![]() And Diablo III is still making money to this day. I say that as someone who was there beating the campaign on launch night with four friends and being baffled at how loot drops worked for another two years as the brightest minds at Blizzard figured out that not only did the real money Auction House model not work, but that Adventure Mode, high level choice and run based play, and seasonal character play based around specific unique class-based rewards were how the game would make money via cosmetics and other traffic. There was a problem with the game on launch, though: It sucked. ![]() That aura started fading with the reception to the second Starcraft II game, Starcraft II: Heart of the Swarm, which released in 2013 - a year after the game that matters to us for this discussion, Diablo III, which was arguably the last genuine smash test-of-time hit from Blizzard. There was a time that was a tautology: If Blizzard was putting out a mainline game with effort behind it, it was going to be a hit. ![]() Blizzard had to make a good game again eventually, right? Another great tentpole to hold up part of the entire Activision Blizzard King plate-spinning affair, even - and especially - as the company soldiers through acquisition talks with Microsoft and every relevant regulatory body in the world? ![]()
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