Wednesday, September 18th 2024

Diablo IV Reaches $1 Billion Milestone, Microtransactions Falling Below Activision's Usual Share

Diablo IV received some severe backlash over microtransactions when it launched back in 2023, with some bundles even costing more than the $69.99 base game. It appears, however, that its microtransaction-laden monetization strategy has paid off, according to an accidental leak on LinkedIn from senior product manager, Harrison Froeschke.

According to the now-deleted LinkedIn profile update, Diablo IV has managed to generate a total of $1 billion in total revenue since it launched, with $150 million of that coming from microtransactions and in-game purchases. Perhaps more interestingly, though, is the fact that this is unusually low for an Activision-Blizzard game.
While $150 million—15% of the game's total revenue—is nothing to scoff at, it turns out that it actually falls short of Activision-Blizzard's average revenue split. Data from Statista indicates that, in 2022 at least, as much as 78% of Activision-Blizzard's overall net revenue came from "in-game purchases, subscription services, and other revenues". Of course, this includes King, the mobile gaming division responsible for making Candy Crush, which would artificially elevate that figure.

King only makes free-to-play mobile games, however, so it's safe to assume its revenue only contributes to the $5.889 billion Activision-Blizzard made from in-game purchases and microtransactions in 2022. Eliminating King's $2.785 billion from Activision-Blizzard's 2022 earnings still leaves microtransactions accounting for $3.101 billion, while game purchases only resulted in $1.642 billion in revenue—that leaves microtransactions, subscriptions, and other in-game purchases at roughly 65% of Activision-Blizzard's entire revenue for 2022, compared to just 15% for Diablo IV alone.

Gamepressure managed to grab a screenshot of the LinkedIn post before it was deleted (see above), and while it doesn't explicitly mention subscriptions, it's safe to assume "bundle offers" also include recurring battle pass purchases made through the Diablo IV store. While it's clear gamers still spent sizeable sums of money in the Diablo IV in-game store, it seems as though the earlier criticisms of the game's hefty cosmetic purchase prices fairly accurately reflected the sentiments of players when the game initially launched.

The LinkedIn profile, which has seemingly been removed from the internet in its entirety, reads as follows:
  • Leading the monetization strategy of the store cosmetics, pricing, bundle offers, personalized discounts, and roadmap planning which have driven over $150M MTX lifetime revenue.
  • Executed every step of game sales since game pre-order to the first expansion by configuring and collaborating with other teams resulting in over $1B total lifetime revenue.
  • Collaborating with IP Stakeholders to bring in popular franchises into the world of Diablo via themed engagement incentives and cosmetics based on popular characters.
  • Designing and implementing the use of detailed data tags for all store products to not only enable a more powerful recommendation engine, but also allowing for better toggles for data dashboards.
  • Training other Product Managers all the tools and procedures needed to operate the shop and battle pass successfully, including contention plans and contact lists.
Regardless, Activision-Blizzard and its parent company, Microsoft, must think the in-game microtransactions are a success, because the game is still actively being maintained, with the upcoming Vessel of Hatred, a paid expansion, landing on October 8, bringing with it a new season battle pass and likely new cosmetics to go with the new class, region, and story.
Sources: GamePressure, Statista (Activision-Blizzard), Statista (King)
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43 Comments on Diablo IV Reaches $1 Billion Milestone, Microtransactions Falling Below Activision's Usual Share

#26
Vayra86
AusWolfAnother thing is that microtransactions are the most prevalent in multiplayer games that only run as long as its servers are running. Why should I keep pumping money into a temporary thing?
This is one of the reasons why I hate multiplayer. It's money spent on a temporary flick. Money you'll never get back.
Yeah, about that... its really something that went from a reasonably credible way to deal with consumers to what it is now - a complete and utter mess. A big part of it becoming a mess is the temporary nature of releases. Since there are so many more games with online service models now, and despite the player count growth worldwide, its very difficult to keep people stuck to a single game for a long time. Even Warframe has changed significantly because of that; it was some years ago that lots of online service based games (the ones that truly are built on it, like WoW, like Warframe) started incorporating 'reintroduction bonuses' and other player assistance to get players back into the game easily: what's changed, what have they missed, and hey we reset the tiers again so you don't need to start from the very beginning, just step in at the latest expansion.

