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Diablo Immortal Hits 10 Million Downloads, $49 Million in Revenue on Mobile in First Month | MMORPG.

SystemSystem Member UncommonPosts: 12,599

imageDiablo Immortal Hits 10 Million Downloads, $49 Million in Revenue on Mobile in First Month | MMORPG.com

A new report suggests that Diablo Immortal has earned about $49 million in its first month of release. Its controversial monetization system may have been heavily criticized, but players have been spending.

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  • maskedweaselmaskedweasel Member LegendaryPosts: 12,195
    Yeah, can't say we didn't see that coming though. Mobile gamers love their gacha!
    OldKingLog



  • TheDalaiBombaTheDalaiBomba Member EpicPosts: 1,493
    edited July 2022
    This would confirm that revenue is likely not going to jump much, if at all, prior to a major content release.  So...  Just about 5.5 months to make what D3 made in the first week (and that was with me making a VERY conservative estimate based on only $45 per box for D3).

    And while folks keep touting these numbers as something great, it's pretty mediocre.  For comparison, Clash of Clans made almost half a billion last year as 9 year old app without any name recognition behind the IP.  The game made over a billion dollars in its first full year.  Anyone wanna do the match on where D:I would sit at a year out if it manages to hold this revenue rate for 12 full months?  It would sit at about what that 9 year old game with zero IP recognition made last year.

    This was a mediocre mobile release, at best, and cost the company with their core franchise base.
    moroelIselinAsm0deusGymrat313
  • maskedweaselmaskedweasel Member LegendaryPosts: 12,195
    This would confirm that revenue is likely not going to jump much, if at all, prior to a major content release.  So...  Just about 5.5 months to make what D3 made in the first week (and that was with me making a VERY conservative estimate based on only $45 per box for D3).

    And while folks keep touting these numbers as something great, it's pretty mediocre.  For comparison, Clash of Clans made almost half a billion last year as 9 year old app without any name recognition behind the IP.  The game made over a billion dollars in its first full year.  Anyone wanna do the match on where D:I would sit at a year out if it manages to hold this revenue rate for 12 full months?  It would sit at about what that 9 year old game with zero IP recognition made last year.

    This was a mediocre mobile release, at best, and cost the company with their core franchise base.
     I did some very light digging and heres what I found...

    If they keep around 50million in sales for the entire first 12 months, that's 600M dollars.

    By comparison, they say that D3 sold about 15 million its first year, so that would be about 1 billion dollars give or take 100K dollars. 

    So revenue wise they might be about 400k off the mark from selling a boxed game. But that doesn't really consider the cost to make it. Diablo immortal was mostly developed by Netease right?  So they're already using their own basic engine they use for mobile games, and they don't have the same costs as western studios do. So they probably spent a lot less on creating DI than they did making D3 or even D2 remastered or whatever it was. 

    It's not the best mobile game... but I wouldn't call it a failure even when compared to other diablo games. 
    OldKingLogTheDalaiBomba



  • IselinIselin Member LegendaryPosts: 18,719
    Pooh Bear and China release... when? Ever?

    Let's just not mention that monumental fuck up when we talk about DI sales :)
    Asm0deus
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  • eoloeeoloe Member RarePosts: 864
    Thank you for teaching me how to become rich.

    My project is called shltgame. It is a mobile "game". There is not so much content but the cash shop is ready and full of it.

    - full of what?

    - please consider reading the title.
    OldKingLogScotLark3mViper482dragonlee66
  • KyleranKyleran Member LegendaryPosts: 44,057
    This would confirm that revenue is likely not going to jump much, if at all, prior to a major content release.  So...  Just about 5.5 months to make what D3 made in the first week (and that was with me making a VERY conservative estimate based on only $45 per box for D3).

    And while folks keep touting these numbers as something great, it's pretty mediocre.  For comparison, Clash of Clans made almost half a billion last year as 9 year old app without any name recognition behind the IP.  The game made over a billion dollars in its first full year.  Anyone wanna do the match on where D:I would sit at a year out if it manages to hold this revenue rate for 12 full months?  It would sit at about what that 9 year old game with zero IP recognition made last year.

    This was a mediocre mobile release, at best, and cost the company with their core franchise base.
     I did some very light digging and heres what I found...

    If they keep around 50million in sales for the entire first 12 months, that's 600M dollars.

    By comparison, they say that D3 sold about 15 million its first year, so that would be about 1 billion dollars give or take 100K dollars. 

