Blizzard just released its latestDiablogame,Diablo Immortal, and it ended up being one of the most talked-about topics in gaming this month for many reasons - most of which are not positive. This is mainly due to the fact thatDiablo Immortalwas envisioned as a mobileDiabloexperience for everyone to enjoy, including PC users, but it was designed with agacha-like in-app monetization system. The fact thatDiablo Immortalplayers can only get a limited amount of free attempts at Legendary 5/5-star gems, which are the best endgame items one can own, is only made worse by how much it can cost to get one by paying real money through microtransactions.

Recently, popularDiablo Immortalstreamer Quin69 spent over $25,000 NZD to get a single 5-star gem; something he did to prove just how predatory the game’s current monetization system can be. Because the community rapidly learned about these issues,Diablo Immortalended up becoming the game with the lowest average review score on Metacritic ever, which is telling. The news thatDiablo Immortalmade $24 million in two weeks for Blizzardmay seem like a bad thing when one considers how that money was accumulated, but it could also be a good sign that the community frontloaded its interest, and now that revenue will only drop in time.

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RELATED:Diablo Immortal Twitch Streamer Spends $25K to Get First 5-Star Legendary Gem, Deletes Character

Why Diablo Immortal’s Revenue is Not as Worrisome as One Might Think

Although $24 million is a huge amount of money that sounds daunting when associated withDiablo Immortal, especially considering how loud the community has been about its dislike of the mobile game’s monetization practices, it’s worth putting things into perspective. The mobile gaming market, for starters, is used to much higher revenue numbers for highly anticipated releases, especially around the first two weeks or first month out - as has been seen time and again with heavy-hitters being games likeHonor of Kings,Genshin Impact,PUBG Mobile,Pokemon GO, andCandy Crush Saga.

Compared to some of these games,Diablo Immortal’s $24 million revenue is not that impressive. The United States mobile gaming market generated $1.9 billion just in May 2022. It’s plausible thatDiablo Immortal’s numbers will go downover time as the game’s honeymoon period is over and only a small percentage of players manage to fully gear out their characters for PvE content. As far as PvP goes, it’s also likely that high-spenders will lose interest if not matched with fellow players who can compete at their power level.

Overall,Diablo Immortalmaking millions of dollars in revenue for Blizzard is not surprising, but it shouldn’t be taken as a warning - rather, it could turn out that players are not willing to spend as much money on this game as one would think following first impressions.Diablo Immortaldoesn’t guarantee good drops to those who spend money, with the game’sbad luck protection system only guaranteeing a 2/5-star gemafter 50 tries. Thus, the next few months are going to be crucial to determine how successful Blizzard’s monetization forDiablo Immortalwill be, but the first two weeks solidified an impression that the game is likely not going to be among the biggest on the market just yet, if ever.

Diablo Immortalis available now on Mobile and PC.