Diablo is incredibly well-placed to achieve this. As my friend Maddy Diablo IV Gold Myers pointed out, these heavily loot-focused games have always been characterized as slot machines, which Diablo Immortal's business model takes literal.
Blizzard has made it a point to stress that Immortal's monetization is able to be ignored till the end of the game It's true, and it claims that the vast majority of players are enjoying the game without paying a dime, which is quite plausible. It's untrue to say that the real pleasure of Diablo's games is to play through the story instead of maxing out your character.
It's also insincere to say that the games have always been designed to stimulate an eagerness to hit the power limit of the players. People who are inclined towards gambling addiction, to the addictive aspects of Diablo's game itemand, even more so even both -- the legendary crest system is exploitative and potentially very damaging.
We have been here before, or somewhere like it. When Diablo 3 came out in 2012 it came with an auction house with real money in which players could purchase and sell their drops. In theory, it was there in order to stop fraud and cheating that plagued the trading of items on Diablo 2.
In order to steer players to that auctionhouse Blizzard cut down on loot rates within the game to the extent that equipping your characters with loot became a monotonous chore, and the game as generally felt boring to play. After the auction house was unpopular, it was removed and drop rate have been increased since 2014 Diablo 3 instantly became more entertaining, even before the improvements of The Reaper of Souls expansion elevated it to legendary status.
Lesson: It could seem reasonable to try to monetize Diablo's treasures, however the Diablo 4 Gold buy moment you start, you drain all the fun from the game. This is the same for Diablo Immortal, and it's apparent before you reach the final game because it's embedded into the game's design.