World of Warcraft subscribers dip again
Bigger-than-Firelands update coming 2011.
In October 2010, World of Warcraft reached 12 million subscribers. By the end of March 2011, that number decreased to 11.4 million.
Now Blizzard has revealed that, as of the end of June, that number had fallen again - down to 11.1 million subscribers worldwide.
Blizzard CEO Mike Morhaime called this "a slight decrease" while speaking in an Activision-Blizzard earnings call last night (transcribed by Morningstar).
"In terms of subscriber growth around the world, what I would say is what we have seen is that subscribership [sic] tends to be seasonal and driven by content updates," said Morhaime. "As we are heading further away from an expansion launch, it's normal to seasoned declines where the team is currently working on our largest content update since Cataclysm and that will hit later this year."
"The team is currently working on our largest content update since Cataclysm and that will hit later this year."
Mike Morhaime, CEO, Blizzard
Morhaime's declaration that this upcoming content update will be the largest since Cataclysm means besting WOW's Rage of the Firelands patch 4.2, itself a considerable addition.
Blizzard registered a trademark this week protecting the name Mists of Pandaria. Could this be the name not of an expansion but this upcoming 2011 content update?
Since the end of June, when that 11.1 million subscriber number was recorded, Blizzard has launched third WOW expansion Cataclysm in China. "Concurrency levels increased substantially," noted Morhaime, before adding "there are more broadband users in China than in any other country in the world".
Blizzard also has plans to launch a Portuguese WOW client and service in Brazil this year. That's a territory that has "a lot of potential", said Morhaime. He added that Blizzard had enjoyed "great success" in Russia, too.
"There are other countries we're looking at beyond that as well but I don't have anything that I can talk about," Morhaime went on to reveal.
"Aside from promoting World of Warcraft in other regions, we're taking other steps to bring more players into the community," Morhaime added, pin-pointing the unlimited-time free trial that caps at character level 20.
"Since the launch of this program, we've seen a significant increase in new account creations," he said, with the caveat that it was "still too early to tell on conversions to subscribership [sic]".
"But I really believe that that is an important direction for us to continue lowering that barrier to trial and reaching new players around the world."
The new WOW patch will have to top this.
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Comments (34) Latest comment 10 months ago
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We need an MMO now that plays like Magicka and Minecraft, in a world the size of Warcraft's.
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"I'm really sorry our game with 10x the subscribers of pretty much anything else in the (western atleast) world has dipped to 9x more, we'll try to do better". Come on.
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Such a shame. In their grasping effort to attract as many people as possible, fuelled by pure greed given the already impressive sub figures they've turned WoW into a Milky Way bar. A tasty prospect but ultimately unfulfilling. Bring on Guild Wars 2! We need a breath of fresh air in the MMO genre!
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So many little things contribute to this. Like seeing the same in game objects used around the place eg mobs wearing armor we had as teir gear back in Burning Crusade (what 3 years ago!). GM's not knowing their own game e.g talk to a vendor to get x item and then when you do its not there and even WoW Wicki confirms it won't be). Add on's breaking every patch (I run 5 add on's and for 4.1 and 4.2 they have all broken despite not being broken for 2 years previously).
My theory, for what it's worth is that Blizzard is focusing 100% on Diablo 3. Thats cool, it looks awesome and I will get it. Once D3 is out, the quality may/may not return but I wager the moment we know the release for Knights of the Old Republic, the D3 release will be annouced
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\o/
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Only worth 1.5 million every month...
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I played up until killing the Lich King, but I knew long in advance that I was sick and tired of the game and that killing him would be the day I quit. Practically everyone I knew or know, have quit the game long ago.
Suprised the numbers haven't dropped by more by now, to be honest.
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I'll help Zozzilla on this one, because it's been happening in Rift too.
There is nothing wrong with adding top tier content for those who are serious raiders. That's absolutely fine. The issue for many comes when that becomes their main focus, their whole schtick. This was why Cataclysm had to redesign the main body of the world content - because after so many years, the game had become top-heavy. There was more weight at the endgame side than the rest of the game.
The problem is, again, the content is either raiding or grindy rep grind, which is time consuming. And some people simply are bored of that, or their lives have changed, or they're just being picky. If you can't keep up with the pace of change, then a user will ask themselves if their subscription is worth it - even if the content is being added, if they can't get stuck in enough before something new comes along to undo their hard work, then they won't bother.
A lot of guilds ended up doing this in the first chunk of Cataclysm - they focused on their guild level, rather than their raiding roster.
And another problem WoW has also is that a lot of the content they add is either (a) a bit dull or (b) recycled. And under normal circumstances, most people wouldn't mind but Cataclysm seems to for some reason have soured the mixture a little, and people are being picky and taking note. Most boss tactics are "Remember (Boss A) and (Boss B)? This fight is like..." or "This fight uses the abilities of..." or "This boss is a souped-up version of". Once upon a time we loved the fights for being inventive and complex. Now they're just hoping we've forgotten some of the older content so they can redo it.
There has to be a fine balance between the likes of Ulduar, which we rushed through, and ICC - which, in all fairness, dragged on for far too long. Players want to be able to see an end - why take a journey with no conclusion?
But most of all, the lesson Blizzard - and Trion and other MMO developers as well - need to learn is that balance is key - and overwhelming your audience with too much can be as dangerous and toxic as underwhelming them with too little.
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Just in case you missed it.
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The trouble is with Blizzard, is that the WoW team has always remained the same size, they have about 4 animators, 4 art guys etc. That's why the expansions were always smaller than we felt we needed.