Games have a shorter life online, and with that, the pressure is on for online service models. So they work with seasons to somehow enforce you to direct your attention to the game every time. Big game patches must draw players back in, too. Lots of players are 'expansion hopping' between games now. But even then - there's a limit to the dedication spent on every game.

It is only now that we have so many games that do similar things that this is really a big problem, but the only logical end result is that games must evolve along with that lack of attention and time. And with that, online games have changed on so many small things. Lots of them are 'pick up and jump in', look at Helldivers 2, now. The MTX part of them is really mostly there for those who truly dedicate a lot of time now.

But every $ spent on gaming is money you'll never get back, really. I think its important to equate the loss of $ to what you think is important in gaming; if that is fun with friends in multiplayer, and you spend hundreds of hours doing so, its not really a bad thing to support a dev with 10-20 bucks from time to time. And that makes the line very blurry to me. Is it good, is it bad? I can't really decide. I just know its not for me - anymore! I spent my share in online games and experienced what happens to you in every way, the addiction of P2W, the subscription drive (gotta play, my time's running), and the constant nudges to keep going and buying and playing that you get everywhere. Its addictive AF but its really not the best gaming - but that realization came later ;) Once I opened a lootbox in Allods Online and it contained a legendary drop that allowed infinite respecs (respeccing otherwise costs IRL money, not much, but still) on a character. These drops get posted in the server chat: within seconds my chat screen was full of offers, literally, offers for several hundred dollars worth of ingame currencies. Some offered near 1k. The peer pressure to keep opening boxes, as you can imagine... is immense... Its just straight up gambling, except you can never go to the bank to cash in. The house always wins.

What I do think is essential to the gaming market is far more stringent regulation, game service models are still sold as products in appearance, and just like the virtual currencies, those are methods we've already simply banned from the retail sales world. You have to sell what's marketed.
Posted on Reply
#27
dirtyferret
Vayra86Since there are so many more games with online service models now, and despite the player count growth worldwide, its very difficult to keep people stuck to a single game for a long time
All the old private developers like Black Isle Studios, Westwood One Studios, Bioware, ID software (among a host of many other studios) and even more modern ones like Obsidian are long gone. Swallowed up and dissolved and/or a shell of their former self inside giant publicly held publishers. If you don't have multiplayer and MTX than stockholders think you are missing out on revenue and will move their money else where.
Posted on Reply
#28
Vayra86
dirtyferretAll the old private developers like Black Isle Studios, Westwood One Studios, Bioware, ID software (among a host of many other studios) and even more modern ones like Obsidian are long gone. Swallowed up and dissolved and/or a shell of their former self inside giant publicly held publishers. If you don't have multiplayer and MTX than stockholders think you are missing out on revenue and will move their money else where.
That in a nutshell is how triple A has gone and continues to go to shit. Some games are really quite alright... but all the nonsense around it kills it for me; and often also lots of nonsense inside of it - like the eternal rehash of the very same tried and tested gameplay concepts. There's zero innovation, the whole remaster fad is living proof of it. The worst of the crop are the games that really offer you less of what you liked in said franchise or game type, but have diverted all that attention to DLCs, seasonal roadmaps and MTX stores. Because that's really what's going on. Lots of must have features are delayed and I reckon they know it and just wait for the audience to ask for them, so they can say 'look how we're listening to you, stay with us longer!'. Even the release schedule and roadmap is a business model now.

