. - [25:00](https://www.youtube.com/watch?v=o17lBUZgjTs&t=1500s) The Elder Rift interface conceals an option to insert 10 Legendary Crests at once, turning a 5-minute run into a £20 gamble that burns £240 an hour at peak efficiency. - [30:00](https://www.youtube.com/watch?v=o17lBUZgjTs&t=1800s) By inserting a timed combat sequence between spending a crest and claiming loot, Blizzard legally evades disclosing loot box drop percentages despite crests never being lost on failure. - [31:37](https://www.youtube.com/watch?v=o17lBUZgjTs&t=1897s) The Battle Pass contradicts developer claims that power cannot be purchased directly, allowing players to buy rank skips that instantly grant high-tier legendary gear. - [34:10](https://www.youtube.com/watch?v=o17lBUZgjTs&t=2050s) The Boon of Plenty pass requires cumulative daily logins, meaning missing a single day during the 30-day window locks the final high-value rewards behind repurchasing another subscription. - [36:45](https://www.youtube.com/watch?v=o17lBUZgjTs&t=2205s) Major progression systems, passes, currencies, and expensive cosmetics are strictly locked to individual characters rather than account-wide. - [40:57](https://www.youtube.com/watch?v=o17lBUZgjTs&t=2457s) While casual players can ignore monetization by 'turning their brains off,' engaging with build optimization and endgame systems invariably reveals the credit card as the only solution. - [42:07](https://www.youtube.com/watch?v=o17lBUZgjTs&t=2527s) The game's predatory structure directly contradicts Blizzard's corporate values of 'Gameplay First' and 'Lead Responsibly,' making the company itself the adversary players must confront.
## Detailed walkthrough ### [00:00](https://www.youtube.com/watch?v=o17lBUZgjTs&t=0s) A Great Game Built on a Terrible Foundation
Josh Strife Hayes opens the critique by framing *Diablo Immortal* as a fundamentally compelling action RPG built atop a deeply exploitative foundation. The title employs aggressive monetization mechanics designed to convert time into direct spending: paying £20 allows a player to condense six months of free-to-play grinding into just three minutes. Meanwhile, even paid purchases carry caveats, such as a 30-day item pack that might not deliver its promised rewards unless the player logs in cumulatively every single day. Josh sets out to unpack the mathematical and psychological traps engineered into the title, encompassing 22 separate in-game currencies, multi-layered RNG systems, abusive pricing tiers, and a deliberate circumvention of legal loot-box definitions achieved by forcing the player to take a single gameplay step before receiving their randomized payout. Josh reflects on the tragedy of this design: “And then I'll lament over how if you removed all of this it's actually a very good game.”
```mermaid flowchart TD accTitle: Free-to-Play Progression Funnel in Diablo Immortal accDescr: Diagram showing how gameplay friction funnels players into multi-layered monetization and hidden whale systems.
subgraph CoreLoop ["Core Gameplay Loop"] A["Standard F2P Farming"] -->|"6 Months of Grinding"| B["Endgame Bosses & Rifts"] end
subgraph Conversion ["Monetization Shortcut"] C["£20 Cash Spend"] -->|"3 Minutes"| B C --> D["22 In-Game Currencies"] D --> E["Multi-Layered RNG"] end
subgraph Retention ["Entrapment Loop"] E --> F["Daily Cumulative Login Packs"] F --> G["Hidden Whale Mechanics"] end ```
The broader landscape of video game critique makes balanced discussion difficult, because audiences online often split into defensive extremes. Josh notes: “This is because video game communities contain very passionate people both for and against any game or company and both extreme sides are often reading reviews or watching videos looking for confirmation bias, not actual critique.” On one side, critics highlight blatant pay-for-advantage systems, habit-forming daily login structures, and gambling mechanics so egregious that the game was preemptively banned in Belgium and the Netherlands under EU gambling legislation. On the other side, defenders lean on the familiar refrain of *"Well, I'm having fun, it hasn't affected me."*
- **Key structural issues exposed:** - Condensing 6 months of free farming into a 3-minute, £20 spend. - 22 distinct currencies designed to obscure real-world monetary value. - Technical workarounds used to bypass statutory loot box definitions. - Hidden "whale mechanics" gated behind significant prior financial investment. - Preemptive bans in two EU nations due to local gambling regulations.
[01:41](https://www.youtube.com/watch?v=o17lBUZgjTs&t=101s) Confirmation Bias, Industry Shifts, and Blizzard’s Standards
Josh argues that the dismissive attitude of casual players actively harms the broader gaming landscape. Beneath its engaging hack-and-slash multiplayer action, *Diablo Immortal* is constructed around an insidious foundation that funnels every element of play toward spending exorbitant sums of money. The issue extends far beyond a single release; it reflects a broader industry shift where publishers abandon traditional products designed to be fun, replacing them with manipulative processes meant to entrap players and foster addiction. Josh states his intent to measure the game against Blizzard Entertainment's own publicly posted code of conduct and ethics to see if the company honors its self-proclaimed standards of player-first game design.
The analysis is structured to cover the core gameplay, story, and combat before conducting an exhaustive teardown of the predatory monetization pipeline: gentle onboarding to build false comfort, limited-time offers manufacturing fear of missing out (FOMO), deceptive conversion pricing, stacked monthly subscriptions, and the locking of Diablo's iconic dopamine-inducing loot fountains behind rigid paywalls.
- **Monetization tactics planned for dissection:** - Gentle onboarding masking aggressive upsells. - Limited-time FOMO bundles. - Multi-tier currency conversion designed to confuse valuations. - Overlapping, stackable monthly subscriptions. - Cumulative daily login requirements attached to paid item packages. - Traditional action RPG loot drops locked behind cash barriers.