    So revenue wise they might be about 400k off the mark from selling a boxed game. But that doesn't really consider the cost to make it. Diablo immortal was mostly developed by Netease right?  So they're already using their own basic engine they use for mobile games, and they don't have the same costs as western studios do. So they probably spent a lot less on creating DI than they did making D3 or even D2 remastered or whatever it was. 

    It's not the best mobile game... but I wouldn't call it a failure even when compared to other diablo games. 
    We'll see how things looks a year or five out. Even Clash of Clans didn't start out an immediate success, at least not until Arnold started doing commercials for them.




    maskedweasel

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    Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm

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  • Viper482Viper482 Member LegendaryPosts: 4,101
    Thanks once again mobile whale morons for keeping this crappy trend going.
    McSleazWarlyxOldKingLogdragonlee66
    Make MMORPG's Great Again!
  • MachkeznhoMachkeznho Member UncommonPosts: 429
    In a way its a good thing, It will suck all the terrible gaming companies that have let us down time and again to making these mobile dumpster fire titles freeing up the actual gaming market with indie and new companies with new innovations, Triple A is dead and has been for some time if they want to go for the quick mobile cash grab I say let them, add the company to the never play a game from category and find a nice quaint indie game to enjoy.

    I stopped playing mmo's for the most part, I am waiting for Pantheon personally and really been putting serious hours into farming simulator 22 and some other dad level games lol...
    Kyleran
  • UtinniUtinni Member EpicPosts: 2,209
    Best part of diablo immortal is that random people started complaining about mobile monetization as if blizzard just invented it. Where you been for past decade lmao.
    McSleazKyleranOldKingLog[Deleted User]
  • OldKingLogOldKingLog Member RarePosts: 601
    Yeah, can't say we didn't see that coming though. Mobile gamers love their gacha!

    Yeah well a lot of that profit is coming from d-bag influencers who can happily flush thousands of dollars, of other peoples money, down the drain just for the luls. Fricken morons. Thanks to them Blizzard seems to have gotten away with this outrageously predatory behavior so I fully expect to see the same kind of out of control monetization start to creep into their regular games. I'm pretty much marking this year down as the year that gaming died.
  • OldKingLogOldKingLog Member RarePosts: 601
    edited July 2022
    Datastar said:
    In a way its a good thing, It will suck all the terrible gaming companies that have let us down time and again to making these mobile dumpster fire titles freeing up the actual gaming market with indie and new companies with new innovations, Triple A is dead and has been for some time if they want to go for the quick mobile cash grab I say let them, add the company to the never play a game from category and find a nice quaint indie game to enjoy.

    I stopped playing mmo's for the most part, I am waiting for Pantheon personally and really been putting serious hours into farming simulator 22 and some other dad level games lol...

    Sorry but I don't agree. I think its acualy going to make companies try to force this shit on regular mainstream gaming. They know now that all they have to do is get the influencers to pump money into the game, and all the little lemmings will follow suit.

    (edited for spelling mistakes. Damn you, you ducking cork sucking auto-correct!!)
    Scot
  • GroqstrongGroqstrong Member RarePosts: 826
    WoW at its peak 10mil subs x $14.99/month = $150 mil per month not counting box prices. I would say this mobile title was a fail for them.
    OldKingLogViper482
  • OldKingLogOldKingLog Member RarePosts: 601
    This would confirm that revenue is likely not going to jump much, if at all, prior to a major content release.  So...  Just about 5.5 months to make what D3 made in the first week (and that was with me making a VERY conservative estimate based on only $45 per box for D3).

    And while folks keep touting these numbers as something great, it's pretty mediocre.  For comparison, Clash of Clans made almost half a billion last year as 9 year old app without any name recognition behind the IP.  The game made over a billion dollars in its first full year.  Anyone wanna do the match on where D:I would sit at a year out if it manages to hold this revenue rate for 12 full months?  It would sit at about what that 9 year old game with zero IP recognition made last year.

    This was a mediocre mobile release, at best, and cost the company with their core franchise base.
     I did some very light digging and heres what I found...

    If they keep around 50million in sales for the entire first 12 months, that's 600M dollars.

    By comparison, they say that D3 sold about 15 million its first year, so that would be about 1 billion dollars give or take 100K dollars. 