It all adds to that nagging feeling you've never got a tangible, real, complete product in your hands. You have no control, your soul is delivered to the corporate overlords. I've decided I'm done with that. And every time I'm proven right - with Starfield; the recent Star Wars release; its all a mere shell of the gameplay we already had. Its a bunch of concepts and systems loosely tied together with no real semblance of vision to it. Pick from the menu, toss it in the blender, poop out game. And that also applies to D4; the same crap rehashed and nothing is really new, but you can climb the ladder again. All the good ideas in D4 that are different from 3 were shamelessly copied from all those better ARPGs that got released in the meantime, too. Given how playing D4 feels - its almost as if the core concept of the game is exactly what we see in every Blizzard online service game: the core is a collection of gacha mechanics and timed exclusivity/event errand running dailies. Copy/paste from WoW.
Posted on Reply
#29
dirtyferret
Vayra86There's zero innovation, the whole remaster fad is living proof of it
see the movie industry, it's a rinse and repeat cycle of 80's nostalgia and action franchises
Posted on Reply
#30
AusWolf
dirtyferretWhy? If the seasonal content is free and supported by cosmetic MTX that you personally don't care for than you as the customer benefit. If I played 40 hours of game X for $40 and enjoyed it, great! If I played 60 hours of game X for the same $40 that would make it even better?
If the seasonal content is free, then sure, go for it. Although that's the reason why I stopped playing World of Tanks. There's way too much seasonal stuff in it, with a bazillion currencies to earn, and bonuses to win... I can't figure that game out anymore, every time I log in, I'm confused as heck.
Vayra86Yeah, about that... its really something that went from a reasonably credible way to deal with consumers to what it is now - a complete and utter mess. A big part of it becoming a mess is the temporary nature of releases. Since there are so many more games with online service models now, and despite the player count growth worldwide, its very difficult to keep people stuck to a single game for a long time. Even Warframe has changed significantly because of that; it was some years ago that lots of online service based games (the ones that truly are built on it, like WoW, like Warframe) started incorporating 'reintroduction bonuses' and other player assistance to get players back into the game easily: what's changed, what have they missed, and hey we reset the tiers again so you don't need to start from the very beginning, just step in at the latest expansion.

Games have a shorter life online, and with that, the pressure is on for online service models. So they work with seasons to somehow enforce you to direct your attention to the game every time. Big game patches must draw players back in, too. Lots of players are 'expansion hopping' between games now. But even then - there's a limit to the dedication spent on every game.

It is only now that we have so many games that do similar things that this is really a big problem, but the only logical end result is that games must evolve along with that lack of attention and time. And with that, online games have changed on so many small things. Lots of them are 'pick up and jump in', look at Helldivers 2, now. The MTX part of them is really mostly there for those who truly dedicate a lot of time now.
That's because developers focus on keeping the player in front of the monitor, instead of making an actually good game. That's why I love indie games. That's where gaming is still art, and not business (there are exceptions, of course). The big question in everyone's head who is in the industry should be "what makes a game good" or "what tools do I need to put my vision onto the screen", and not "which psychological warfare tactic should I employ to keep those mindless bastards engaged".
Vayra86But every $ spent on gaming is money you'll never get back, really. I think its important to equate the loss of $ to what you think is important in gaming; if that is fun with friends in multiplayer, and you spend hundreds of hours doing so, its not really a bad thing to support a dev with 10-20 bucks from time to time. And that makes the line very blurry to me. Is it good, is it bad? I can't really decide. I just know its not for me - anymore! I spent my share in online games and experienced what happens to you in every way, the addiction of P2W, the subscription drive (gotta play, my time's running), and the constant nudges to keep going and buying and playing that you get everywhere. Its addictive AF but its really not the best gaming - but that realization came later ;) Once I opened a lootbox in Allods Online and it contained a legendary drop that allowed infinite respecs (respeccing otherwise costs IRL money, not much, but still) on a character. These drops get posted in the server chat: within seconds my chat screen was full of offers, literally, offers for several hundred dollars worth of ingame currencies. Some offered near 1k. The peer pressure to keep opening boxes, as you can imagine... is immense... Its just straight up gambling, except you can never go to the bank to cash in. The house always wins.
I'm currently replaying Half-Life 1-2 and the expansions. It's a series I bought 20 years ago for 20-years-ago money. I don't rely on a server (other than Steam), or my friends, and I'm having nearly as much fun as I did 20 years ago. This is where I see my money returned. Replayability is a valued quality of games that somehow got lost in today's restless world.
Vayra86What I do think is essential to the gaming market is far more stringent regulation, game service models are still sold as products in appearance, and just like the virtual currencies, those are methods we've already simply banned from the retail sales world. You have to sell what's marketed.
That I agree with completely.
Posted on Reply
#31
dirtyferret
AusWolfThe big question in everyone's head who is in the industry should be "what makes a game good"
That went out the door the minute private developers got bought out by publicly held publishers. Publishers don't care if a game is good, they care if it sells and its long term revenue stream. Before we start bashing the industry (which greatly deserves it) we should also bash ourselves the consumer. Below are the top selling video games from last year, every one but the first and the 11th is a franchise or remake. As for Starfield, it got bashed so hard (regardless of reason) that Bethesda quickly came out with news of work on their elder scrolls franchise.

