The "player" spending this money is the content creator Jtisallbusiness. Self professed as "THE NUMBER ONE YOUTUBER FOR CASTLE CLASH & OTHER MOBILE GAMING CONTENT!", this looks like a business pouring expense money into a micro-transaction game and drumming up PR.
It would be more disturbing if players at this end of the spending curve _didn't_ encounter game-breaking issues. I'd be more alarmed if the headline read: "After $100K, YouTuber professes, 'This is where the game gets fun.'"
Considering it costs a shameless $600,000 to max out a character, it's pretty surprising that the game breaks when you're only a fraction of the way there.
I dunno. 600 grand feels like such an obviously unrealistic amount to spend I automatically assume there's no in-game expectation that a player should _actually_ hit that goal.
Would it be less worrisome if the game "only" required, say, $600 to max out?
It seems in both cases consumers are at the precipice of a digital money pit and it's not clear whose responsibility it is to keep people from falling in.
The game will be designed to make people spend the maximum amount either way, so your question is if it is worse to make a few people loose a lot or some people loose less.
The lessons from gambling say that the maximum profit is gained from a few addicted high rollers, so I guess that's the route blizzard went.
It would be more disturbing if players at this end of the spending curve _didn't_ encounter game-breaking issues. I'd be more alarmed if the headline read: "After $100K, YouTuber professes, 'This is where the game gets fun.'"