[03:41](https://www.youtube.com/watch?v=o17lBUZgjTs&t=221s) The Ghost of the Real-Money Auction House and BlizzCon 2018
The *Diablo* series has courted monetization backlash before. When *Diablo III* launched in May 2012 on PC and consoles, it included a Real-Money Auction House (RMAH) that allowed players to buy and sell gear drops for real cash. Players immediately rejected the feature, pointing out that buying equipment bypassed the entire endgame loop—repeatedly tackling scaling bosses to earn rare loot through perseverance—thereby destroying the intrinsic sense of accomplishment. Blizzard eventually bowed to intense community outrage and completely removed the auction house to salvage the game's core integrity.
Six years later, at BlizzCon 2018, fans packed the auditorium expecting an announcement for *Diablo IV*. Instead, Blizzard announced *Diablo Immortal*, a mobile-exclusive title developed in partnership with NetEase. During the live Q&A, a developer confirmed there were no plans for a PC release, prompting widespread groans and boos from the audience. When game designer Wyatt Cheng attempted to defuse the hostile reaction with the infamous line, “Do you guys not have phones?”, it instantly became one of the most ridiculed moments in gaming history. BlizzCon was primarily attended by dedicated PC enthusiasts who invested heavily in high-end hardware for franchises like *Warcraft*, *StarCraft*, and *Diablo*, making a mobile game heavy with time-gating and microtransactions an unwelcome prospect.
```mermaid flowchart LR accTitle: Diablo Monetization Controversy Timeline accDescr: Timeline showing the progression from Diablo 3's auction house to BlizzCon 2018 and the 2022 launch of Diablo Immortal.
A["May 2012: Diablo III Launch"] -->|"Features Real-Money Auction House"| B["RMAH Community Backlash & Removal"] B -->|"November 2018"| C["BlizzCon 2018 Immortal Reveal"] C -->|"PC Crowd Outcry"| D["'Do you guys not have phones?'"] D -->|"June 2022"| E["Mobile Launch & PC Open Beta"] ```
[05:22](https://www.youtube.com/watch?v=o17lBUZgjTs&t=322s) PC Port Quiddities and the Face-Tracking Controversy
In June 2022, *Diablo Immortal* launched on mobile devices alongside an open beta release on PC. The PC build is an unvarnished mobile port that still displays mobile UI artifacts, including prompts commanding PC users to "tap to play." The game supports cross-platform play, allowing mobile and PC adventurers to group up, though it restricts players strictly to their chosen server without cross-server matchmaking.
Upon release, community rumors alleged that the client was secretly using webcams and phone cameras to track user faces. This panic originated from datamined installation files containing `face_detector.dll` and `face_analyzer.dll`. Speculation spread that these files were surveillance tools implemented to comply with facial recognition and playtime restrictions under Chinese gaming regulations. However, lead game designer Adam Fletcher clarified that these were abandoned development assets from an experimental feature that attempted to mirror a player's real-world facial expressions onto their character model—an idea scrapped during production because it was terrible.
- **Technical and platform details:** - Released June 2022 on iOS, Android, and PC (as an open beta). - Cross-platform play supported between PC and mobile clients. - Server-locked progression with no cross-server grouping. - Unrefined PC interface retaining touch-screen instructions like "tap to play." - Datamined face-tracking DLLs confirmed by Blizzard to be abandoned expression-matching experiments rather than spyware.
[06:38](https://www.youtube.com/watch?v=o17lBUZgjTs&t=398s) Entering Wortham: Combat Feel, Controls, and Deckard Cain
The game begins with an intro cinematic featuring the archangel Tyrael recounting the shattering of the Worldstone and warning of an encroaching evil: “If humanity is to survive, they must stand together and face the rising darkness.” Josh highlights the bitter irony of this line, noting that the only darkness players actually united against was Blizzard's predatory monetization model. Character creation offers six standard classes; Josh chooses the Demon Hunter. While the visual sliders offer detailed facial customization, the feature is ultimately pointless because the fixed isometric camera angle means players will never look at their character's face again.
Players arrive by boat on the outskirts of the plagued town of Wortham. The PC control scheme maps movement to WASD or left-click, with primary attacks also bound to left-click. This creates frequent mechanical problems: left-clicking an enemy initiates an attack, but clicking open ground moves the character. In dense hordes, clicking to reposition often accidentally triggers basic attacks instead of movement, or causes the player to lose track of the mouse cursor entirely in the visual clutter. Once an enemy dies under a held click, the character abruptly paths toward that position. Skill hotkeys are mapped to keys 1 through 4 (with standard bindings on 2, 3, and 4).
Despite using NetEase's proprietary Messiah engine instead of the customized Havok engine that powered *Diablo III*, the combat feel, movement weight, and skill impacts are remarkably well-replicated. Combat is fast, aggressive, and rewarding: - Enemies burst with red health globes, blue mana globes, and temporary power-up orbs grant speed boosts or lightning strikes. - Healing potions are capped at three charges, replenishing automatically as enemies are slain, which actively incentivizes forward momentum. - Defeated foes drop loot across the ground, though picking it up requires manually clicking the item model rather than its text nameplate. - Inventory management retains the classic grid system, with larger equipment consuming multiple inventory tiles.
Reaching Wortham, the player is confronted by a demonic entity through a portal snarling, “My eyes upon you. Weep and despair.” Josh dryly retorts: “Trust me, mate, once I explain the monetization, you definitely will.” Inside the town chapel, the player reunites with series icon Deckard Cain to learn that Hell's forces are mounting another invasion. Outside, during combat against cultists, Josh notes occasional input bugs where the left mouse button locks down, pulling the character along with the cursor—though overall connection stability remained solid across two days of continuous testing.
