Have expressed their displeasure over how Diablo Immortal

  • The most important aspect to consider for any game that is free to play particularly one that is loot-based is how the game will be commercialized. In that regard, Heng explained that purchases in Torchlight Infinite are broken down into two types D2R Items. Features like more bag space, talent resets, and auto-looting functionality will be what Heng described as "pay-for-convenience." New heroes, along with various cosmetics, will be sold for purchase and come under what Heng declared to be "pay-for-content."

    Torchlight Infinite will not sell craft materials or equipment with real money, Heng said. The objects will "strictly grinding-to-get" to ensure a fair experience for everyone. Heng said it is Torchlight Infinite won't have any stamina meters or other systems that hinder player progress as players will have the "freedom to start and end their grinding at their own discretion."

    It's a difficult decision to make. Diablo Immortal, which Torchlight Infinite will likely be the game to be compared to, was attacked at the beginning for its pay-to-win-win-win-win-win-win-win even though it claimed to have earned over $50 million during its first month. More recently players have expressed their displeasure over how Diablo Immortal's MMO structure punishes individuals who are having difficulty finding the additional players required to complete the quests or dungeons that are essential to progression.

    In response to a question about what learnings XD Inc. has learned from Diablo Immortal's launch, Heng didn't mention the microtransactions that caused controversy in the game however, he said that many problems with Diablo Immortal stemmed from the inability to handle expectations of players.

    "From our point of view, the majority of the public was unhappy with their expectations about how Diablo Immortal was presented as an ARPG game D2R ladder items buy, but made available as the ARPG MMO," Heng said.