    So revenue wise they might be about 400k off the mark from selling a boxed game. But that doesn't really consider the cost to make it. Diablo immortal was mostly developed by Netease right?  So they're already using their own basic engine they use for mobile games, and they don't have the same costs as western studios do. So they probably spent a lot less on creating DI than they did making D3 or even D2 remastered or whatever it was. 

    It's not the best mobile game... but I wouldn't call it a failure even when compared to other diablo games. 

    Also they dropped 5.9 billion to buy King Digital Entertainment. I wonder how long it will be before they show a profit on that deal.
    maskedweaselGroqstrong
  • Slapshot1188Slapshot1188 Member LegendaryPosts: 17,651
    This would confirm that revenue is likely not going to jump much, if at all, prior to a major content release.  So...  Just about 5.5 months to make what D3 made in the first week (and that was with me making a VERY conservative estimate based on only $45 per box for D3).

    And while folks keep touting these numbers as something great, it's pretty mediocre.  For comparison, Clash of Clans made almost half a billion last year as 9 year old app without any name recognition behind the IP.  The game made over a billion dollars in its first full year.  Anyone wanna do the match on where D:I would sit at a year out if it manages to hold this revenue rate for 12 full months?  It would sit at about what that 9 year old game with zero IP recognition made last year.

    This was a mediocre mobile release, at best, and cost the company with their core franchise base.
    For comparison Star Citizen made about $20M in June...

    and it's not even a full game.

    OldKingLogKyleranGroqstrongViper482LackingMMO

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  • moosecatlolmoosecatlol Member RarePosts: 1,531
    FFXV made double this, granted it was still a financial disaster for the company.
  • KyleranKyleran Member LegendaryPosts: 44,057
    This would confirm that revenue is likely not going to jump much, if at all, prior to a major content release.  So...  Just about 5.5 months to make what D3 made in the first week (and that was with me making a VERY conservative estimate based on only $45 per box for D3).

    And while folks keep touting these numbers as something great, it's pretty mediocre.  For comparison, Clash of Clans made almost half a billion last year as 9 year old app without any name recognition behind the IP.  The game made over a billion dollars in its first full year.  Anyone wanna do the match on where D:I would sit at a year out if it manages to hold this revenue rate for 12 full months?  It would sit at about what that 9 year old game with zero IP recognition made last year.

    This was a mediocre mobile release, at best, and cost the company with their core franchise base.
     I did some very light digging and heres what I found...

    If they keep around 50million in sales for the entire first 12 months, that's 600M dollars.

    By comparison, they say that D3 sold about 15 million its first year, so that would be about 1 billion dollars give or take 100K dollars. 

    So revenue wise they might be about 400k off the mark from selling a boxed game. But that doesn't really consider the cost to make it. Diablo immortal was mostly developed by Netease right?  So they're already using their own basic engine they use for mobile games, and they don't have the same costs as western studios do. So they probably spent a lot less on creating DI than they did making D3 or even D2 remastered or whatever it was. 

    It's not the best mobile game... but I wouldn't call it a failure even when compared to other diablo games. 

    Also they dropped 5.9 billion to buy King Digital Entertainment. I wonder how long it will be before they show a profit on that deal.
    Let's see, Kings been generating over $2B a year in revenue the past few years, and they've owned it for 6 years now.

    I'm thinking they made their money back and then some and ..they still own it and probably could sell it for the same or more.


    OldKingLog

    "True friends stab you in the front." | Oscar Wilde 

    "I need to finish" - Christian Wolff: The Accountant

    Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm

    Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV

    Don't just play games, inhabit virtual worlds™

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  • TheDalaiBombaTheDalaiBomba Member EpicPosts: 1,493
    edited July 2022
     I did some very light digging and heres what I found...

    If they keep around 50million in sales for the entire first 12 months, that's 600M dollars.

    By comparison, they say that D3 sold about 15 million its first year, so that would be about 1 billion dollars give or take 100K dollars. 

    So revenue wise they might be about 400k off the mark from selling a boxed game. But that doesn't really consider the cost to make it. Diablo immortal was mostly developed by Netease right?  So they're already using their own basic engine they use for mobile games, and they don't have the same costs as western studios do. So they probably spent a lot less on creating DI than they did making D3 or even D2 remastered or whatever it was. 

    It's not the best mobile game... but I wouldn't call it a failure even when compared to other diablo games. 
    True- it was a cheap game to develop, relatively, and the monetization is very rich at the moment.

    But I would think, considering the impact it's had on the franchise at large, they were hoping for a little bit more than a mediocre success.  At least, I would think the shareholders might hold that view.

