I am curious to know what sort of example it should be, and to whom.
Video game developers and publishers will look at this as an example of leaving money on the table, since people continue to enjoy the game without having to pay them any more money. Yes, the tail is long, but it doesn't end up with more money for the game company so they will see it as waste.
It should be an example to all companies that a game made with passion can produce money for a long time. Diablo 2 was also one of the games that launched Blizzard into the stratosphere of popularity (which can be turned into wealth directly and indirectly). Awards. Prestige. The obsession with cash is out of control.
It might actually be a fat tail, if that's a thing, given how long it's been selling.[B] In fact, blizzard has probably made more money on me from D2, than D3, which I bought once, and I have not purchased D4 for a number of reasons.
[A] https://www.projectdiablo2.com/ - a lot of fun
[B] https://en.wikipedia.org/wiki/Diablo_II#Sales
[Edit]
Wait, what exactly is a waste? Not charging a rent? aka a subscription?
I think the waste in D4 is that there is very little replay value, only the long grind or Seasons.
But starting over and over has very little appeal, so that leaves only one option: New content released regularly.
Which sadly is not planned for D4.
I played diablo 2 a lot when I was a kid, and really, the only hard parts were bullshit mechanics like damage immunities and iron maiden. it also had no real endgame, only mindless baalruns. ubers were only doable by a few paladin builds (with reasonable gear/effort).
I still prefer that design to pretty much everything aRPG developers have come up with as endgame in the meantime.
You could say they left money on the table. You could also say they’ve profited tens or hundreds of millions of dollars.
And most games fail to realize this while maximizing revenue.
Here is blizzards:
We create the most epic interactive gaming and entertainment experiences
on earth immersing players in new, unimagined worlds. Our products help
build community and create social platforms that bring people together.
Blizzard did that for years. Blizzard was an unstoppable gaming behemoth. WoW was culturally significant. Starcraft birthed, or at least popularized eSports. MOBA's came first from starcraft's "use map settings" maps, and later more directly from Warcraft 3's. Diablo 2 is still considered a better game than any of it's sequels.It's quite hard to understate just how influential blizzard was to the gaming industry.
When blizzard was "leaving money on the table," they were arguably the leading game developer in the world. Lots of kids grew up dreaming about working for blizzard. I would bet money a large number of current day game devs were inspired by blizzards offerings. How many gaming companies have their own conventions?
Blizzard wasn't a company that just made money. They altered the industry. They defined the industry, and they did it by "leaving money on the table." They made fun games first, and money second. Now they make money first and games second, and it shows.
All of these things knock a person right out of immersion. Frequently they also damage social behavior. "Pay for power" is at odds with "work together for power." "Pay to look cool" is at odds with "work together to look cool." "Use our market place to trade" and "most items are bound" directly damage the social nature of trading.
Money incentives anti-social behavior. Time wasting and artificial mechanics damage immersion. So blizzard spends time on features that are directly at odds with their mission.
At some point the diablo franchise went from "we're going to make an action rpg about killing demons" to "what's the best way to skin this slot machine". Diablo 3 feels like a completely artificial experience, while diablo 2 feels organic.
It all comes down to the who is given power in an organization. Boeing, Intel, Blizzard, etc. They have all made one critical error, which is to put MBA's and accountants in charge instead of engineers and creatives. Short term that's fine and benefits everyone but customers. Long term it kills the egg laying goose.
Ahhh working together to get cool stuff - fond memories of that!
The reason both Diablo 3 and Diablo 4 has sold well is because of the legacy of Diablo 2.
Developing a great game is a surefire way of gaining a dedicated fanbase, which will carry your company a long time.
(A shame that Blizzard is pissing away all that goodwill though.)
Are you an MBA? I guess you got into tech for the money and not the love.
To your point I have bought the Diablo 2 Remaster but not yet played it :)
I understand where you are coming from - but it's not entirely true, that there's no additional money in it.
Blizzard had built a very strong reputation of making games all of which have this long life and thus are are always guaranteed to be worth buying straight at launch. Who knows how many of Diablo IIs lifetime sales can be attributed to that, but it sure had some influence.
And D2 again delivering on that Blizzard promise only strengthened that reputation - which again translated into a positive effect on sales on subsequent Blizzard releases.
Resurrected is another title that most obviously and directly benefited from the longevity of D2. The way D2 was designed surely did translate into sales of Ressurected.
But D2's longevity also contributed a LOT to the popularity of the franchise overall - which in turn surely had some influence on the sales of D3 and D4.
Then there's also the battle chest, which didn't sell badly to my knowledge - and don't even get me started on all the various Diablo Merchandise you can get. I'm pretty sure that made them a little bit of money as well.
It's not just the long tail of sales on the game itself - there's also a lot of additional, compounding long-term benefits. Publishers often disregard those benefits, because they aren't able to reliable measure those effects and put a number on it. And they generally often value short-time profit gains over nurturing a long-time fanbase.
And all off that of course leads down the path of yearly sequels that barely improve anything over last years game, but are still soooo expensive to make, that publishers need to sell loot boxes and battle passes and microtransactions and dlcs, just to make even - and then cutting short the long tail with next years' release. Rince and repeat until people get fatigued and the cash-cow is milked dry...
Maybe, just maybe, churning out a few less titles that each have a longer tail of sales and steadly grow a loyal fanbase and increase the sales-appeal of the franchise as a whole, is not that bad of a long-term strategy after all. Maybe this could serve as an example after all...
The publishers have listened to their hard core players - and created games for them. Is Diablo III for the people doing seasons? or the people who play through the campaign in solo mode?
With modern games, this in turn means that the casual to competitive conversion rate is low (because of the lack of solo content to hook the casual players) and publishers look to milk more from the competitive players by making the game even less accessible.
The games are being developed as multiplayer first today... and that in turn means that the solo modes that the casual games aren't there.
Honestly, if MMO is one of the first things listed on a game, and solo content is lacking - that gets a "nope" or "meh" from me on Steam. Meanwhile, some fun old games I still pull up from time to time to play.
For HoMM3 there used to be several, this one still seems to be active :
I know, but you'd only consider the lack of an open community a dealbreaker if you were already part of one such community for HoMM, so I was curious. Thanks for the link!