World of Warcraft subscribers decrease
12 million pre-Cataclysm, 11.4 million now.
The number of people subscribing to World of Warcraft has decreased, Blizzard has revealed.
Apparently third expansion Cataclysm couldn't hold the community's interest for long.
"We finished the quarter [Jan-March] with more than 11.4 million subscribers worldwide," announced Blizzard CEO Michael Morhaime in a conference call last night (transcript courtesy of Seeking Alpha).
In October the WOW subscriber number was 12 million.
World of Warcraft: Cataclysm was released on 7th December.
"So what we have seen so far is that people have been consuming this [Cataclysm] content very quickly and so the subscriber levels have decreased faster than in previous expansions," explained Morhaime, who put this down to WOW players being "much better and much faster at consuming content" these days.
"But that's why we're working on developing more content," Morhaime added.
Last week's release of WOW update 4.1: Rise of the Zandalari has had a "very positive" response from the community, Morhaime said. He also referred to the in-development patch 4.2 which, among other things, introduces the Firelands raid and a new and improved Ragnaros end boss.
In the future, Blizzard will "decrease" the amount of time between expansions, Morhaime said. This tallies with the infamous (and unconfirmed) leak of an internal Blizzard release schedule, which pencilled a WOW expansion for Q2 2012 and another for Q4 2013.
Morhaime went on to stress that World of Warcraft subscriber growth has never been one way. "It's been driven by new content and seasonality throughout the course of World of Warcraft's history," he said.
And Morhaime believes there are "lots" of reasons for "optimism": Cataclysm's launch in China, which will "reinvigorate" the community; "additional new free content" and "additional value-added services". Blizzard will also investigate launching WOW in other countries. Does Morhaime mean Brazil in Q3 2011 as the leaked schedule also revealed?
Nevertheless, a flagging Western appetite for World of Warcraft will cause concern ahead of the presumed 2011 launch of Star Wars: The Old Republic - the largest MMO threat Blizzard has yet faced. Morhaime addressed EA's expensive challenger stoically.
"In terms of additional competition, we knew that this year was going to be a year where we faced new competitors," he said. "It isn't the first time, though, that we have had strong competitors enter the MMO market.
"What we have seen in the past is, we tend to see our players leave for some period of time, perhaps try out the new MMOs, and then good percentage of them historically have returned to World of Warcraft.
"And so far," Morhaime added, "I haven't seen anything to indicate that this will be different."
Activision Blizzard yesterday announced earning record piles of money during the first three months of the year.
World of Warcraft patch 4.2.
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Comments (48) Latest comment 1 year ago
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I recently quit as well.
Blizzard has made it so that you get everything from the game by just standing still in a major city.
I think this is the first of many to come losses.
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/whimpers
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When RIFT hit, I switched to that, and I'm actually enjoying MMO's again.
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Whilst there may be an element of truth to this statement, I am willing to wager that the main reason for the quick consumption of the content is because there was less content included in the Cataclysm expansion. But I still paid over twenty dabs for what I felt was half a game i.e. I felt ripped off by Blizzard and then Rift came along just at the right time. I jumped ship after three years of Wow.
In my opinion, Blizzard got caught up in the whole decimation of Azeroth and confused the additional content that they put out there free, with the paid content that you got with the expansion. Of course they were part and parcel of the bigger picture, however Blizz should have added enough content in the paid for expansion (i.e. more levels to Cap) and not axed half their original content that was published in the build up to the release date of the expansion.
I did enjoy playing through the content to 85 but I just felt I paid top dollar for half a product....and that made me angry, especially when Blizz released their profitability figures!
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60-70 is painful
70-80 is less painful but why did they remove the incredibly awesome end to the wrathgate quest chain?
80-85 Some great quests but it's a bit too linear, even if the order at which you do them changes, most of the quests in an area are part of the same quest line and you have to complete all of them.
Heroics = 1 hit kills for anyone but the tank, very long boss fights. It's a cheap form of difficulty that adds little to the skill needed whilst making it very difficult to get through them with PUGs.
I quit WoW after my experience of heroics; 2 hour wait, get to the first boss, wipe, group disbands, 2 hour wait, get a group at a boss, wipe 3 times, group disbands. 2 hour wait... I'm sure you can see the pattern. I'm sure it's better with guildmates but that just never looked like being fun to me. I'm more of a fan of tough but chaotic boss fights where you have to think on your feet rather than ones with cast iron strategies where if you diverge from the 1 way of beating the boss, you'll wipe in seconds.
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My small casual guild stuggled to many any progress at all on the raids, even though most of our gear was heroic level and we had done absolutely fine on Icecrown ones previously. Our hearts were definitely not in it.
Wiping got boring quick.
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Oh wait it's blizzard... nevermind.
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When I hit 80, I hit the WoW wall and decided that I wasn't up to raiding so quit for a while to try some different MMOs.
Before Cataclysm, I did it all again - a lot quicker this time but I got to see a different side to the game with a new character.
6 months after purchase, I haven't unwrapped the Cataclysm CE yet ...
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Yay for ignorant comments with no basis in reality!
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I'm sure they'll get back on track, but I think a slow decrease in the number of subs is probably inevitable at this stage. Hopefully it will give Blizzard some added incentive to make a new MMORPG sooner.
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I'm sure it may just be a blip but like others, I'm now in Rift - along with the majority of my former WoW guild. And we're having fun - we hope deeply that Blizzard find that sparkle again, because for us it just... disappeared. You would WANT to log in, laugh with others, heck, I enjoyed socialising and being a guild leader. But Cataclysm robbed us of that fun, social angle - it became too much about numbers over people.
It's a bit late for them to go back on most of those changes. But it's not too late to tone them down. WoW did so well because it became a social thing. The new team working on WoW now felt listening to a minority of players who wanted it to be like Vanilla was worth it - and they will have to live with the repercussions of tampering with what was up until now a pretty foolproof formula.
