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In some sense, this is reasonable. If you want people to spend money on your game, preventing that by requiring they first buy a $1500 PC seems sub-optmial when everyone does in fact have a phone.

For everyone that won't play mobile games (like me), there are probably 100 people that will. And they only have $5 for an add-on, not $60 for the entire game. That's the economic reality these days. Computer ownership is becoming an obscure niche thing.



> If you want people to spend money on your game, preventing that by requiring they first buy a $1500 PC seems sub-optmial when everyone does in fact have a phone.

This is a strange way to look at it considering that Blizzard is primarily a PC game developer, and the extreme majority of their customers are PC gamers. They will already have the PC.

Blizzard is a AAA developer. Mobile games don't exactly have a reputation for being AAA quality. PC gamers often scoff at mobile gaming, and the Blizzard fan base has been hoping for a Diablo 4, so for them to announce a mobile Diablo feels like a slap in the face. It feels like they're abandoning their core audience in favor of the mobile world, which is frequently ridden with microtransactions.


From a business sense the shift is unsurprising. Yet how they handled the reveal was a seismic PR disaster that could have been avoided. You don't announce a new product designed for the casual crowd (and by extension, the start of a shift toward focusing on said market) at a convention mostly attended (and closely watched online) by the hardcore crowd. Blizzard would have been wise to fire their PR firm after this.




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