The game was ported to platforms, the D2R Items and PlayStation platforms. Last year we announced Diablo to the Nintendo Switch. The reason we did that is because we think that that's a great game that works great on these platforms.
If we look back at what mobile will be like for Blizzard in the future, we think that mobile doesn't have to be a poorer experience. We think we could develop games that are of the highest quality. We believe that we could have Blizzard values in monetization, and we think that it can provide an enjoyable experience. And Diablo: Immortal is a game we've been working on for quite a long time at this point and we're pleased about how it's developing. We're looking forward to having the players play it once it's time to release.
First and foremost, I believe the main thing that wasn't communicated and I'm not sure I've said it enough, is that we are a PC developer who also searches towards opportunities with other platforms.
You'll need to show that you're a PC-first sort of company, developer, and publisher. Do you understand the resistance from fans? when they're saying "Yeah it's a mobile thing, and you're not who you are."
In retrospect, I believe we had a very honest look at ourselvesafter BlizzCon and to examine the reaction of fans. It's the job of trying to fully comprehend the reaction.
We didn't accomplish a great job of convincing our fan base that we're not leaving PCs for mobile or console. That aspect of the message did not get communicated in a manner that I believe, if we could return, we'd choose to have done.
It's easy to understand how fans react to the buy D2R Ladder Items "I'm a Blizzard enthusiast. Blizzard, just keep making PC games like you've always done. Like I like. That will make me happy."