[10:00](https://www.youtube.com/watch?v=o17lBUZgjTs&t=600s) The Worldstone, Skarn, and the Habit-Forming Menu Trap
After defeating a dragon-like monstrosity, the player retrieves a shard of the shattered Worldstone. Deckard Cain explains that these demonic batteries are coveted by Hell and must be destroyed before they can power further horrors, identifying the primary threat as a demon named Skarn. As the player is dispatched to track down and dispose of the remaining shards, Diablo Immortal immediately serves its very first microtransaction prompt: an offer to spend 89p for a handful of premium orbs and a weapon cosmetic. This initiates a running tally of every time the software invites the player to open their wallet. Questing introduces standard mobile pathfinding, providing sparkling trails on the ground and an auto-navigation feature that teleports the character to the nearest waypoint and walks them directly to objectives.
```mermaid flowchart TD accTitle: Mobile Engagement Loop accDescr: Diagram showing how disparate reward screens and red-dot notifications funnel players into repetitive menu navigation instead of gameplay. subgraph Retention["Retention & Daily Habit Triggers"] A["Login Rewards"] B["First Kill of the Day"] C["Zone Achievements"] D["Bounties & Dungeon Tasks"] end subgraph UI_Funnel["The Menu Labyrinth"] E["Disparate, Segmented UI Screens"] F["Red Gem Notification Icons"] end Retention --> E E --> F F --> G["Endless Menu Claiming Loop"] ```
The game quickly reveals its mobile retention architecture through the "First Kill of the Day" reward and an overwhelming collection of disparate progression tracks. Players are inundated with login incentives, zone exploration checklists, monster-slaying tallies, and dual-track free and paid battle passes, each deliberately sequestered into its own distinct user interface screen. Josh Strife Hayes argues that this cognitive overload is deliberate: “Diablo Immortal is a mobile game and is designed to build habits to create attachment and to encourage daily replay.” By ensuring players cannot easily hold every checklist in their heads, the game relies on persistent red notification pips to herd players from menu to menu, often causing them to spend more time claiming mundane rewards than fighting inside rifts.
Interactions and basic controls also reveal awkward mobile-to-PC translation quirks. Player-to-player communication is initiated via Alt + Left Click to send direct messages or party invites, but direct item trading is prohibited; all exchanges are routed through the auction house and strictly mediated by the premium currency Platinum. On PC, basic interface affordances are missing entirely: the salvage interface cannot be scrolled with a mouse wheel, requiring awkward click-and-drag gestures, while the right mouse button has no assigned functionality whatsoever.
- The narrative premise casts Worldstone shards as toxic demonic batteries that require responsible ecological disposal rather than being tossed in a regular bin. - Cain’s warning places the realm at “threat level midnight” against Skarn. - Auto-navigation automates transit by pathing or teleporting directly to destination markers. - Rescuing a guard from a bridge-throwing death mage elicits a dry NPC line: “Oh, what a day. Certainly didn't expect to get choked by some death mage when I left the stead this morning.”
---
[12:30](https://www.youtube.com/watch?v=o17lBUZgjTs&t=750s) The Free Daily Pack Psychological Trick and the Mobile Market Reality
Navigating the store interface reveals a "Free Daily Reward Pack," a placement Josh highlights as an intentional retail manipulation strategy. Housing a free reward inside the premium storefront forces players to gaze at paid bundles and currency tiers every single day just to retrieve their complimentary handout. Josh points out that this design choice is entirely cynical: “You're not putting this free pack here because it makes logistical sense. You're putting it here because it's tempting.” A mail delivery also grants a complimentary cosmetic outfit to mark 30 million global pre-registrations, underscoring the commercial reality of why publishers push mobile titles so aggressively—the mobile gaming sector generates more revenue than the PC and home console markets combined.
Progression through the main narrative unlocks daily Bounties, tasking players with hunting down specific open-world targets from a board up to eight times per day (cueing a *Shaun of the Dead* joke when a bounty target turns out to be named Philip). The gear loop in this early phase requires zero cognitive engagement: equipment drops constantly, and an automated green upward arrow flags anything with superior attributes. Players are encouraged to follow the instruction of the green arrow blindly without reading item names or stats. While conventional wisdom suggests Diablo games truly begin at the level 60 endgame, Josh contends that for non-paying users, Diablo Immortal actually begins around level 35, where the leveling curve suddenly hits a severe wall and grinds to an agonizing crawl.
- The free daily bundle functions as foot-in-the-door psychological bait to expose users to microtransactions. - 30 million pre-registrations illustrate the massive financial scale of mobile gaming relative to traditional platforms. - The bounty board allows players to complete up to eight hunting assignments per day. - The green-arrow equipment interface trivializes low-level decision-making until progression throttles around level 35.
---
[14:08](https://www.youtube.com/watch?v=o17lBUZgjTs&t=848s) Product vs. Process: The Philosophy of Abusive Monetization
After unlocking a grapple skill that lets his character swing violently around combat encounters like an armed Spider-Man, Josh takes a moment to address heated debates flaring up in global chat regarding free-to-play versus pay-to-win mechanics. He draws a firm distinction between expecting software to be entirely free of charge and objecting to predatory financial extraction. Monetization in itself is not the problem, as hosting servers and compensating development staff obviously requires income; a one-time box price paired with optional cosmetic microtransactions would have earned his full endorsement. The fundamental conflict lies in how the game transforms from a finished artistic work into an endless, coercive psychological loop.
