We keep talking about Blizzard, its mobile game, immortal deviland the micro transactions, and this time he talked about the subject Mike Ybarrathe president of Blizzard Entertainment, who unsurprisingly, defended the implementation of the many ways the game demands real money from players. The excuse is the same as always, and that is that it alleges that because of being paying people, others got free access to the game.
“When we thought about monetization, at the highest level it was, ‘How can we deliver a free Diablo experience to hundreds of millions of people, where they can do literally 99.5% of everything in the game? ? “, Said.
“Monetization comes in the endgame,” he added. “The ethos has always been to lead with great gameplay and make sure hundreds of millions of people can go through the whole campaign at no cost. From that perspective, it’s a great introduction to Diablo.”
This way, it doesn’t matter if the game has a metacritical rating of 0.3 points out of 10at least it no longer has 0.2 points, which had been the lowest score in the history of said website focused on game ratings, although in the mobile device stores themselves, the assessments are more disparate, with 3.7 points out of 5 in the Google Play Store, and 4.5 out of 5 in the Apple App Store.
According to the Los Angeles Times interview, Ybarra highlighted those qualifications as a defense against Diablo Immortalimplying that complaints about microtransactions are infrequent among the game’s wider audience. However, one reason for this could be due to players stating that while the game initially seems reasonable with its use of microtransactions, it’s only once users reach the end of the game that they start to feel intrusive, to the point of There are many complaints about “whales” spending real money to get a noticeable advantage in the PVP game modetherefore any player who does not pay is at a distinct disadvantage.
In conclusion, a Blizzard spokesperson told the Los Angeles Times that the vast majority of Diablo Immortal players they don’t spend money on gambling, although they declined to provide statistics to support this claim. According to data from the mobile market intelligence tool, the game generates $1 million a dayso you could say that all the “hate” was worth it.