We did not make a good job of convincing our fan base

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If we look at the kind of mobile game that mobile is likely to be for Blizzard in the near future, we think that mobile shouldn't need to offer a lower quality experience. We think we could create games that are Blizzard quality. We believe that we could be able to incorporate Blizzard values regarding monetization and we believe that it could be a great experience. And Diablo: Immortal is a game we've been working on for quite a few D2R Items at this point We're extremely pleased with the progress it's making. We're looking forward to seeing the players play it once it's finally ready.

But first and foremost, I think that one thing that wasn't mentioned, and I'm not able to say it enough, is that we're an PC developer that also looks at opportunities across other platforms.

It's important to highlight that you're PC-centric of developer , business and publisher. Do you recognize the resistance from fans, then, when they're saying "Yeah however, this is a mobile thing, and that's not who you are."

In retrospect, we took a candid look at ourselves, post-BlizzCon in order to analyze the fan reaction. It's a matter of trying to really understand the reaction.

We did not make a good job of convincing our fan base that we're not leaving the PC for mobile and console. That part of the message wasn't communicated in the way I'd say, if could do it again, we'd be able to do.

It's easy to understand the reaction of the fanatics p2pah D2R Ladder "I'm an avid Blizzard enthusiast. Blizzard, just keep making PC games like you've always done. Much like the ones I love. This will make me happy."

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