```mermaid flowchart LR accTitle: Product vs Process Monetization accDescr: Comparison between buying a finished, one-time product versus an indefinite monetized process. subgraph Traditional["Traditional Product"] P1["Game Developed"] --> P2["Priced at Perceived Value"] P2 --> P3["One-Time Purchase"] P3 --> P4["Transaction Complete"] end subgraph Immortal["Immortal: Monetized Process"] R1["Free Download"] --> R2["Habitual Engagement"] R2 --> R3["Micro-Payment Gates"] R3 --> R4["Escalating Sunk Cost"] R4 --> R2 end ```
Josh details the economic philosophy underpinning live-service mobile designs: “The game is not a product because a product is usually released, finished, and then sold for the cost the company think it is worth.” Instead, Diablo Immortal operates as an ongoing process designed to retain the user indefinitely, puncturing the gameplay loop with numerous minor financial prompts that compound over time into sums far exceeding a standard full-price video game. Responding to the common player defense of "I'm just having fun," Josh notes that critics are not trying to invalidate personal enjoyment, but rather demanding that companies treat their customers with basic respect:
> “Focus on making the game as fun as it can be and people will buy it because it's fun. Not because you've designed it to be as close to fun as possible so it keeps players around but not too much fun that they can enjoy it completely without paying.”
- The core objection is not the presence of monetization, but the predatory implementation of abusive monetization systems. - A "product" is a completed work traded once for fair value, whereas a "process" is engineered to trap players in perpetual spending cycles. - Game design is intentionally tuned to hover near the threshold of fun to maximize retention while intentionally denying complete fulfillment without spending cash.
---
[15:35](https://www.youtube.com/watch?v=o17lBUZgjTs&t=935s) The Mad King's Breach and Dungeon-Completion Paywalls
The journey continues into the Mad King's Breach to slay King Leoric, an obligatory milestone for any Diablo title. Upon clearing the dungeon, the game unlocks both the Battle Pass and the "Boon of Plenty" subscription in the shop, but pairs this victory with an immediate, tailored pop-up advertisement: the Mad King's Breach Bundle. Rather than granting purely in-game rewards for conquering a major story boss, the game presents a paid bundle framed as a one-time, exclusive post-dungeon opportunity. Josh warns that this tactic leverages the sunk cost fallacy by starting with an unassuming 89p price point to break spending resistance, before steadily ratcheting up bundle costs across subsequent dungeons while phasing out meaningful discounts.
Referencing a community mock-up by Twitter user MrGM, Josh asks players to imagine the outrage if World of Warcraft interrupted player triumphs by demanding real-world currency to claim loot chests after a dungeon boss. While the environmental presentation of the Leoric encounter—complete with a giant demon writhing beneath a transparent glass floor—earns genuine praise, the surrounding story beats fall entirely flat. Josh dismisses the disposable cast and over-dramatized narrative sacrifices, noting that characters appear, deliver brief exposition, and perish within a ten-minute span, leaving the player with no emotional investment beyond reading their floating nameplates during their death animations.
- Clearing King Leoric unlocks both the Battle Pass and the Boon of Plenty subscription systems. - Every completed dungeon triggers a tailored, limited-time bundle offer that gradually escalates in cost across the campaign. - The post-dungeon monetization model exploits the sunk cost fallacy, priming users with low initial prices so they feel compelled to keep buying. - The narrative uses melodrama with short-lived NPCs whose names are barely registered before they sacrifice themselves.
---
[17:05](https://www.youtube.com/watch?v=o17lBUZgjTs&t=1025s) Elder Rifts and the £240-an-Hour Grind Loop
After unlocking Legendary Gem crafting, the walkthrough pivots to the central engine of Diablo Immortal’s endgame: the Elder Rift. While the narrative campaign must be completed to unlock the higher "Hell Plus" difficulty settings, the procedural Elder Rifts form the baseline PvE grind. Players enter either solo or in parties of up to four. However, despite supporting cross-platform play between PC and mobile, the game does not support cross-server play or character transfers; discovering this the hard way, Josh notes that his friend and fellow YouTuber Callum Upton was forced to abandon his character and start completely over after creating an avatar on a different server.
Inside the Elder Rift, an hourglass icon steadily tracks time along an interface gauge while player kills fill a progress bar. Once filled, the rift boss spawns; defeating it before the countdown expires yields equipment and resources. The monetization mechanism is tied directly to socketing Crests into the rift entrance, which artificially increases the drop rate and rarity of boss loot. At full efficiency, grinding an Elder Rift every five minutes while maximizing legendary rewards demands approximately £240 per hour. Furthermore, Josh flags an initial visual deception built into the UI: the interface displays only three slots marked "0/3," tricking players into believing three crests is the maximum limit, whereas the system secretly allows players to insert significantly more to accelerate their spending.
- Elder Rifts can be run solo or with up to four players via matchmaking. - Cross-platform play is supported across PC and mobile devices, but characters are strictly locked to individual servers with zero transfer options. - Grinding Elder Rifts at optimal legendary loot drop rates costs roughly £240 per hour assuming a five-minute completion pace. - The rift modification menu visually presents three crest slots (displaying 0/3), hiding the fact that players can stack far more crests per run.
[20:00](https://www.youtube.com/watch?v=o17lBUZgjTs&t=1200s) The Toxic Social Pressure and the Tangled Spiderweb of 22 Currencies
Using crests in an Elder Rift confers benefits to other party members by boosting their chances of receiving runestones or fading embers—both of which act as intermediate upgrade currencies. However, this communal mechanic introduces a deeply toxic social dynamic. Parties routinely kick players who do not slot crests, viewing non-cresting participants as freeloaders who refuse to pay their way. While a player cannot lose their personal drop potential to someone else, the pressure to spend remains immense.
