Slashdot Mirror


MMOG Subscription Analysis Provides New Insights

Thanks to jer0 for pointing to SirBruce's updated MMOG Subscription Growth analysis page, which tries to "chart the trend in active subscriptions" for major MMO titles using public and private data. This "major revision" has the "chart separated into three tiers" dependent on subscription size, and shows Lineage as the worldwide MMO leader at "just under 2.7 million" (though this may be reliant on bulk 'PC Baang' subscriptions in countries such as South Korea, and the game has "only 7,000 [subscribers] in the United States.") Other notable entries include City Of Heroes ("surpassed 180,000 subscribers... proof that a well-executed MMOG can still garner substantial numbers even in the current competitive climate"), and the also recently launched, but less successful Horizons ("After peaking at around 35,000 subscribers, they have since fallen to somewhere between 20,000 and 25,000 subscribers.")

1 of 309 comments (clear)

  1. new gameplay concepts by MattW · · Score: 5, Insightful

    City of Heroes is fun, and I commend them for doing something different when too many people are just trying to be Everquest.

    It goes to show that there's a lot of different things that attract different people; CoH was my first MMO, despite being a long-time MUDder who wrote 100,000 lines of code to expand the Diku/ROM base for a mud I helped make. (I do have an SWG box still gathering dust that I'll use sooner or later)

    I think there's two concepts that are waiting to make a lot of money:

    (1) MMORPG for people with money. People are desperate to target the $10-15 range. But I think there's a substantial set of subscribers who would pay a lot more for better service. I think the MMO to exploit this will be two tiered. Much like EQ's premium service, but far more so. It will be at least $75/mo -- or possibly not flat rate. It may be $50/mo + $2/hr or something. I know a lot of players are price sensitive, but I paid $3/hr on weekends to get onto compuserve and move an asterick around in a dungeon at 300 baud. And $2/hr doesn't mean squat to me, and if I can get a party of 6 into some real "DM-controlled" sort of adventures at $2/hr, I'm on it. I'd probably want some perks, but it could be very profitable. I know a lot of people who would do the same.

    (2) Skill-based play. By which I mean reflexes. I'm a broken record on this topic, sure; but MMOs are "the same". One needs to implement semi-twitch gameplay... perhaps a Q3 style play, with a level of auto-aim that decreases with level. (or simply easier-to-hit monsters) I don't want to completely twitch-base it, I think anyone should be able to fight and win (at least at lower levels), but I think there should be an in-game effect of "skill". Please don't mention planetside; I still want level progression; I still want it to be playable by people who don't have the reflexes. I just want those that do to get an edge for them.

    <rant>

    On another note, I'd like to pre-emptively predict the utter failure of Dungeons and Dragons Online. They were SURE to get a subscription out of me, until I read an interview, and discover they are MANGLING the D&D ruleset, one of the best things about it... doing things like allowing a +5 attack bonus to let you "perform 5-hit combos with the proper key sequence". What? Are these crack-monkeys making D&D Online or Street Fighter II Online?

    </rant>