Although reaction of some players, immortal devil‘s Free-to-play game design loaded with microtransactions seems to be working fine for Blizzard’s bottom line. Using data from mobile analytics firm Appmagic, MobileGamer.biz estimates that the iOS and Android versions of the game generated $49 million in revenue from just over 10 million mobile downloads in the versions’ first 30 days of availability.
those estimates, based on public charts provided by mobile platformsdoes not include the PC version of the game and therefore may be undervaluation the scale of your financial success. With PC players included, Blizzard announced that immortal devil reaches 10 million installs after just over a weekwell ahead of Appmagic’s estimated mobile download rate.
Compared, Devil III it took almost six months to sell 10 million copies after your problematic launch in 2012. But that game sold for $60, making it difficult to compare directly with a free-to-play game that has generated an estimated average of less than $5 in earnings per download, according to Appmagic.
the long tail
Weather Devil IIIHowever, the profits from were debited in advance on the initial sales, immortal devil it appears to be well positioned to generate additional revenue from its existing player base for a long time. As of Monday, for example, the game was still the 34th-highest-grossing app in the entire iOS App Store, despite falling to 134th in terms of new downloads.
Many of those initials Immortal players (and payers) will eventually walk away from the game, of course. But that process may happen slower than you think. Android app retention estimates from the analysis of the firm Quettra suggest an app that launches in the “top 10” in the Google Play Store (such as immortal devil did) can expect to keep about 60 percent of its initial users after three months. Y public mobile hit data I like it pokemon go, angry birdsY candy Crush Saga suggests that roughly 10 to 20 percent of all gamers who had downloaded those games were still regular gamers a year or two after release.
that suggests immortal devil it will have millions of active players well into next year and beyond. And although the vast majority of those players I’ll never spend a single dime on the gamehigh end whales I could easily spend enough in the confusing sets of in-game currencies to sustain Blizzard’s income for a long time.
Blizzard has promised that the next Devil IV will limit microtransactions to optional cosmetics. But the first performance immortal devil It helps show why the free business model can be so attractive to a publisher like Blizzard, even if it can be annoying to many gamers.
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