These numbers are nonsense, just look at the gaps between Diablo paid releases for example. Diablo Immortal was also their only attempt at F2P in that franchise and itâs by far the most hated Blizzard game ever released.
I honestly wouldnât even care that much if they made the PvP side F2P and had followed through with their original vision and made OW2 PvE buy to play, but they canceled most of what we had been waiting for so you canât really justify charging for it anymore. You canât cancel the product we waited for and then try to charge us MORE money over time for LESS content than we would have gotten for $40-70. $15 for 3 story missions is 1/4th the price of what we should have had to pay for the entire game, now that price is worth 12 story missions.
Their F2P model doesnât have to suck as much as it does regardless. Heroes didnât have to part of it. They could have continued to release heroes just as they did before and not tried to FOMO you into buying it to get it unlocked faster. Everything about what they did just made them seem greedy and shady and they lost the respect and trust of their core players.
This interview with Kaplan in 2016 shows he understood something that the people in charge now are completely oblivious to: https://www.eurogamer.net/overwatch-interview
⌠It takes so much work to ship a game. So there we are at Blizzcon and people were just hammering us and you kind of realise that wow, thereâs a lot of distrust out in the community, because I think a lot of players have felt like theyâve been burned in the past. Like, oh god, these games companies are just trying to get so much out of me.
Thatâs one of the awesome thing about Blizzard. We do have guys like Mike Morhaime at the helm, whoâs not only a gamer, but he was a game developer. Heâs not a business guy, heâs a game maker. It was easy going to Mike and saying âhey, this is how we think heroes and maps should workâ, and he instantly agreed and we just cleared it up after that.
Right now, our biggest concern with Overwatch isnât about how many ways in which we can monetise people, but itâs more along the lines of making sure that the game is really fun and that we get a really big audience that enjoys playing the game with each other. From there, itâs easier to figure out what to do.
It seems once they lost people like Mike Morhaime and Jeff Kaplan, we had fewer game developers in charge that understood games and gamers and now we have some business majors making decisions with consequences they donât understand, ruining the potential of amazing IPs.