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Diablo Immortal has been doing well since its launch back in June. With over 30 million installs and a purported 100M in revenue, the cross-platform title feels like it's only just picking up steam despite some backlash related to its monetization system.
Comments
The game is still doing "objectively" well. In the same way that a critic score of 60% isn't "objectively" poor.
I get not liking the game, but the facts are the facts. If they're making 100 million in a couple months and have over 30 millions installs even though people trash the game left and right, then yeah, despite your whining, the game is doing well.
Those are just the facts.
a critic score of 60% is objectively bad lmao...the game is not doing that well Genshin is still kicking it's ass sorry... 100mil in the first 2 months of a mobile game is bad also considering that it will only go down from here..these are all just facts bro My point still stands btw as 60% on Metacritic is not "received fairly well" as that article blatantly misleads.
And 60% is considered a mixed review. Metacritic is at 67%, with 3 unscored reviews with positive summaries. It's literally 3% away from 70% with three positive reviews. No matter how you look at it, that's "objectively mediocre". Metacritic has scores for "bad" games. They're called negative reviews. 60% is pretty far from that mark.
That's not me saying that either, that's straight from metacritic. That's how their scoring system works. At worst the article should read "critic reviews were average"
It's notable that people talk positive about the new player experience, then drop off shortly after that completely.
But I've played mobile games with a bad or worse grind.
My outlook is basically... it's a free game. But how much does spending actually get you? If a mobile game can at least get you somewhere for 50 dollars here and there then I don't mind spending.
Thats why I usually don't spend past the first promotional offers. Like the leveling bonuses and sometimes the battle pass if the rewards make sense.
But a lot of games, you can also spend hundreds or thousands and get nowhere. I don't know how that compares in diablo. There's usually a difference from maxing our a character and at least being competitive in content.
Hundreds or thousands is still better than tens of thousands.
Being competitive you have no real chance, as you either grind for ten years and still can't fully upgrade your gear because one item is paywalled, or spend ~500k to upgrade one character.
If you don't do that, or only marginally invest, you a) don't find slots in rift runs for PvE and b) get decimated in PvP.
You also can't shore it up through grinding as that's gated on rewards, as well as the in game player auction is gated so only items earned through paid rifts can be sold.
Because critic scores matter oh so much.
The game doesn't need to earn Genshin revenue levels to be successful, just as for many years on end MMORPGs didn't have to earn WoW revenue levels to succeed.
All that is needed for success is that the game earn what the providers deem an acceptable level of profit to justify the continuance of it.
Its still a very bad game with predatory monetization. Very Bad game with capital B.
No fate but what we make, so make me a ham sandwich please.
The fact is our notion of how games should monetize and offer a game for enjoyment has been greatly eroded in favour of horribly staggered tiers and crafty addictive practices I have no wish to belabour.
So they are making money which we should not be surprised about at all. After all the generation currently addicted to mobile games will not raise an eyebrow at the way this game has been structured. Well good for them since they can find enjoyment in it.
Being the dinosaur I am I have unfortunately a good memory of how games used to be and I will fight the urge to just lay down and surrender to this horrible trend. I will continue to write and give my support to critiques that decry the monetization and I am going to do it as long as I game because I have no wish to see our future gaming trends to this type of predatory gaming practices.
I will not support this type of game. Even if I am an ant fighting a giant I will continue to fight it.
https://biturl.top/rU7bY3
Beyond the shadows there's always light
the amount of money it takes to generate and put out shovelware phone games is microscopic compared to the profits they rake in
this game was outsourced and they already made back their investment, and are profiting
So if critic score doesn't matter then you are saying user score matters? Ok let's go with that 0.4 LOL Fact of the matter is that this game failed and you will see it as the revenue continues to drop off. (24 million in 2 weeks, then it took a total of 6 more weeks to hit 100mil) Genshin had 400mil in same time frame (2 months)
I'm curious how much of that was based not on selling to global markets, but more expressly if it's been geared to capitalize on the Chinese market given they have used a cash shop in the Chinese version of D3 for a long time. They may well have priced themselves more aggressively based on what that market was willing to pay for D3 content, expecting the returns from there to offset the loss in other markets.
Which then got shot in the foot when the launch in China got delayed.
Will be interesting to see how the revenue shifts now that they have launched there.
Oh well they seem to be making money hand over fist with this game, so I expect we'll see more of the same from them and other studios. As FTP continues to take over I guess I will invest more time in my other hobbies. I refuse to support this predatory business model no matter how successful it is.
Oh well they seem to be making money hand over fist with this game, so I expect we'll see more of the same from them and other studios. As FTP continues to take over I guess I will invest more time in my other hobbies. I refuse to support this predatory business model no matter how successful it is.
The community seems to have gotten very insular. The exact same as left/right political echo chambers. I hope this changes and more people with broader ideas join.
The community often lamenta the lack of innovation. Not surprised if developers read this community. Most innovation is lambasted and just can't meet the standards here. We want innovation!! Like.. UO EverQuest, classic WoW.
Sorry for the soapbox. Congrats diablo. I don't plan to play, but I hope a whole lot of people who aren't smart enough to know it isn't good have a good time.
That's a curious soapbox to die on.
Also a couple mixed messages there. Is the game good as you first say or is it not as you last say?
I think there's a lot of good mobile games out there, even if mobile monetization is bad across the board.
I do get why people are mad about the poor monetization. Mainly cause if you realistically can't get to max level or compete with those at max level without spending thousands of dollars, it takes all the fun out of it.
The biggest issue I have is that there are no game modes in many of these games where everyone is on the same playing field. If you spend, even when you play pve the top end players still get the best rewards. It's really a shame.
It is something that genshin impact does well though. Cause even though you may not progress all your characters to max or get your favorite character to max, you can still manage to at least somewhat compete when you're in pve encounters with other players if you know how to play well and setup the right team.
I can get for some that they enjoy the game, I'd even say it's engaging. But like with many things, the subject of what one finds fun is, well, subjective.
Kinda why most my concern is generally around the way the monetization impacts things both on the consumer front and the game design front.
The very basic fact that we know the gameplay is intentionally slowed down and options are locked off in order to present players with a reason to regularly pay in, is itself a problem because it harms the baseline of the gameplay.
Now sure, "the devs still need to make money", but there is a sliding scale to that, and there is a point on that scale where it's maximizing money at the cost of game design. When the cost to play a F2P title in a competitive manner outstrips a monthly subscription, it's already pushing the limits. When it outright blows any kind of relational scaling and you have to dump hundreds, thousands, or tens of thousands in on a regular basis to be competitive? You've gravely damaged the baseline of the game.
Because you know the only "fun" part of that experience is going to be the start of the game. The "free" campaign that gives you the tour of the content. And sure that can be entertaining, that's the point. The introduction of most F2P are made and balanced so you aren't hit as hard by the massively scaling rewards. It's meant to give a false impression and invest the users into the title.
But there's no impetus to maintain that. Rather the need is to push the ROI after that point, and you see all the penalties come into play.
And sure "that's how mobile/F2P works", but that stands out very strongly for Diablo as a franchise. With three core titles that established very clear expectations, Immortal managed to defy most of them in very negative ways.
It's made all the worse when we'd wanna tout "It's good for a mobile game", but we simultaneously have other mobile games that manage to still use the same troubling monetization, yet cost the users 25x less on average. It's a rather large jump in expression of just how little a company cares for it's consumers as anything more than a consumer.