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Diablo Immortal is bringing in over $1 million per day in micro-transactions

Use cash to buy jewellery.

Despite protests from some players, diablo immortalIt looks like the free-to-play, microtransaction-laden game design is working fine for Blizzard’s bottom line. Using data from mobile analytics firm Appmagic, MobileGamer.biz estimates that the iOS and Android versions of the game made $49 million from just over 10 million mobile downloads in the first 30 days of the version’s availability.

Those estimates, which are based on public charts provided by the mobile platform, do not include the PC version of the game and thus, may in fact be short sale measure of its financial success. With PC players joining in, Blizzard announced that diablo immortal Get 10 million installs after more than a weekWell ahead of the mobile download speeds estimated by Appmagic.

By comparison, Diablo III It took nearly six months to sell 10 million copies after its troubled launch in 2012. But that game sold for a $60 MSRP, making it difficult to compare directly to the free-to-play game that has brought in the estimated average so far. According to Appmagic, less than $5 in earnings per download.

Long tail

whereas Diablo IIIThe proceeds were dependent on initial sales, however, diablo immortal It has been in a position to bring in additional revenue from its existing player base for a long time. For example, as of Monday, the game was the 34th highest-grossing app on the entire iOS App Store, despite falling to 134th place in terms of new downloads.

many of them early immortal Players (and payers) will eventually walk away from the game, of course. But this process may be slower than you think. Analysis firm Quattra’s estimates of Android app retention suggest an app that launches in the “top 10” on the Google Play Store (as diablo immortal did) can expect to retain around 60 percent of its initial users after three months. and public data from mobile hits like pokemon go, angry birdsAnd candy Crush Saga Turns out that about 10 to 20 percent of all players who downloaded those games were still regular players a year or two after launch.

it all tells that diablo immortal There will be millions of active players in the next year and beyond. And while most of those players would never spend a cent on a game, the top-end whales could easily spend enough on confusing sets of games to keep the revenue going for Blizzard long term. .

Blizzard has already promised that the upcoming Diablo IV Will limit micro transactions to alternative cosmetics. But for the initial exposure diablo immortal It helps to show why the free-to-play business model can be so lucrative for a publisher like Blizzard, even if it’s annoying for many players.

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