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Diablo Immortal paves the way for EA and Activision’s mobile gaming expansion

Look at any announcement of an established gaming franchise going mobile and you’ll see scores of Western gamers crying foul. Look a little deeper, however, and you’ll see players in regions like India asking not why, but when.

There’s a disconnect between how the world views mobile gaming, with many in the West adamant that it’s somehow not “real” gaming. Spurred on by egregious microtransactions, misleading advertisements, and social media puzzle games popularized by their parents over the years, the vocal bunch who swear by full-price AAA blockbuster adventures are almost united in the idea that it’s a scourge to be defeated, a blight that lures greedy publishers into diluting core experiences for a lesser platform in an attempt to nickel-and-dime loyal customers.

But that’s not it at all. Games like Diablo Immortal are making a case for the mobile experience with quality gameplay for free, anywhere and at any time. Players only need to look outside of their usual gaming bubble to understand why mega publishers like EA are taking their franchises mobile.

https://twitter.com/xipots/status/1385218713004257288?s=20

“Do you guys not have phones?”

Apparently, I was the only one excited by the idea of Diablo going mobile.

While the Blizzcon attendees made their disgust apparent during the now infamous reveal — envisioning only microtransactions that weren’t even mentioned — I saw engrossing gameplay. It looked like a mobile ARPG with more combat heft than any previous entry in the franchise.

And after playing it, I’m happy to report that my initial intrigue was well-founded. Even in its alpha state, it’s a quality Diablo title that’s leaps and bounds more engrossing than Diablo 3 was at launch. Its uncluttered UI is easy to understand, the brief tutorial gets straight to the addictive and weighty combat loop, and randomized dungeons have seemingly been swapped out for short four-player gauntlets with fun and varied boss battles around every corner. It’s the core Diablo experience squashed into a tiny screen, condensed to suit bite-sized play sessions for those who need them, while still being deep enough for your battery to drain before you’re ready to call it a night.

As for whether it will find an audience, players are deeply misunderstanding the mobile market if they think it’ll be anything but a major success for Activision Blizzard. In the blink of an eye, mobile gaming has gone from simple 2D titles and addictive puzzle games to 3D adventures that often rival those on modern machines. The success of Genshin Impact — a title that drew comparisons to Nintendo Switch title The Legend of Zelda: Breath of the Wild — has helped to show just how powerful today’s smart devices are to those who’ve ignored their growing gaming prowess in recent years.

Mobile sea change

Though Western, hardcore audiences aren’t rapidly warming up to the mobile experience, the computational evolution of the platform and the success of similar games has changed publishers’ tune. They’re beginning to realize the potential of putting their blockbuster titles onto the devices we all whip out of our pockets two dozen times an hour.

Even Nintendo — a company typically entrenched in its own hardware — has seen pretty consistent results by leveraging its popular franchises for mobile-only titles like Fire Emblem: Heroes, Pokemon Masters, and Animal Crossing: Pocket Camp. In fact, Mario Kart Tour – -a game critics were verbally disappointed with at launch — raked in $200 million in just 18 months on the back of its free-to-play format. And it’s far from the best-performing core franchise mobile title around.

Mobile gaming is big business. PUBG Mobile — the portable version of the game that lit the spark for the battle royale genre — reportedly passed the $5 billion revenue mark after just three years on the market. That’s not including its chart-topping Chinese counterpart Peacekeeper Elite. Its upcoming sequel has already amassed 10 million pre-orders on Android alone in about a month. Similarly, Genshin Impact amassed $1 billion in its first six months, racing to the top of the worldwide charts, with consistent updates likely to help it hold its position for some time to come.

Big-money tournaments across Asia make rock stars out of those who stay glued to their smartphones, with Western players often competing under the radar of the rest of the gaming world to claim big-money prizes rivaling those of mainstream titles like Dota 2 and Counter-Strike. PUBG Mobile alone held a tournament with a $100,000 prize pool in Brazil last weekend, with another taking place elsewhere in the world in just a few days, and League of Legends-like Arena of Valor/Honor of Kings is no stranger to six-figure payouts for its top teams.

If the recent revelation that nearly 40% of Minecraft Dungeons players run through the multiplatform game on their smartphones is any indication, big-name publishers may be in the right to start leveraging mobile-savvy companies like Tencent and Netease to adapt their biggest franchises for handheld play. League of Legends is in the process of releasing a mobile-specific version, Call of Duty: Mobile continues to print money for Activision Blizzard already, and EA has used the worldwide appeal of Apex Legends and the hype surrounding its next big Battlefield title to announce that mobile versions of both are in the works.

While platform manufacturers like Microsoft are attempting to tap into the mobile market with streaming services, publishers are turning to purpose-built versions of their main competitive titles to ensure issues like slow internet speeds around the world don’t hold players back from getting sucked in.