Hogwarts Legacy 1
Call of Duty: Modern Warfare 3 (2023) 2
Madden NFL 24 3
Marvel's Spider-Man 2 4
The Legend of Zelda: Tears of the Kingdom 5
Diablo 4 6
Call of Duty: Modern Warfare 2 (2022) 7
Mortal Kombat 1 8
Star Wars Jedi: Survivor 9
EA Sports FC 24 10
Starfield 11
Super Mario Bros. Wonder* 12
Resident Evil 4 (2023) 13
Posted on Reply
#32
maxfly
dirtyferretThat went out the door the minute private developers got bought out by publicly held publishers. Publishers don't care if a game is good, they care if it sells and its long term revenue stream. Before we start bashing the industry (which greatly deserves it) we should also bash ourselves the consumer. Below are the top selling video games from last year, every one but the first and the 11th is a franchise or remake. As for Starfield, it got bashed so hard (regardless of reason) that Bethesda quickly came out with news of work on their elder scrolls franchise.

Hogwarts Legacy1
Call of Duty: Modern Warfare 3 (2023)2
Madden NFL 243
Marvel's Spider-Man 24
The Legend of Zelda: Tears of the Kingdom5
Diablo 46
Call of Duty: Modern Warfare 2 (2022)7
Mortal Kombat 18
Star Wars Jedi: Survivor9
EA Sports FC 2410
Starfield11
Super Mario Bros. Wonder*12
Resident Evil 4 (2023)13
Man, I suck, haven't played any of those yet :(
Posted on Reply
#33
dirtyferret
maxflyMan, I suck, haven't played any of those yet :(
outside of Diablo IV, neither have I
Posted on Reply
#34
AusWolf
maxflyMan, I suck, haven't played any of those yet :(
dirtyferretoutside of Diablo IV, neither have I
Hogwarts Legacy is good if you like Harry Potter. It's a bit overloaded with "content" (god, I hate this word), but not as much as a Ubisoft game, and most of it is fun. Starfield and Jedi Survivor are on my list, but I've got too much to play at the moment, so they'll have to wait.
dirtyferretThat went out the door the minute private developers got bought out by publicly held publishers. Publishers don't care if a game is good, they care if it sells and its long term revenue stream. Before we start bashing the industry (which greatly deserves it) we should also bash ourselves the consumer. Below are the top selling video games from last year, every one but the first and the 11th is a franchise or remake. As for Starfield, it got bashed so hard (regardless of reason) that Bethesda quickly came out with news of work on their elder scrolls franchise.

Hogwarts Legacy1
Call of Duty: Modern Warfare 3 (2023)2
Madden NFL 243
Marvel's Spider-Man 24
The Legend of Zelda: Tears of the Kingdom5
Diablo 46
Call of Duty: Modern Warfare 2 (2022)7
Mortal Kombat 18
Star Wars Jedi: Survivor9
EA Sports FC 2410
Starfield11
Super Mario Bros. Wonder*12
Resident Evil 4 (2023)13
That I agree with as well. I don't understand how all these franchises succeed. Most of them are the same game over and over again. The devs fill them up with hours of "content" (have I mentioned how much I hate this word?), but most of it is dogshit.

