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We did a terrible job of when announcing Diablo by Emily lowes
Active 2 years ago пользователь 1
Basic Information:
  • You, as a firm, need to expand D2R Items, and you do that by taking on new ideas and exploring possibilities. How do you do that versus maintaining what you believe your brand's identity is? An excellent illustration can be found in Diablo: Immortal. It's an interesting strategy to take on mobile gaming, which is huge in several countries therefore you shouldn't overlook that market. It's logical to Diablo to be the one to get you into that area] because it's a good fit. However, at the exact same time it goes against the brand image that people are familiar with Blizzard to possess, as well as what fans love Diablo as, which manifested in the reactions.

    I believe the thing we did a terrible job of when announcing Diablo: Immortal was contextualizing our vision of what about the future and how we view mobile specifically. And I also think the major thing we didn't mention when we made badly in double-shaming the fact that we're a PC developer first. Then, we seek out other platforms we believe are wonderful and that support the kind of game experiences that are compatible with the kind of games we want to play and the values we intend to put forth into the world. An example is that there was a tiny reaction when we announced that we would port Diablo to consoles as well.

    We made it available to our Xbox and PlayStation platforms. The year before, we announced Diablo in the Nintendo Switch. The reason we did that is because we think that Diablo is a fantastic game that works exceptionally well on these platforms.

    When we think about what mobile could be like for Blizzard in the near future we believe that mobile does not need to be a poorer experience. We think that we can create Blizzard-quality games. We believe that we'll achieve Blizzard values in monetization, and we think it can be a great experience. Furthermore, d2r items buy: Immortal is a game we've been working on for quite a long time to this point, and we're happy with how the game is progressing. We're anxious to see players experience it as soon as it's released.

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