My first exposure to "feeding" was Fate/Grand Order, which was originally published in Japan in July of 2015 and earned a total of 4 billion dollars globally in the year 2019. In order to ensure that a character is the very best it can be I had to purchase copies of each. Then, when a particular banner rolled around I paid over 300 euros for the character I'd been lusting over throughout the years. But D2R Items I didn't get the identical copies I needed to fully appreciate the full potential of this character. The rates for the most valuable 5-star characters now being around 1%, it was no surprise I never managed to obtain a duplicate of the character during my time using the game (which I've since uninstalled). As of July 2021, Fate/Grand Order was the seventh highest-rated mobile game of all time, putting it ahead of Konami's Puzzle and Dragons. It also, I'm guessing, is also a gacha game.
During the GDC 2021 presentation, Genshin Impact developer Hoyoverse (previously Mihoyo) outright admitted that the method used to create characters was to get the most money possible from its fans. This year's Raiden Shogun and Kokomi characters reruns that took place in March 2022 alone earned the company more than $33 million in revenue.
The moment was immortalized by humor and memes, the bulk of it rooted in disappointed fans' expectations: Fans who attended BlizzCon 2018 were anticipating "Diablo 2 Resurrected" announcements. But it also stemmed from an old stigma about mobile games in the West in the United States, where the use of smartphones as gaming platforms is much slower than the other regions of the world.
Since that time, "Diablo Immortal" has boosted its reputation, as test results from beta and alpha versions proved the game to be a full-throated, traditional Diablo experience. (It was also helpful that Blizzard made the decision to release its game onto PC.) Diablo is a Diablo series is one of the most influential games in contemporary game design. It has popularized gameplay loops that focus on acquiring random "loot" to help your character become more strong. "Diablo 2," that was just remastered, cemented this loop, while "Diablo 3" which Cheng also worked on, refined and improved it.
While the events of 2018 were hard for Cheng and the team, he claimed it only strengthened their resolve to prove "Immortal" a game worthy in the Diablo series, and its game is completely free to play on mobile, which brings the franchise to its biggest ever potential fan base. The game is scheduled to launch on June 2.
Cheng's enthusiasm for the game was evident in an interview he recently conducted. "I believe that 'Diablo Immortal' will make a difference in people's opinions on what they think of as an mobile game" Cheng told The Washington Post. "That was our goals right from the beginning. Let's elevate the standards for the quality of a mobile game."
"I have three children and they're all teenagers, and they don't make the same distinction between consoles, computers or mobile devices," Cheng said. "They are avid gamers across all kinds of platforms."
The game will feature simultaneous release on PC with full keyboard-and-mouse as well as controller support, as well as cross progression and cross play using mobiles at the start of the game. This move was inspired by the beta test , where game content creators stated they would need to emulate the game for the purpose of displaying the game on their streaming platforms, said Rod Fergusson, general manager of the Diablo franchise.
"The idea of not having Native support available for PC and content creators did not feel right," he said. It was quickly decided to bring the same experience between mobile and PC to ensure the game functions exactly the same way , with identical user interfaces and control systems designed for desk-bound gamers. The questions that were raised in 2018 , about the reason why the game was even a thing turned into fans asking questions about what the game would be like when cheap D2R Items launched -- and begging for the possibility of a PC port.