People at Blizzard have most likely already been testing multiple monetisation strategies in order to crank the numbers as high as possible while maintaining a healthy playerbase. It is meant to earn money and it does it bloody well. DI is not a labour of love, it isn’t even primarily meant to provide fun. I reckon being a community manager for the title must be quite a hellish experience, as the community practically begs for lowering prices and increasing the chances of having good drops and whatnot and it all being most likely “thanked for and being taken into consideration.”. What they really nailed, though, was upholding the monetisation policy. Also, as they already had some income sources established and have been working on new ones, often by expanding their already existing franchises, they also knew that a possible failure of DI would’ve been diminished in the greater scope of things. In spite of the backlash they faced after revealing the title to the public, they knew that this idea could bring a lot of cash. Blizzard, of course, has at least a couple of them, however the creation of DI was an attempt to introduce a huge franchise of theirs into a very lucrative world of mobile gaming. One of the main reasons how companies can realise these two goals mentioned above is by diversifying their portfolio of products and income sources. Thinking of it, making Diablo for mobile platforms was a great business decision. Two primary goals of a company, as per microeconomics are: Heaps of people who play games, and those who make games sometimes too, treat games almost exclusively as a source of fun experiences, a gratifying pastime, whatnot. However, taking into consideration how well the game managed in the market, we’ll talk about 3 main factors why it did so well. This article was primarily written about the methods Blizzard could’ve used to have the public receive the game better. The title also has a decent 3.8/5 rating on Google Play Store – a lot of these reviews are still probably lowering the overall factual score. Yet, despite that, Blizzard considers the game a success, as it surpassed 30 million downloads and brought more or $100 million in sales during the first two months of the game being on the market. Of course, the game has a lot of problems, such as an unpolished PC port or the infamous harsh monetization policies. A F2P mobile game made by Blizzard in the world of Diablo, their legendary hack & slash series, was quite frowned upon by pretty much all of the stakeholders – fans, other industry professionals, the press, since the beginning. The massive harassment scandal that surfaced last year, oddly political and controversial statements and activities regarding China, losing the position of the MMORPG market leader to Square Enix’s Final Fantasy XIV, or the “Do you guys not have phones?” remark made by Wyatt Cheng (DI’s game director) when the public didn’t react positively to the reveal of Diablo Immortal, were ones of many mishaps this industry giant had to deal with. While the company can list some successes, such as the decently perceived Overwatch 2 tests and the launch of the legacy version of World of Warcraft, in recent times, it’s not considered to be in its heyday.
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