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Diablo III Claims Sales Record

Blizzard Entertainment is claiming a new sales record for Diablo III, their action/RPG sequel, saying it is the biggest PC game launch in history. Of all time. Ever:

Blizzard Entertainment, Inc. today announced that as of the first 24 hours of Diablo® III’s release, more than 3.5 million copies had been sold, setting the new all-time record for fastest-selling PC game.* That number does not include the more than 1.2 million players who received Diablo III as part of signing up for the World of Warcraft® Annual Pass promotion. Altogether, more than 4.7 million gamers around the world were poised to storm Sanctuary on day 1 of Diablo III’s release -- representing the biggest PC-game launch in history.

“Regarding today’s announcement, we recognize that setting a new launch record is a big achievement” As of the first week of the game’s availability, that number had already grown to more than 6.3 million.* The above figures also do not include players in Korean Internet game rooms, where Diablo III has become the top-played game, achieving a record share of more than 39% as of May 22.†

“We’re definitely thrilled that so many people around the world were excited to pick up their copy of Diablo III and jump in the moment it went live,” said Mike Morhaime, CEO and cofounder of Blizzard Entertainment. “We also regret that our preparations were not enough to ensure everyone had a seamless experience when they did so. I want to reaffirm our commitment to make sure the millions of Diablo III players out there have a great experience with the game moving forward, and I also want to thank them for their ongoing support.”

“Regarding today’s announcement, we recognize that setting a new launch record is a big achievement,” Morhaime continued. “However, we’re especially proud of the gameplay feedback we’ve received from players worldwide. We’re pleased that Diablo III has lived up to players’ high expectations, and we’re looking forward to welcoming more players into Sanctuary in the days ahead.”

Diablo III went live on May 15, with more than 8,000 retailers throughout the U.S., Canada, Europe, South Korea, Southeast Asia, Australia, New Zealand, and the regions of Taiwan, Hong Kong, and Macau opening their doors to players at midnight or concurrently with the local release time in celebration of the launch. In addition to being able to buy the game at retail stores, gamers in the regions above as well as in Mexico, Argentina, Chile, and Brazil are also able to purchase Diablo III digitally via the official Diablo III website (http://www.diablo3.com).

Commenting on the game’s sales achievement, Bob McKenzie, senior vice president of merchandising at GameStop, stated, “Diablo III was one of our biggest PC launches ever and will help make this a record year for Blizzard at GameStop.”

According to John Love, director of video games at Amazon.com, “Not only did Diablo III break the record for most preordered PC game of all-time on Amazon.com, but it also shattered the record for best day-one sales for any PC game ever on Amazon.com.” Blizzard thanks its retail partners around the world for their support and commitment to the Diablo series.

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24. Re: Diablo III Claims Sales Record May 23, 2012, 13:17 Bhruic
 
Verno wrote on May 23, 2012, 11:40:
I don't know, I think that's one way of looking at it but there's another - that only a company like Blizzard with this kind of brand power combined with a decade of pent up demand could pull it off. Others have tried and failed already even. You do have a point though, everyone continually tries to ape WoW for example despite only Blizzard really having that sort of success with an MMO.

I don't really link the sales figures with the DRM anyway, they're two separate things. I think D3 would have sold really well even if they asked for a copy of your drivers license Its just fluff for the forum fanboys to spout "Hurr ppl didnt put their money where their mouth was me was right durf durf" while they ignore the large kind of consumer base this appeals to. If this had failed to sell I don't really believe it would have been due to the DRM either but because of changing/unpredictable market conditions.

It's not so much that the sales figures are linked to the DRM, but it's about what the public is willing to put up with. Any time you get the public to put up with something it becomes that much easier for the next game to do the same thing. It's moving the mountain by inches.

Again, look at what EA is planning to do with SimCity 5 (assuming that's the name they use). The plan is to "integrate" multiplayer functions into the game in order to justify the always online requirement. Getting people to accept that when they already accept it in a game like Diablo 3 will be considerably easier.

You're right that what reasons they'd look at for the failure might not be accurate, but in terms of trending, it's not hard to look at where DRM has gone over the years, and how they've managed to get customers to put up with (or not) the various schemes they've implemented. Think of Spore as a good example - sure, the gameplay was a letdown, but the outcry over the limited activations actually managed to drown that out. And how many games use limited activations these days?
 
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