
With Tencent's involvement they were able to grow their presence in China, and because of the modern freemium model, you are guaranteed to receive fresh contents for years to come. They are running a true labor of love, and have one of the strongest communities. From a tiny studio to a (rumored?) $100 million acquisition from Tencent, they probably make $30 million a year in revenue looking at the typical revenue-to-acquisition multiplier for game studios. Path of Exile is one of the most successful indie games of all time. Blizzard has abandoned Diablo 3 for a few years now, and focused its effort on games with sustained revenue models. World of Warcraft easily made more than this in a single year during its peak years, and the pay-once model is dying in the era of dominant billion dollar year freemium games like League of Legends, Fortnite and Dungeon Fighter Online, not to mention billion dollar year mobile games like Fate Grand Order, Pokemon Go, or even Activision/Blizzard's own Candy Crush. However, as big of a success as 30 million copies sounds, this is just 1.2 billion of revenue across core game + expansion and multiple platforms. It took the traditionally niche ARPG genre and made it mainstream with very clever simplifications (and turning off hardcore Diablo 2 fans as a result, a conscious decision made from the get go) to make the game more accessible to a much wider audience.

My experience in these games is easily reproduce-able by anyone willing to google.ĭiablo 3 is one of the top 3 copies-sold, made-for-PC games of all-time, behind only Playerunknown Battleground and Minecraft.

I look on POENINJA and Diablo 3 Ladder, find the most popular/dominant builds, find a build guide for that build to explain the mechanics, and play that build, that is it. Beat Uber Elder multiple times in POE, and worked to Greater Rift 100+ in Diablo 3.

After a long break from both games I dived right back in and spent another 150 hours in both games in recent months.