Assassin's Creed is my perfect example. The very first one was brilliant, 2 and 3 were kind of okay, but it quickly went downhill after that. I tried Rouge because I thought playing as a Templar would be different, but boy, was I wrong! It's the same boring shit as all the rest, with a convoluted map and meaningless quests. What a waste of my money! I didn't bother buying, or even trying any other iteration of the series. I'm curious about Valhalla because I love Viking lore, but I've heard it's the same crap with a Nordic skin on it, which doesn't surprise me coming from Ubisoft. I don't care how the game looks. If it feels like all the rest, then they won't see a penny from me, sorry. I'll rather be playing God of War, thanks. Yet, people keep buying AC games like they were any different from the one before (I have no clue how they can't see that they aren't).
Posted on Reply
#35
Kyan
AusWolfI'm currently replaying Half-Life 1-2 and the expansions. It's a series I bought 20 years ago for 20-years-ago money. I don't rely on a server (other than Steam), or my friends, and I'm having nearly as much fun as I did 20 years ago. This is where I see my money returned. Replayability is a valued quality of games that somehow got lost in today's restless world.
My favorite game have almost 0 replayability and I don't want it to be replayable.
But it's not build like a traditionnal game so there's that. It's Outer Wilds.
Posted on Reply
#36
jigar2speed
They scammed me through nostalgia, I played few hours and uninstalled it. Wasted hard earned $60.
Posted on Reply
#37
TheinsanegamerN
dirtyferrethey, want to buy some gently used horse armor for Skyrim?

They don't peddle it, it's all cosmetic and does not impact your actual gear or "story". I actually enjoyed the game when I played it (got it for around $29) and probably put 60+ hours into it so I feel I got my money's worth.
I'm so tired of this argument. Cosmetics are part of the game, players will want to customize their character, that's why they're in the game in the first place. And if they are worth real money, they should already be included in the game YOU ALREADY PAID FOR.

For 30 years this was the case, then devs made them MTX because greed. MTX in paid for games should be banned.
Posted on Reply
#38
AusWolf
TheinsanegamerNI'm so tired of this argument. Cosmetics are part of the game, players will want to customize their character, that's why they're in the game in the first place. And if they are worth real money, they should already be included in the game YOU ALREADY PAID FOR.

For 30 years this was the case, then devs made them MTX because greed. MTX in paid for games should be banned.
Absolutely! What's next? MTX for textures and assets? Anyone feel like paying extra $5 on top of the original price for textures on your main character instead of a polygon mesh? :laugh:

Edit: Or maybe MTX for in-game options. $2 for having the ability to remap keys, hm? :rolleyes:
Posted on Reply
#39
Vayra86
AusWolfEdit: Or maybe MTX for in-game options. $2 for having the ability to remap keys, hm? :rolleyes:
gaming/comments/1bktvy2
Reddit says you're wrong and MTX are right, before clicking, be prepared for a tidal wave of cognitive dissonance. Its hilarious.

The funny thing is so many games that try to move that way are at their core so crappy, you don't even want to go near them. DD2 applied for that too, I believe. A 6.3 metacritic score generally means its a below average release and I've honestly not heard anyone say it is stellar in any possible way, which, kinda... just oozes from every bit you see of it, too. And Ill be honest, DD1 never really captured me, but there was zero drive to go to DD2 after even sniffing out the fact these MTX were in the game. Even just their presence was enough to sway me to move on.
Posted on Reply
#40
AusWolf
Vayra86The funny thing is so many games that try to move that way are at their core so crappy, you don't even want to go near them. DD2 applied for that too, I believe. A 6.3 metacritic score generally means its a below average release and I've honestly not heard anyone say it is stellar in any possible way, which, kinda... just oozes from every bit you see of it, too. And Ill be honest, DD1 never really captured me, but there was zero drive to go to DD2 after even sniffing out the fact these MTX were in the game. Even just their presence was enough to sway me to move on.
I suppose that's because good games don't have to rely on psychological warfare to make money for their developers. They just naturally sell because they're good.
Posted on Reply
#41
AusWolf
KyanMy favorite game have almost 0 replayability and I don't want it to be replayable.
But it's not build like a traditionnal game so there's that. It's Outer Wilds.
How can it be your favourite game if you can't see yourself replaying it? Or do we mean different things by the word "replayability"?
Posted on Reply
#42
Ayhamb99
During the whole Microsoft Activision-Blizzard acquistion period, there was still a small part of me that believed that there would be a chance that Blizzard would get some parts of its soul back and start recovering from all the controversies due to Activision being literal scum. Welp guess i was wrong, moarrrrrr microtransactions i guess.
Posted on Reply
#43
Kyan
AusWolfHow can it be your favourite game if you can't see yourself replaying it? Or do we mean different things by the word "replayability"?
I can relaunch the game and do like achievement, but that's it. The game is build more like an experience rather than a regular video game. It was in 2010 a concept for end-of-study thesis. And after 9 years, it became a true master piece.
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