It won't kill WoW. But I think the slide will continue - especially with so many new big-name MMOs out this year.
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It all felt so small and insignificant compared to the majesty of Icecrown
Shark Jumped i fear.
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Another part is people becoming tanks or healers just for the sake of quicker q's.... not because they're either good at it or enjoy it. Noone is willing to take the time to let others learn the tactics of certain bosses(minus the 12 year old dimwits who, after doing it 50 times still don't get it) I had people leaving after 50 min, why? Because the instance was taking to long!
I hope they remake a LFG tool for a REALM only, or create something similar to a crossrealm friendlist(the last option isn't entirely without flaws and could end up making things worse)
I actually played catalysm similar to a normal singleplayer MMO(that's how far the social aspect desintegrated) While the quest lines were a improvement over the previous expansions(copy paste TBC) There was not enough to keep people playing after 4 months(really i am a casual player and only played about 1-2 hours a week and i was quickly done)
This wasn't a problem really IF they actually released new content with a bit more speed, things have moved way to slow regarding new quests and such, at the first real patch the only thing that awaits you is REHASHED content! I was actually angry when i saw how little effort they had put into it(ZG changed i admit and some of the premise seemed interesting but it still is a lame effort imho)
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The dungeons aren't necessarily harder, they're just ball achingly lacking in fun.
That I feel is the real reason for people quitting.
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The player base is it's own worst enemy at times with this 'keep up or get left behind' attitude as Blizzard adapted the game to suit this play style by helping new players/alts gain 'good items' quicker, and remaking old unused content useful again (ie 4.1), mainly because the player base is only concerned with 'current' content.
BOTH have been looked on as negative as 'welfare epics' get trumped by achievements, preventing any new player (or rerolled/alt) from getting into any raid guild due to the fact 'they lack raiding experience' (how you are meant to get it without joining those guilds is paradoxical ) and the redone content has been looked at as a waste of time by some as 'it does not 'progress' the character'.
The irony of all this is most raiding guilds want to be in the 'top ten' of the world rankings and/or gain world firsts when it's all made moot mainly because Paragon (the world's 'best' raiding guild) gets first dibs at the content as Blizzard use them to TEST the content before it's ever released to the general public test realms (if not at all with some bosses), so they already know 'how' that raid works even before many have stepped through the portal.
Coupled with the fact that there is very little 'world' in World of Warcraft other then a glorified single player campaign until you hit level cap, which only needs tiny tiny changes like adding PVP objectives within the world proper (something that the original dev team wanted to do since beta and was touted as core game play for the first two expansions but never really made it as 'world content'), this is the core reason why a few of the new MMORPGs (Rift/GW2) have opted for 'world event' based content, at least in those just surviving the content with a good group works just as well as 'having the best gear'.
A 6 year gear grind to remain 'top dog' is bound to wear thin sooner or later
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Like many others, I've made the move to Rift which has the same vibe about now that WoW had three years ago. It's all the better for it.
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I started Rift, but frankly am finding any MMO game a chore at the moment, but have found renewed interest in all things single player on Xbox, PS3 and PC.
If only you could "own" your characters in these MMO's and have the option to play them off line it would give you ownership of your hard worked for and paid for characters and encourage many to stay on in game I feel.
As it is, you are paying to rent the character, and one day it will simply be gone in a server wipe. I managed to put up with that prospect for years, but now, my interest in all things MMO has waned.
I think the only MMO to actually get it right was Phantasy Stay online. You own the character and the save. You get to play on or offline . A far better scenario. Until this happens again, I think MMOs are gonna be no go for me....*** looks for news about the new Phantasy Star game *****
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And I will most certainly be getting my Sith on come the autumn.
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I rather play a variety of other games, going through an extensive backlog at the moment, and enjoying them instead of bothering about the best gear and getting my pants in a twist because people are obnoxious and rude in instances.
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Simple reason it was boring as hell.
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Anyway, to be frank, I think almost every opinion here is wrong.
Expansion packs stop growth.
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I'd be lying if I said I don't miss it though.
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The community is now one of the worst MMO environments i have experienced. It has never been great but in recent months has gotten a lot worse and i think this is because of the cross realm tools, people just want to storm content as quickly as possible with no intreast in making friends or being polite. As a result no intreast in exploring just a case of 'do this on this boss' kill move on. I used to meet people and make friends then would join there guild and in some cases met people at lvl10 and did dungeons all the way thourgh now that simpley does not happen.
The other reason is boredom, pretty simple really. The game is 6 years old, yes it has alot of new stuff but fundamentally its all the same all it does is make it look shiny. Case in point the new pre lvl60 zones are just trying to hide the grind/exploration behind a rollorcoaster veil. You no longer go off looking for quests (which may be grind) instead your just shuttled from one grind location to the next. I have no objections to making the game harder but seams that they try to make it a harder in places while dumbing it down in others for example getting levels is so incredibility easy can do it blind then do 1 heroic (as people refuse to learn normals properly as the reward for the time is not there) and then people moan. Basically learning curve is screwed, which is normally poor game design.
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The addiction has well and truly gone - now to play catch up with all the other games..
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This will be the year the xp's drop to US$20. Cata is a $20 game imho.
But WoW still has more subs then all other sub-based mmog's combined, so obv. my humble opinion doesn't mean a whole lot
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Enough remenicing then. Blizzard had to expect this drop off eventually, and as stated above, it's hardly a dent in their overall numbers, but I feel that once the things start to drop a bit more consistently, they could be looking at a far larger dip in subs all of a sudden. Particularly when SWOTOR/GW2 eventually come out.
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Return to World of Warcraft with 7 Days of Game Time
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