Mobile isn’t coming to steal your pastime, but it’s here to offer it to the masses, and you’re invited along for the ride.

Josh Brown
Josh Brown is a UK-based freelancer with devoted interests in video games, tech, film, and anime/manga. Just don't talk to…
One year later, Marvel Snap is my favorite mobile game of all time
Marvel Snap card list.

One year ago today, I gained access to the closed beta for an intriguing mobile collectible card game called Marvel Snap. I’d flirted with collectible card games (CCGs) like it before, but had dropped off titles like Hearthstone and Legends of Runeterra due to problems with their structure, monetization, and complexity. Within a few matches of Marvel Snap, I saw how disruptive it was into the CCG genre, circumventing many of my problems with it. I’ve been hooked ever since.
In the year since I first played Marvel Snap, rarely does a day go by where I don’t log in. On the first anniversary of its beta, I’m confident enough in the game to declare that it has become not only my preferred CCG to play, but my favorite mobile game of all time.
Why Marvel Snap stands out
Marvel Snap has been praised a lot, especially after it saw a wider release in October 2022, and everything said about it is true. It’s much faster-paced than most card games, as it’s only six turns and both people in a match play cards at the same time. This makes rounds enthralling across all six turns and quick enough that I never play only one battle when I boot Marvel Snap up. Couple that with all the potential deck builds that can be played and possible locations that can spawn during a game, and each Marvel Snap match feels very different from one another. They can be fun, frustrating, and even funny.

That’s even the case if you’re using the same deck for a while. For quite a long time, I was using a Patriot and Mystique deck that powered up cards with no abilities. As developer Second Dinner continued to introduce new cards, I started to experiment with different types of decks, like a Morbius/M.O.D.O.K. discard-focused deck, a Collector/Devil Dinosaur one where the goal is to get as many cards into my hand as possible, and most recently, a High Evolutionary/Hazmat setup that unlocks the secret abilities of some cards and greatly debuffs the enemy.
After a while in Hearthstone and Legends of Runeterra, I’d feel limited in the decks I could build and the viable enough strategies I could use. Neither are issues for me in Marvel Snap. Even when certain decks dominate the high-level metagame, that doesn’t mean other types of decks aren’t viable. Additionally, the number of recognizable characters turned in the cards encourages me to experiment with and use them.
There’s also the fact that I have an inherent familiarity with the cards I use. While I casually enjoy the worlds franchises like Warcraft and League of Legends occupy, I am less familiar with them than the Marvel Universe, and thus less excited when I pull a creature that I know nothing about. As a die-hard comics fan, though, I get excited each time I earn a new character in Marvel Snap. This game also allows me to play with weirder, obscure characters -- like Hell Cow, Orka, Aero, Darkhawk, or The Infinaut -- that are extremely unlikely to ever appear in a more traditional video game.
Good cards also aren’t usually locked behind paywalls, but that’s not to say Marvel Snap’s microtransactions are perfect. The $100 offers in the store are eye-raising, but I don't feel punished for not spending.
And unlike many mobile games, Marvel Snap’s progression is fair and engaging. Daily and seasonal challenges exist to keep players coming back and they refresh often enough that it’s usually worth booting up Marvel Snap a couple of times a day whenever I have a break. The objectives are all achievable enough for those with good knowledge of the game’s systems and they reward ample credits so you typically can upgrade a card or move up a tier in the battle pass within a day.

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Activision Blizzard fined over Diablo Immortal’s microtransactions
Diablo Immortal's main screen on the Asus ROG Phone 5.

Activision Blizzard is being fined by the PEGI (Pan-European Game Information) Complaints Board and Enforcement Committee over the inclusion of microtransactions in its 2022 mobile game Diablo Immortal.

This news comes just after Nintendo got sued in North America over its implementation of loot box microtransactions in Mario Kart Tour. However, this decision comes from the European game ratings board PEGI after a reassessment of Diablo Immortal's rating. Activision Blizzard, along with Hunt: Showdown Bounty Hunter -- Limited Edition publisher Plaion, got fined over not properly disclosing the presence of microtransactions in their games when disclosing information to PEGI for a game rating. That's a shocking omission in Diablo Immortal's case, considering just how much it entices players to spend money on the game.
"Both games were published in 2022 and although they contain paid random items (like loot boxes or card packs), this was not disclosed to PEGI when the games were submitted for a rating license," a description of the case says. "Since this amounts to a violation of the rules described in the PEGI Code of Conduct, the PEGI Enforcement Committee sanctioned both companies with a fine of 5000€. The companies had also taken immediate action to update relevant store listings and marketing materials."
A fine of only 5,000 Euros is an extremely small drop in the bucket for a company like Activision Blizzard; Diablo Immortal alone was estimated to be making $1 million a day around its launch by Appmagic. Still, it's a noteworthy slap on the wrist and will hopefully encourage companies like Activision Blizzard to be more open and honest about the presence and relevance of microtransactions in their games. 

