How do you explain away World of Warcraft’s inconsistent depictions of well known characters, predictability of their plots, the casual reuse of old plots, and tendency to just leave characters by the wayside until they can do something dramatic (sometimes unnecessary) things with them (so they can write them off/out for a while)?
How Diablo 3 was within the same ARPG genre, yes, but the initial development of it by a team of “mother knows best” devs leading to a terribly clunky game that was genuinely impacted by the presence of the real money auction house?
Heroes of the Storm, relatively out of the blue, getting both its competitive scene axed and the development team’s numbers drastically reduced?
World of Warcraft’s game systems changing since Warlords of Draenor to feature a lot of heavy time gating because it’s no longer what you spend your time subscribed doing, but the duration of your time subscribed?
How Diablo 3’s expansion solved a lot of the game design issues while introducing a lot of their own in Reaper of Souls? Such as bloat where it all just became meaningless and viability of items or characters wasn’t dictated by anything creative, just adding another 0 to the % of damage something deals?
The whole Blitzchung situation.
Instead of taking a risk (that has paid off for them before with brand new things such as Hearthstone and Overwatch) with the Starcraft FPS that was allegedly well along its way, they scrap it and move the developers to their other FPS cash cow Overwatch for a “sequel” that’s… kind of not necessary since a good chunk of what they’re doing could be implemented in major patches.
Having a record revenue year in 2018 but deciding to lay off 800 employees anyways.
In the modern era of social media, much more public betas, and very open lines of communication with the fanbase and target audiences, their general failures to communicate. Whether it’s making contact at all or communicating effectively and clearly.