    This also assumes revenue doesn't drop, which is not at all out of the question right now, but they may already have a content drop ready to go to boost revenue.

    maskedweasel
  • ScotScot Member LegendaryPosts: 24,427
    edited July 2022



    Datastar said:

    In a way its a good thing, It will suck all the terrible gaming companies that have let us down time and again to making these mobile dumpster fire titles freeing up the actual gaming market with indie and new companies with new innovations, Triple A is dead and has been for some time if they want to go for the quick mobile cash grab I say let them, add the company to the never play a game from category and find a nice quaint indie game to enjoy.



    I stopped playing mmo's for the most part, I am waiting for Pantheon personally and really been putting serious hours into farming simulator 22 and some other dad level games lol...



    Sorry but I don't agree. I think its acualy going to make companies try to force this shit on regular mainstream gaming. They know now that all they have to do is get the influencers to pump money into the game, and all the little lemmings will follow suit.

    (edited for spelling mistakes. Damn you, you ducking cork sucking auto-correct!!)



    Quite so, Datastar has it the wrong way round. Mobile and gambling games are not taking bad companies away from PC and console gaming. Gaming companies are generally moving to mobile and taking up gambling gameplay. He is being too optimistic on this one, but I wish he was right.

    Mobiles have been influencing gaming for years now, a PC and mobile release at the same time or a mobile then PC release are becoming more common. It is becoming the first platform for launch. Gambling gameplay is where we most clearly see mobile as worse than other platforms, but that playstyle has influenced what studios try out in console and PC. As we have learnt from the inception of the cash shop, this is about what studios can get away with as a money raking exercise. Mobile has opened a new can of worms in that regard.

    Finally the medical issues of mobile gaming are becoming known, we really don't want that kind of gameplay on our consoles and PC:

    https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6035026/
    OldKingLog
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  • KroxMalonKroxMalon Member UncommonPosts: 608
    Why do they/you think we care about this rubbish.
  • The_KorriganThe_Korrigan Member RarePosts: 3,460
    Still didn't give one cent to that cash grab.
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  • Veexer_NuiVeexer_Nui Member UncommonPosts: 268
    Diablo 3 made $200m in the first 24 HOURS. Not including Real Money Auction sales, Reaper of Souls or Necro DLC.

    Elden Ring made at least $440 million.

    It shows that companies earn 10x more when they actually put effort into creating something instead of cloning some trash chinese p2w game.

    Elden Ring also has no DRM what so ever and was available to pirate 1 minute after release.

    Take Diablo 2 Remake for example, blizzard added online-only mode to milk users with future cash shop shit. It would have made so much more money if it was the same as d2 with offline mode and allowed users to mod it like the original d2.

    Maybe they will finally learn when Microsoft buys them out and fires their useless designers.
    Brainy

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  • ScotScot Member LegendaryPosts: 24,427
    edited July 2022
    Diablo 3 made $200m in the first 24 HOURS. Not including Real Money Auction sales, Reaper of Souls or Necro DLC.

    Elden Ring made at least $440 million.

    It shows that companies earn 10x more when they actually put effort into creating something instead of cloning some trash chinese p2w game.

    Elden Ring also has no DRM what so ever and was available to pirate 1 minute after release.

    Take Diablo 2 Remake for example, blizzard added online-only mode to milk users with future cash shop shit. It would have made so much more money if it was the same as d2 with offline mode and allowed users to mod it like the original d2.

    Maybe they will finally learn when Microsoft buys them out and fires their useless designers.
    The problem is that mobile games are far cheaper to make so even if DI is not selling as well as D3 is that's not seen as such a big issue. This makes them far less a risk of the money put into making the game. Everything is on rails now and low production costs is a key factor, that's why high production costs are associated with existing franchises, far less risk. What we see here also shows having a major franchise does not stop them going down the knock off mobile route.

    Gamers hoping DI is going to give studios more than a pause for thought are wishful thinking. They may tweak the approach but bringing more mobile style gameplay into all platforms is very much on the cards.

    We face a perfect storm, mobile gambling gameplay coming in with home grown NFT's and crypto. Crypto will make a comeback and start pushing again as much as it did before the crash, meanwhile NFT's still seem to be full steam ahead.
  • MargraveMargrave Member RarePosts: 1,371
    I've been enjoying it without buying anything!


    It's fun believe it or not.
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