To grasp how profoundly pay-to-win Diablo Immortal is, one must examine its economic foundation. The game constructs a deliberately convoluted spiderweb of interwoven systems designed specifically to obscure the real-world monetary value of any single upgrade path. Josh Strife Hayes identifies twenty-two distinct currencies and raw materials required across various upgrade loops and merchants:
- **Gold:** Dropped by enemies; used for upgrading basic equipment. - **Eternal Orbs:** Premium buyable cash-shop currency; used to purchase shop items. - **Platinum:** Used for trading on the player-to-player market board; purchased with Eternal Orbs. - **Battle Points:** Used to advance the Battle Pass; acquired via gameplay or bypassed with Eternal Orbs. - **Scrap Materials:** Salvaged from unwanted gear at the blacksmith; used for upgrading items. - **Hilts:** Earned through the Battle Pass; spent on limited weekly/monthly stock at the Hilt Merchant. - **Normal Gems:** Slotted into gear, upgraded by combining lower tiers, bought from the Hilt Merchant, farmed in rifts via normal crests, or crafted at apprentice jewelers. - **Runes:** Dropped in rifts when crests are utilized; Josh notes encountering 21 different rune varieties. - **Garnet, Sapphire, and Beryl:** Three specific gems combined to upgrade the Legacy of the Horadrim (unlocked at level 49 after beating 10 Challenge Rifts). - **Crests:** Minor rift drop enhancers; one free crest is awarded daily, with more available via the Hilt Merchant or Battle Pass. - **Legendary Crests:** Guarantee high-tier drops; free players can purchase only one per month from the Hilt Merchant using in-game currency or earn two via the Battle Pass. - **Sigil of Dominance:** Advances standing within the Immortals endgame faction. - **Enchanted Dust:** Upgrades higher-level items; obtained by salvaging rare equipment. - **Reforging Stones:** Reroll equipment attributes; purchased in the cash shop. - **Aspirant's Keys:** Unlock chests in dungeon sanctums; earned on the Battle Pass. - **Hellfire Scoria:** Refined at the blacksmith to upgrade the Helliquary, granting passive demonic combat buffs. - **Legendary Gem Fragments:** Formed to craft and upgrade legendary gems; acquired from rift runs using crests or the Battle Pass. - **Enigmatic Crystals:** Upgrade secondary slot equipment; acquired from Challenge Rifts and the materials vendor. - **Monster Essence:** Upgrades the Bestiary / Horadric Altar; dropped by monsters in the open world. - **Fading Embers:** Earned by running rifts; used to purchase basic gems and runes. - **Echo Crystals:** Purchased for 500 Platinum each from the crystal merchant; required to rank up high-level normal gems beyond rank 5.
Nearly every one of these twenty-two materials ties back into the Battle Pass, which in turn demands Battle Points, most efficiently farmed through repetitive rift running.
```mermaid flowchart TD accTitle: Diablo Immortal Currency Flow accDescr: Diagram illustrating how Eternal Orbs flow through Crests and Rifts into secondary materials and character power.
subgraph CashGate ["Real-Money Entry"] Cash["Real Money (£ / $)"] --> Orbs["Eternal Orbs"] end
subgraph RiftEngine ["Rift Mechanics"] Orbs --> LCrests["Legendary Crests"] LCrests --> ERift["Enhanced Elder Rift"] end
subgraph UpgradeWeb ["Character Progression Web"] ERift --> LGems["Legendary Gems"] ERift --> Embers["Fading Embers & Runes"] ERift --> BPoints["Battle Points / Battle Pass"] BPoints --> Mats["Scrap, Dust & Keys"] LGems --> Power["Character Power"] Mats --> Power Embers --> Power end ```
[22:42](https://www.youtube.com/watch?v=o17lBUZgjTs&t=1362s) The Psychology of Predatory Pack Sizing
Once the economy establishes Legendary Crests as the primary bottleneck, the cash shop employs manipulative pricing psychology to nudge players into large purchases. A single Legendary Crest costs 160 Eternal Orbs, but Blizzard deliberately avoids selling orbs in clean multiples of 160.
The shop offers a baseline pack of 60 orbs (too small for even one crest) and a subsequent tier of 315 orbs. Two Legendary Crests cost 320 orbs, leaving the buyer precisely 5 orbs short. When consumers enter a purchase funnel, they do not weigh the total outlay; they calculate the marginal shortfall required to make the transaction viable. Rather than buying another small pack and ending up with awkward surpluses, players look to the next tier: an 899-orb pack containing 630 orbs. Four Legendary Crests cost 640 orbs, intentionally stranding the player 10 orbs short.
Inevitably, the friction pushes players toward the £22 bundle providing 1,650 orbs. Once in possession of 1,650 orbs, the interface conveniently surfaces a dedicated button allowing players to purchase exactly 10 Legendary Crests for 1,600 orbs in a single click. As Josh Strife Hayes observes of the manipulative sales design: “It's almost like everything is designed to flow into buying that 22 pound orb pack and then spending that on 10 legendary crests.”
[25:00](https://www.youtube.com/watch?v=o17lBUZgjTs&t=1500s) The Hidden 10-Crest Slot and the £240-an-Hour Slot Machine
After purchasing 10 crests, a player entering an Elder Rift initially encounters an interface with only three crest sockets, giving the impression that they can run three fully loaded rifts with one crest remaining. However, the game conceals a monetization trap: the moment three Legendary Crests are inserted, a previously invisible option appears asking if the player wants to add another seven crests for the "maxed Enhanced Elder Rift experience." This feature is entirely hidden until the initial three crests are committed.
Josh Strife Hayes recounts testing the game alongside streamer Callum Upton as entirely free-to-play characters over two days. Progression ground to an excruciating halt around level 35 and worsened approaching level 49. After streaming two straight hours of five-minute Elder Rifts that yielded virtually nothing beyond common gear and a trickle of rare drops, a viewer donated £20 on the condition that Upton purchase and burn 10 Legendary Crests simultaneously.
The contrast was shocking: - A free rift boss kill leaves behind a nearly empty floor with mundane gold, a few white items, and scrap. - The 10-crest run detonates an explosion of loot, showering the ground with multiple Legendary Gems and equipment while Callum and Josh react in genuine disbelief on stream: “What the fuck? How many... Two legendaries. Three. What the... Four. So what? Oh my god!”
