Wednesday, August 17

‘Immortal Devil’ was heavily criticized for its monetization. Since then it has generated a million dollars daily


The launch of ‘Immortal Devil’ has been, to say the least, controversial. Activision Blizzard’s new mobile title was in the spotlight from moment one due, in part, to its aggressive monetization policy and a series of mechanics pay to win related to obtaining high level loot. So much so that it is one of the worst rated games by users on Metacritic.

It would be expected, therefore, that the income had not gone too well or, at least, that the figure was not too striking. After all, it’s a game where, unless you pay, you’re not going to get the best of the equipment, which is one of the keys to the ‘Diablo’ saga. The reality, however, is quite different: the game has generated a million dollars a day since its launch.

The reality is that micropayments pay off

According to a report by MobileGamer.biz, which cites data from AppMagic which, incidentally, agrees with that shown by Sensor Tower, ‘Immortal Devil’ has generated 49 million dollars in its first month of life and has been downloaded ten million times.

While the volume of downloads has been going down as the days have passed, the peak being on launch day, the estimated revenue graph has remained above a million dollars a day. It is true that the trend is downward, but the figures are what they are.

Devil Immortal Income

Income from ‘Immortal Devil’.

That ‘Immortal Devil’ has performed so well in income during this first month is proof that micropayments pay off. And they would not be a “major problem” if, as in ‘Fall Guys’ or ‘Fortnite’, micropayments were cosmetic, but in ‘Immortal Devil’ things are quite different.

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In ‘Immortal Devil’ it is possible to purchase Legendary Crests, an item that alters ancient rifts with random modifiers for better loot. Similarly, Eternal Orbs can be purchased to purchase in-game items, including platinum and reforge stones. And then there are the legendary gems.

Diablo Immortal Monetization

These cannot be purchased directly in the game, but instead appear in loot boxes with their corresponding randomness. Game terminology aside, it is estimated that to raise a character to the maximum the investment should be around 110,000 dollars. A huge investmentwithout a doubt.

This mechanism, which we can consider pay to win no problem, it is not typical of Activision-Blizzard games, which has caused the rejection of the fans of the saga. Fans who, by the way, did not welcome the arrival of this game only on mobile phones, to the point that, finally, Blizzard had to release it on PC to “calm” the waters.

Purchase of eternal orbs

However, what is Caesar’s to Caesar: ‘Immortal Devil’, as a mobile game, is sensational. The problem is that his monetization policy is aggressive and represents a glass roof for those who want to reach the maximum without going through the box.

But one thing is the criticism, which differs a lot between Metacritic (0.4 for the players) and Google Play or App Stotre (3.7 and 4.5 stars, respectively), and another the results. A million dollars a day is a lot of dollars and proof that micropayments and this type of mechanism, for better or for worse, work.

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