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Why cloud gaming is the linchpin in Microsoft’s troubled Activision Blizzard acqusition
Key art showing multiple devices playing games via the cloud.

The United Kingdom’s Competition and Markets Authority (CMA) delivered a shocker this week when it blocked Microsoft’s acquisition of Activision Blizzard on Wednesday. While a lot of focus on Microsoft’s fight was centered around whether or not the acquisition would give Xbox consoles an unfair advantage over PlayStation consoles, what ultimately decided it was a much smaller market: cloud gaming.
The idea of being able to stream the game you’re playing from the cloud has existed for well over a decade. Cloud gaming’s relevance to the video game industry has only grown over the past several years thanks to both failed and successful efforts from big tech companies like Google, Amazon, and, most importantly, Microsoft. Still, cloud gaming is considered relatively niche, with Activision Blizzard Bobby Kotick calling it "inconsequential" in an interview with Bloomberg and UCL Associate Profession Joost Rietveld saying it’s not a distinct market in a submission to the CMA.
Despite those pleas, the CMA claims that cloud gaming is a “nascent market” and that “already strong incumbent in this market even stronger” in its 418-page report on the matter. Following the CMA’s decision on Wednesday, I spoke to several different analysts to find more clarity about how big Microsoft is in the cloud gaming space and why the CMA should feel compelled to intervene. While experts mostly side with Microsoft over the CMA on this decision, one greater truth emerged from these discussions. Whether one thinks cloud gaming is relevant to this acquisition or not, this emergent style of gaming has reached a point of no return where it'll be instrumental to the video game industry going forward. 
Microsoft, king of cloud gaming
Cloud gaming may sound like a niche within the industry, but that's not entirely accurate. BrandFinance Managing Director Laurence Newell tells Digital Trends that “cloud-based services account for over 70% of Microsoft’s brand value, amounting to a staggering $137.5 billion.” That’s quite an eye-catching number that understandably would raise a regulator's alarm bells. However, Newell admits that gaming only makes up 8.5% of Microsoft’s revenue, and cloud gaming is an even smaller amount of that slice.
Despite its relatively small impact on the wider company, most of the experts I spoke to agreed that Microsoft has emerged as a cloud gaming leader thanks to its compatibility with a large segment of the Xbox Game Pass Ultimate library. Conversely, Activision Blizzard has had almost no cloud gaming presence outside of one Sekiro: Shadows Die Twice port on Google Stadia before that service’s shutdown. If it were to be acquired, it is inevitable that more Activision Blizzard games would likely come to cloud-based gaming services.

Despite the shutdown of Google Stadia and the relatively small brand value received from cloud gaming compared to the rest of the company, the CMA still points out in the press release about its decision that “monthly active users in the U.K. more than tripled from the start of 2021 to the end of 2022. It is forecast to be worth up to 11 billion British pounds globally and 1 billion pounds in the U.K. by 2026.” Associate Professor of Strategy and Entrepreneurship at the UCL School of Management Joost Rietveld, who has also been a consultant for Microsoft during its acquisition process, challenges the notion that cloud gaming as a whole is a single market.
Instead, Rietveld splits it into four categories, placing Xbox Game Pass into a category called “cloud gaming as a feature,” which is when it’s “offered as part of a consumer-facing distribution platform” or “included within a bigger bundle of services provided by the platformer.” Under Rietveld’s view, services like Nvidia GeForce Now, Ubitius, and EE -- all of whom Microsoft has made individual deals to bring Activision Blizzard and Xbox Game Studios titles to -- fall into different categories and thus shouldn’t be considered or directly compared to Xbox Game Pass. No matter how they’re categorized now, the real question mark looming over the technology is its future growth, according to Omdia Senior Principal Games Analyst Steve Bailey.
“Will it remain a niche additional service or become the gaming platform of the future?” Bailey asks in his statement to Digital Trends. “Our projection is that cloud gaming is growing rapidly (revenue should more than double by 2026), but it’s still a long way from taking over the games market, so it remains arguable either way.”
“Arguable” stands out as the keyword to me here. Like any emergent technology, we’re heavily debating the positives and negatives of cloud gaming, specifically through the lens of this acquisition. But what exactly is it that the CMA sees in Microsoft that worries them?
The CMA’s problem with Microsoft
“The CMA’s argument is not that acquiring Activision Blizzard would allow Microsoft to dominate the console market as a whole, where Sony and Nintendo have strong positions relative to Xbox, but only that it would help it to achieve a dominant position in cloud gaming specifically,” Bailey tells Digital Trends. “Microsoft and Activision Blizzard will likely argue that this is disproportionate, given the relatively small scale of the cloud gaming market.”

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