WoW took a huge blow when ICC (Icecrown Citadel) was the biggest disappoint probably in the game. Cataclysm focussed on redoing leveling...(what!?) instead of creating level 85 content. The guild leveling system killed off guild hopping meaning it was hard for new guilds to blossom and after you've killed over 100 different raid bosses, the variations are just too small.
Ulduar in Lich King was the peak (!!) and it's been downhill for a year and a half now.
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This 'panic' seems to make the team illogically believe the needy 'QQ' fest of complaints from people to lazy to actually move their finger from one key to another otherwise known as the WoW forum's posts are actually true and continually mash down the game's complexity and requirement of planning and actual achievement down to to a fine dust.
The game basically boils down to use your slightly older set of items to gain the only other set of deemed 'good' items in the game by just mashing mobs over and over again until the NPCs say you've got enough cookies to bride them to hand said items over, forget about the 99.9% of the game's content or even the whole 'getting to cap' bit all of it is meaningless as your Arbitrary number of Epeen Points (also known as Gear Score) requires to be at it's highest point possible before anyone (including the dev teams) will actually consider you worth interacting with - A point further pushed by the dev team handing out items to newer characters like candy with the same power as the older player base who had to work for it by spending 6 months in the dark screaming at their guild's raid group in the first place.
WoW 'was' a MMORPG at some point but now with various 'for convenience' features has more in common with the Diablo series then Everquest and the numbers will continue to decrease when WoW's 'F2P successor' known as Diablo 3 comes out as heck that does the same game play basically ala the 'grind items to gain better items to smack your friends in the face with in whats known as 'PVP' these days, can be played completely 'solo' and helps the mass workforce of gold farmers earn their pocket money by legalizing the one thing that every MMO dev has been trying to combat for years now!
Blizzard quit shooting yourself in the foot and actually understand that people like to be challenged and rewarded for it accordingly - by just shoehorning everyone into the current content you not only make older players feel like everything in pointless in the end but allow 'everyone and their dog' to be rewarded the same no matter what they do devalues the content.
If every gamer 'needed' to be cuddled and 'helped' each time a game got 'too hard' for them - why are games like Demon Souls so highly recommended by gamers and the media?
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I appreciate its a fine task to balance the desires of the playerbase when you've got some people who don't have jobs and can just grind away at the game all day, considering themselves some kind of elite, and players who only have a couple of hours a week to devote to the game because of other commitments. But LOTRO does a pretty decent job of it - much of the high-end stuff is broken down into digestible chunks, so you don't need to spend 6 hours trawling through a raid in the hope of getting the item you want. Of course, LOTRO has the other problem in that there hasn't been enough new content released lately, so its a double-edged sword.
The other big problem with WoW is the legions of die-hard fans who'll defend it to the bitter end, and the legions of MMO elitists who look down on the game because they consider their MMO to be 'better.'
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I disagree, with a balanced party(which is rare nowadays) they were fairly easy(besides one in stonecore i think, the range of his aoe attack was a bit strange) The problem is random party's with people not wnating to explain things to new players.
The social aspect killed it for me, crossrealm makes everyone strangers and removes any bond players had with eachother in the world, mass guilds for the sake of the guildleader don't help integrate new players. Gearscore made content even more inaccesible for many casual players and so on. The game is killing itself steady and slowly, untill they release a new MMO or a Diablo 3 to start from a blank sheat.
Quest content isn;t being updated either, they just suppose you'll redo the content from the other factions view or simply do it again.
I still have faith in blizzard after the game Starcraft 2, which in my eyes is exactly what i wanted the sequel to be like.
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I was once really well geared and could join any raid i wanted but now iam not allowed to enter anyway and you cannot get a group for the 'lower' ones. Also on another of my toons who was doing heroics when i quit is now not allowed to do heroics, my gear was fine before for it but now because its not the current level of 'awesome' it means again i am nothing.
Peoples obession with numbers and only the gear is what drove me away in the first place its the reason why i will not be re subbing also people are just not polite. Iam enjoying Rift much more it may be the same sort of game but it feels more dynamic but i do fear for it when the cross realm lfd comes in a couple days. Will the community the suffer as it did in WoW ?
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There is a place for high end gaming, and even as one of the lucky few to have a great heroic mode guild, i knew that there was nothing for those people who don't have 4 hours a night to dedicate to progress raiding to do. Before cata hit, i burned out, took a break, tried coming back as a casual, and it was dreadful. The new dungeons were exercises in pain. 3 hours on undermines was my last ever dungeon, and i broke away completely.
It beggers belief that with so much expereince in MMOs, blizz cannot create difficulty tiers and progression paths for many different types of players.
Now, some people will say, so what, its only 900k subs in the past year. And thats true, there are 11 millino left. BUt what happens if a tipping point is reached? Thats the problem that many start up mmos have. The more players they lose, the more players then quit, in a cycle.
Blizz needs to get the next patch right, and mists of panderan turns out to be a real xpac, they had best get their thinking caps on how to motivate all levels of players, and not the 5% at the top.
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I used to enjoy the pug scene for Icecrown. Got 10/12 over the months and it was a nice atmosphere. Cataclysm really turned me off with its empahsis on rote learning and poor community. And the architectuel of levelling had one big dumb flaw, they stopped it a at 60 so you were in effect traveling back in time.
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Thank you, I'm glad someone got my point without me having to explain every single damn thing.
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Content in an MMO is like water - too much of it and there is a risk people will drown. Too little - and they'll end up dehydrated and looking for water elsewhere.
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