For a free player, acquiring 10 Legendary Crests requires roughly five to six months of daily, disciplined engagement (redeeming one per month from the Hilt Merchant and securing the trickle from the free Battle Pass track). Running a 10-crest rift compresses half a year of free-to-play reward potential into a single five-minute run.
Because an Elder Rift takes roughly five minutes, a player can run twelve rifts an hour. Feeding the machine 10 crests every run costs £20 per rift, burning £240 per hour. Despite that astronomical burn rate, top-tier power remains pure RNG. Josh highlights a high-profile streamer who spent $5,000 without receiving a single 5-star Legendary Gem—a figure Josh updates mid-script because the situation deteriorated so quickly: “That streamer has now spent $10,000 and still has no five-star legendary gem.”
[30:00](https://www.youtube.com/watch?v=o17lBUZgjTs&t=1800s) Rifts as Gacha Loot Boxes and the Legal Loophole
Josh explains that many jurisdictions have passed laws requiring games with loot boxes to disclose the exact probability odds of receiving any item inside them. Blizzard neatly sidesteps these transparency mandates through the design of Elder Rifts. An Elder Rift is functionally a loot box wrapped in a brief layer of combat. Because rifts feature a completion timer, clearing one technically demands a baseline level of player skill. That thin veneer of gameplay means the rift does not legally qualify as pure gambling, exempting *Diablo Immortal* from having to publish the drop percentage chances of individual items from boss kills.
```mermaid flowchart TD accTitle: Rift Loophole Flow accDescr: Diagram showing how Elder Rifts function as an indirect loot box to bypass legal disclosure laws. subgraph Direct ["Direct Loot Box (Legal Disclosure Required)"] A["Pay Real Money / Crest"] --> B["Open Loot Box"] B --> C["Drop Odds Must Be Shown By Law"] end subgraph Immortal ["Diablo Immortal Rift Loophole"] D["Insert 1 to 10 Legendary Crests"] --> E["Timed Rift Gameplay (Skill Buffer)"] E --> F["Boss Defeated / Guaranteed Drop"] F --> G["Odds Hidden Behind Gameplay Step"] E -.->|"Rift Fails"| H["Crests Returned (Never Lost)"] end ```
The presence of gameplay is merely an illusion to dodge regulation. If a player fails a rift while crests are active, the game returns those crests; players never lose their investment on a failed run, guaranteeing that every crest inevitably yields an item drop. The system allows players to insert one, three, or ten crests at once—a design choice borrowed directly from standard gacha mechanics, where pulling single items or batches of ten is an industry staple. Josh stresses that instead of a traditional opening animation, Blizzard has simply substituted five minutes of mob-clearing gameplay to prolong anticipation and heighten the emotional rush of the drop.
> “If you could just put the legendary crests into a box, they would have to tell you.”
- Crests serve as literal keys to loot boxes, while the rift functions as the process of unlocking them. - Because a gameplay layer sits between the payment and the reward, *Diablo Immortal* legally avoids classifying rifts as loot boxes or publishing individual drop rates. - Failing a rift refunds all active crests, ensuring that a paid crest always translates directly into a guaranteed reward drop.
---
[31:37](https://www.youtube.com/watch?v=o17lBUZgjTs&t=1897s) The Battle Pass and the Illusion of "Not Buying Power"
Finishing rifts awards Battle Points, feeding directly into *Diablo Immortal*’s Battle Pass. This feature presents two simultaneous tracks: the Free track and the paid Empowered track. By displaying both side by side, every free milestone achieved serves as an active visual reminder of the premium rewards being left on the table. The basic Empowered Battle Pass costs £4.99 and includes cosmetics, while the Collector’s Empowered Battle Pass costs £13, granting additional cosmetics alongside an immediate 10-rank skip.
Blizzard developers have repeatedly asserted that players cannot directly buy character power or gear in *Diablo Immortal*, relying on technicalities like inserting intermediate currencies (such as buying Eternal Orbs to purchase Legendary Crests to run rifts). Josh points out the absurdity of this claim through the Battle Pass: the reward at Rank 10 is a Legendary off-hand weapon. Purchasing the Collector’s pass skips the player straight to Rank 10, delivering the Legendary weapon immediately. Blizzard can claim this is not paying for gear because the off-hand weapon also sits on the free track, arguing players are merely paying for a boost to an item available to everyone.
Furthermore, players do not even need to earn Battle Points naturally. By clicking "rank up," anyone can pour real-money Eternal Orbs into the pass to skip directly to maximum level. Looking at his own account, Josh notes that with 27 ranks left to finish Season 1, maxing out the pass instantly would require 4,050 orbs—equating to an expenditure of over £65 just to bypass the remaining grind before the season expires and FOMO sets in.
> “You can pay to boost to get it instantly, but they will argue that's not what you're paying for.”
- **Empowered Battle Pass:** £4.99; unlocks the secondary reward track and cosmetic items. - **Collector’s Empowered Pass:** £13; includes cosmetic perks and skips 10 ranks instantly, granting the Rank 10 Legendary off-hand weapon on day one. - **Direct Tier Buying:** Players can purchase Battle Pass ranks directly with Eternal Orbs; skipping 27 ranks requires 4,050 orbs (over £65).
---
[34:10](https://www.youtube.com/watch?v=o17lBUZgjTs&t=2050s) The Boon of Plenty: Exploitative Cumulative Logins
The monetization deepens with the Boon of Plenty, a 30-day subscription pass priced at £8.99 ($8.99). Marketed as a daily login reward system with quality-of-life perks—such as expanded inventory slots and remote market board access—the true malice lies in its fine print. Players can stack up to three purchases (90 days) at once. Daily gifts can only be claimed on the specific day a player logs in while the boon is active; if a player skips logging in during the week, those missed rewards do not accumulate in a queue and are permanently forfeited.
