Those estimates, based on public charts provided by the mobile platforms, don't include the PC version of the game and, thus, may be underselling the scale of its financial success. Pick up my sci-fi novels the Herokiller series and The Earthborn Trilogy.Further Reading Diablo Immortal impressions: A good smartphone game saddled with F2P nonsenseDespite backlash from some players, Diablo Immortal's free-to-play, microtransaction-laden game design seems to be working out just fine for Blizzard's bottom line. Using data from mobile analysis firm Appmagic, estimates that the iOS and Android versions of the game brought in $49 million in earnings from just over 10 million mobile downloads in the versions' first 30 days of availability. Subscribe to my free weekly content round-up newsletter, God Rolls. This was not the way to bring confidence back to Blizzard as a brand, and I’m not sure they’ll ever get it back now.įollow me on Twitter, YouTube, Facebook and Instagram. The sad part is you can easily see how great a full Diablo game could have been on mobile, as the design and controls are really fantastic here, but you have to be content with a campaign marred by XP gates, and then a more or less non-existent endgame unless you are spending truly insane amounts of money. But even by those standards the monetization is wildly out of hand, and of course actual Diablo fans running into these systems are going to be upset. This is a game made purely for the whale-heavy gacha mobile market. This is pretty infuriating, given how misleading it is to make a huge point that you don’t sell “gear” and yet you sell the most powerful items in the game in the for of gems, and the means to max them out, for final builds that can cost upwards of $100,000 per character ( literally).
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