Who'd have thought outrage from a few nerds on youtube and forums had no bearing on a market that pays zero attention to such places.
It's honestly one of the very few I bothered with cause it's Diablo, and yeah, I agree. The game is actually very well made, all aggressive monetization aside. You can also play it, not spend a dime, and it's still enjoyable.Not surprised. It's not a bad game, but the monetization is quite aggressive. That said, it's easy to play through the game without spending a dime. I played through the story, had a good time, and paid a grand total of $0. /shrug
Edit: Also, I don't think there was ever a time when Metacritic User Reviews meant anything.
I can believe it.
Some guy I work with has been talking about it nonstop since it was released. He claims that he has blown £370 on it already (I don't play it so have no idea if this is possible or not) and plans to spend a 'few hundred more' in the coming months.
According to him, it's the greatest game of all time and I'm wasting my life not playing it. Surly it cannot be that good? The way he talks about it is like it's the greatest pleasure since tantric sex.
Estimates for diablo : https://appmagic.rocks/google-play/diablo-immortal/com.blizzard.diablo.immortalI wonder how much of the market is funded by asian consumers. In other words, i would like to see info on the western market about these kind of games. But yeah, good job Kotick
Thanks, didn't know these two sites. Wow, usa is spending way more than I expected, nothing about Europe though. And lol, didn't know immortal hasn't released in china yet.Estimates for diablo : https://appmagic.rocks/google-play/diablo-immortal/com.blizzard.diablo.immortal
Estimates for mobile : https://www.statista.com/statistics/256673/global-mobile-game-revenue-by-region/
Still waiting to know if this game will ever come out in China.
Blizzard's mobile version of Diablo is off to a solid start; despite complaints around its monetisation, the developer took almost $50 million in the first month.
MobileGamer.biz reports that data from Appmagic, which tracks developer earnings not including the 30% commission for Apple and Google, shows Diablo Immortal had generated $48.9 million by day 30. The game earned $11.9 million in its first week, with revenue peaking on Saturday, June 11 -- the tenth day after launch -- with Blizzard earning $2.4 million that day alone. Since then, daily spending never fell below $1 million.
Diablo Immortal racked up 10 million downloads within its first month, although the majority of this came within the first four days, before dropping off steeply. Downloads peaked on day three at 1.32 million, reaching 6.85 million by the end of the first week.