The most predatory mechanic involves the extra cumulative login rewards. The game distributes these tier milestones at intervals of 5, 10, 15, 20, 25, and 30 cumulative login days. Instead of spacing rewards evenly, Blizzard placed a single Legendary Crest at days 5, 10, and 15, a Legendary item and Legendary Gem at days 20 and 25, and two Legendary Crests at the final milestone: Day 30. Crucially, this tracker relies on cumulative days, not consecutive days, but rewards can only be collected while a Boon of Plenty remains actively running.
If a player buys a 30-day Boon and misses even a single login day, they will reach day 29 of the tracker when their 30-day subscription timer expires. The high-value Day 30 reward—the two Legendary Crests—is frozen just out of reach. To log in one more time and claim the final reward they already paid for, the player is forced to spend another £8.99 on a fresh 30-day Boon of Plenty. Josh breaks down how this system transforms a transaction into an ongoing psychological trap.
> “When I say Diablo Immortal is not a product to be sold, it is a process to be involved in, this is exactly what I mean.”
> “Don't think of the Boon of Plenty as the rewards it shows you. Think of it as you are paying for the privilege for your days to count toward cumulative rewards.”
> “This is quite simply one of the most abusively designed systems I've ever seen in a game.”
---
[36:45](https://www.youtube.com/watch?v=o17lBUZgjTs&t=2205s) Prodigy's Path, the $110k Narrative, and Per-Character Locking
Reaching character level 45 unlocks yet another monetization track known as Prodigy's Path. Structured like a permanent Battle Pass tied to account progression, it grants rewards every five character levels up to level 60, after which it pays out every five Paragon levels up to Paragon 85. Just like the seasonal Battle Pass, it contains an adjacent paid premium path, costing £18 to unlock.
Josh turns his attention to the widely circulated claim that maxing out a single character in *Diablo Immortal* costs $110,000. Gaming news publications attributed this figure to YouTuber Bellular, sensationalizing the number across headlines. In reality, Bellular never claimed to have definitively calculated the exact price tag; his video merely discussed a theoretical mathematical model originally posted by a Reddit user. Josh quotes Bellular’s own response to the media frenzy:
> “We talked about a claim a redditor made, you journos picked that up, claimed we said it and then spread it across the internet.”
Regardless of whether the true maximum figure lands slightly above or below that estimate, upgrading all six equipped Legendary Gems requires an astronomical amount of resources. Because upgrading high-tier gems demands sacrificing duplicate gems of equivalent rank, the material requirements and associated financial costs scale exponentially.
The final insult in *Diablo Immortal*’s monetization architecture is that virtually every system is character-bound rather than account-wide. The Battle Pass, the premium Empowered upgrade, battle pass rank progress, Prodigy's Path, the Horadric Altar progression, the Monstrous Essence stash, market board Platinum, in-game Gold, and regular and Legendary Crests are locked exclusively to the single character that earned or bought them. Even cosmetic outfits—often costing £20 or more—are character-bound. An account with alternate characters must purchase each system, pass, and cosmetic entirely from scratch.
> “If you want to have multiple characters, you will be paying for all of this for all of them, and that includes cosmetics.”
- **Prodigy's Path:** Unlocks at level 45; awards prizes every 5 levels and every 5 Paragon levels up to Paragon 85, with an £18 premium track. - **The $110,000 Figure:** Sourced from a Reddit thread analyzing gem upgrade mathematics, not originated as a factual claim by Bellular as gaming journalists reported. - **Per-Character Restrictions:** The Battle Pass, Prodigy’s Path, Legendary Crests, currencies, and cosmetics must be repurchased separately on every individual character.
[40:00](https://www.youtube.com/watch?v=o17lBUZgjTs&t=2400s) The Core Contradiction: Fun Gameplay Versus Insidious Monetization
Frustrated players responded to the game's aggressive systems by review-bombing it across aggregator sites, dragging its Metacritic user score down to a rock-bottom 0.5 and cementing it as the lowest-rated title in Blizzard's entire history. Yet consumer outrage proved completely divorced from financial reality, as the game pulled in six million dollars within its first few days on the market. Reflecting on his own hands-on time and deep dive into the underlying architecture, Josh Strife Hayes observes that two seemingly irreconcilable realities coexist in the title. On a mechanical level, the moment-to-moment experience is legitimately a blast: combat is snappy, boss encounters are visually spectacular, class synergies feel rewarding, and the way legendary gear and item sets mutate individual skills allows for an impressive array of viable, interesting builds. Both solo runs and cooperative party play are thoroughly entertaining for someone equipped with enough financial discipline to resist the paywalls.
Beneath that polished surface, however, sits an experience engineered from its very foundation to exploit the user base. Hayes stresses that acknowledging the core mechanical competence of the game does not diminish how deeply compromised its business model is.
As Josh Strife Hayes observes: > “Diablo Immortal is an extremely fun game to play.”
Yet he immediately qualifies that compliment by noting: > “It is indeed fun, but it is also insidiously developed from the ground up.”
- Metacritic user score plunged to 0.5, marking Blizzard's lowest-rated game of all time. - Generated $6,000,000 in revenue in just its first few days of launch despite community backlash. - Delivers strong combat mechanics, stylish boss encounters, rewarding class synergies, and deep build variety via skill-altering legendary items.
---
[40:57](https://www.youtube.com/watch?v=o17lBUZgjTs&t=2457s) Turning Your Brain Off and the Role of Gaming Creators
When critics highlight these predatory mechanics, a frequent counterargument from casual players is that one should simply "turn your brain off and play." While Hayes understands the appeal of relaxing to sensory stimulation like flashy visuals and crunching sound effects, he explains that for many players, the real joy of an action RPG lies specifically in engaging their intellect. Deep satisfaction comes from dissecting the puzzle of build variety, optimizing gear synergies, experimenting with group team compositions, and min-maxing stats. In *Diablo Immortal*, however, attempting to solve that mechanical puzzle logically inevitably exposes the game's trapdoor: no matter what gameplay question you ask about how to progress, refine, or optimize your character, the ultimate solution is invariably swiping your credit card.
Hayes clarifies that calling out this architecture is not an attack on the everyday players who are genuinely enjoying the title. Validating their enjoyment, he stresses that no critic wants players to stop having fun; the outrage exists because players deserve far better treatment from the industry. The responsibility of game creators and commentators is to hold multi-billion-dollar publishers accountable so that development priorities shift back toward creative fun rather than legal acrobatics aimed at evading statutory definitions of gambling.
Josh Strife Hayes summarizes the underlying design reality: > “I enjoy having to engage my brain to beat a game, but if you do that with Diablo Immortal, you will ask yourself lots of questions, and the answer to every question is the credit card.”
Speaking directly to the audience about why critics speak up, he adds: > “We want the game industry to treat you better.”
```mermaid flowchart TD accTitle: The Diablo Immortal Progression Trap accDescr: Flowchart illustrating how engaging with character optimization leads directly to monetization.
subgraph Gameplay ["Player Engagement"] A["Engage Brain & Analyze Game Systems"] --> B["Explore Min-Maxing & Build Synergies"] B --> C["Encounter Progression & Stat Hurdles"] end
subgraph Solution ["The Built-in Answer"] C --> D["Ask How to Maximize Power"] D --> E["The Credit Card"] end ```
---
[42:07](https://www.youtube.com/watch?v=o17lBUZgjTs&t=2527s) Blizzard's Broken Values and the Real "Rising Evil"
The regulatory consequences of these design choices are already tangible, with the game banned outright in Belgium and the Netherlands for violating European gambling statutes. Looking past statutory law to Blizzard’s own internal standards, Hayes scrutinizes the company's public "What We Stand For" mission statements on their corporate website, focusing on two specific core pillars: *Gameplay First* and *Lead Responsibly*. While *Gameplay First* pledges that Blizzard's job is to make games as fun as possible for the widest possible audience, Hayes argues the game was calculated only to be as fun as strictly necessary to retain players before funneling them into monetization channels. Similarly, the *Lead Responsibly* pledge claims a commitment to making ethical decisions with players always kept in mind.
Quoting gaming journalist Paul Tassie from *Forbes*, Hayes highlights that *Diablo Immortal* is arguably ten times worse than *Genshin Impact*, pushing microtransactions beyond the already aggressive norms of the mobile space. Hayes concludes that the title is fundamentally a premier gameplay experience ruined by an infestation of predatory financial hooks wrapped in attractive graphics. Echoing the dramatic narrative warning delivered during the game's prologue cutscene about rallying against a looming threat, Hayes turns the camera back on the publisher itself, framing corporate greed as the real adversary players must confront together.
Scrutinizing Blizzard's corporate motto, Josh Strife Hayes states: > “I do not believe Diablo Immortal is designed to be as fun as possible; I believe it's been designed to be as fun as it needs to be to keep people playing and then monetized.”
Calling out the subversion of Blizzard's ethical claims, he notes: > “I cannot believe that decisions were made with the players in mind—unless you replace the 'L' with a silent dollar sign.”
Delivering his concluding verdict, Hayes reflects on the story's introductory warning: > “We as players do need to stand together against the rising evil... that rising evil, Blizzard, is you.”
- Blocked from release in Belgium and the Netherlands due to national anti-gambling legislation. - *Forbes* critic Paul Tassie concluded that the game's monetization is ten times worse than *Genshin Impact*, exceeding conventional mobile industry exploitation. - Directly breaches Blizzard’s public corporate values of "Gameplay First" and "Lead Responsibly."
## Notable quotes > [40:57](https://www.youtube.com/watch?v=o17lBUZgjTs&t=2457s) I enjoy having to engage my brain to beat a game, but if you do that with Diablo Immortal, you will ask yourself lots of questions, and the answer to every question is the credit card. — Josh Strife Hayes
> [42:07](https://www.youtube.com/watch?v=o17lBUZgjTs&t=2527s) I do not believe Diablo Immortal is designed to be as fun as possible; I believe it's been designed to be as fun as it needs to be to keep people playing and then monetized. — Josh Strife Hayes
> [42:07](https://www.youtube.com/watch?v=o17lBUZgjTs&t=2527s) We as players do need to stand together against the rising evil... that rising evil, Blizzard, is you. — Josh Strife Hayes
> [10:00](https://www.youtube.com/watch?v=o17lBUZgjTs&t=600s) Diablo Immortal is a mobile game and is designed to build habits to create attachment and to encourage daily replay. — Josh Strife Hayes
## Mentioned Diablo Immortal, Blizzard Entertainment, NetEase, Josh Strife Hayes, Callum Upton, Bellular, Paul Tassie, Wyatt Cheng, Adam Fletcher, MrGM, Diablo III, Diablo IV, Genshin Impact, World of Warcraft, Forbes, Metacritic, Messiah engine, Havok engine
## Video description Addendum: Legendary Crests are even worse than we thought: https://youtu.be/YF--ytWn8mU
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#####
Hello friend, stay a while and listen.
Diablo Immortal is a mobile and PC game based on Blizzard's long running Diablo series, it's basically a gacha game with a Diablo skin, it's undeniably fun, but the monetisation, is something else.
If you're not playing it, why not? Don't you guys have phones?
Thanks to the Patreon supporters and Twitch subs who keep the channel alive.
[Source](https://www.youtube.com/watch?v=o17lBUZgjTs)