It’s really hard to manage player expectations and successfully move a hardcore IP like Diablo over to mobile, as we noted not long after its launch. And it’ll provide many, many hours of completely free entertainment for those who want to play casually.īut Diablo players are not really casual players, clearly. And it isn’t, really – this is a generous game polished to a dazzling degree. So when it launched in the summer of this year, it had to arrive and prove that it was not some horrible, exploitative IAP-packed cash-grab. So right from the moment it was announced, Immortal was fighting an uphill battle. Threads like this were full of angry fans – and, let’s face it, folks just chipping in with no real knowledge of the matter – condemning the game for its perceived money-grabbing tendencies.ĭiablo fans are super hardcore PC gamers, and a lot of them view mobile games with absolute contempt. And while a good chunk of the people reading that story were in the business, many more came from Reddit. To cap off its debut month, we pulled Appmagic data that suggested it had earned $49m revenue from 10m downloads to date, and the story quickly became one of our most-read of the year. Marvel Snap has got plenty of media attention too, sure – but Blizzard and NetEase’s big-name launch had a vital extra element to it: angry dudes. In terms of pure press attention, Diablo Immortal was the biggest mobile game launch of the year, and not in a good way. It’s the end of 2022, so let’s get self-indulgent: this week we’re publishing a few personal story highlights from the first year of, and giving you a peek behind the curtain on how they came to be published.īlizzard earned $49m from Diablo Immortal’s first month, with 10m downloads to date
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |