The mobile game itself is not the problem - for all we know it might be the best mobile game ever invented. The problem is the context in which it was presented.
The one big new game announcement at Blizzcon is an important event for all those people watching - the actual people in the audience for example pay a lot of money to go there partially for that experience.
You watch Blizzcon expecting an announcement of a big game of one of their major existing franchise or a new one. So you wait until the end for that hype reveal, you wait for the next entry in one of your favorite games, be it Diablo 4, Warcraft 4, Starcraft 3, something Overwatch related or whatever it is.
And then it turns out it's a mobile game that certainly does not speak to the majority audience actually watching, in fact quite the opposite, and it's not even an inhouse developed one but one outsourced to a chinese pay to win clone developer.
And then the presentation ends. Everyone is left disappointed and Blizzard eventually showed the finger to most people watching because they gave the most important spot in their presentation to that, showing a complete misunderstanding of what their actual fans are after.
It doesn't help that Diablo Immortal is a literal reskin of Netease's other game 'Endless of God' which in turn is a clear copy of Diablo 3.
Regarding your overall point of the reaction being some sign of bratty and self centered behaviour - that's honestly quite silly. The game developer puts a game product out there in a huge showing clearly wanting a reaction. Not for no reason either, they want money for this thing, they want to get rich off of it. Then when the reaction is an exceptionally negative one it makes people self centered and bratty? Your view on the matter makes no sense.
I mean, the math of quaternions just sucks for intuitive understanding.
It's not so much about how they 'magically contain 3d transformations', because you can (and I was taught that way) derive generalized quaternion rotation by writing down the math to rotate a vector around an axis by a certain angle, and then given quaternions and their computational rules as a black box, you can bend that math you wrote down into a shape that fits exactly into quaternions.
In that sense how they contain 3D transformations can be made completely intuitive via just mathematical derivation. You don't really need to visualize quaternions that way because you can visualize it using the basic tools - axis and angle - and then just saying that Quaternions are just a way to hammer that into a compact mathematical shape with certain neat properties.
Imo it's almost exactly the same as gaining an understanding of why you plug translations in matrices into a fourth column and all the accompanying shenanigans with homogeneous coordinates where the other basic operations only require 3 columns when you can just translate stuff by adding the translation vector onto your existing vector: Well, it's a neat mathematical tool with extra neat properties like being able to concatenate a wild series of translations intermingling with other transformations, and putting it all into a single matrix.
The problem with quaternions itself is that you always have that black box that is completely sufficient to working with them on an advanced level, but you will have that uneasiness of a looming black box of nonunderstanding unless you go on a voluntary tangent into a different mathematical field and its accompanying history of how and why they were created in the first place.
The one big new game announcement at Blizzcon is an important event for all those people watching - the actual people in the audience for example pay a lot of money to go there partially for that experience.
You watch Blizzcon expecting an announcement of a big game of one of their major existing franchise or a new one. So you wait until the end for that hype reveal, you wait for the next entry in one of your favorite games, be it Diablo 4, Warcraft 4, Starcraft 3, something Overwatch related or whatever it is.
And then it turns out it's a mobile game that certainly does not speak to the majority audience actually watching, in fact quite the opposite, and it's not even an inhouse developed one but one outsourced to a chinese pay to win clone developer.
And then the presentation ends. Everyone is left disappointed and Blizzard eventually showed the finger to most people watching because they gave the most important spot in their presentation to that, showing a complete misunderstanding of what their actual fans are after.
It doesn't help that Diablo Immortal is a literal reskin of Netease's other game 'Endless of God' which in turn is a clear copy of Diablo 3.
Regarding your overall point of the reaction being some sign of bratty and self centered behaviour - that's honestly quite silly. The game developer puts a game product out there in a huge showing clearly wanting a reaction. Not for no reason either, they want money for this thing, they want to get rich off of it. Then when the reaction is an exceptionally negative one it makes people self centered and bratty? Your view on the matter makes no sense.