"Games like these attract large, harder core mobile audiences in Asia and the Diablo franchise is popular in the US, China, Europe and Korea", he continued.
In the continuing saga of one of the most viral stories in gaming, Blizzard Entertainment has responded to a rumor that Diablo 4 was meant to be announced at BlizzCon 2018 last weekend in addition to the as-yet poorly received Diablo Immortal mobile game. The evidence has accumulated since 2016, four years after Diablo III's release on PC, and Blizzard danced around a confirmation by telling us several new Diablo projects are in the works-including the one fans "really want".
Now key sources familiar with the matter give more insight on this odd decision. Blizzard maintains that it had never meant to talk about Diablo 4 at BlizzCon and that no announcements were pulled from the show.
There are still lots of unknowns surrounding the Diablo Immortal mobile game; one of the biggest is that Blizzard hasn't announced if the game will be a free-to-play or paid title. However, according to two anonymous insiders who spoke to Kotaku, Blizzard originally planned on closing with an announcement for Diablo 4, but cut it from the opening ceremony at the eleventh hour.
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This omission makes sense for two reasons: development and marketing.
Fortunately, game development isn't like dating, because if it were Blizzard might consider calling the whole thing off.
Diablo Immortal was the only Diablo announcement at BlizzCon, and to put it mildly, many fans have responded negatively. Even still it'd be a nice bit of fan service to confirm Diablo IV's existence (even though mostly every Diablo fan knows its coming) and hype everyone up. The game's cinematic and gameplay trailers were besieged with dislikes on YouTube, and the Diablo subreddit is awash with high-upvote posts calling Immortal "a slap in the face" and accusing Blizzard of being "out of touch with their fans".
Morgan Stanley's Brian Nowak suggested "Diablo Immortal" could eventually have more than 200 million monthly active users, and that it could generate annual earnings of as much as $2.52 a share.