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Blizzard's Warcraft Booty

CNN's Game Over column tackles the big daddy of MMOGs this week, with a column on World of Warcraft's financial success. From the article: "By 11pm on Nov. 22, there were over 4,000 gamers queued up to be among the first to get a copy of 'WoW' (as it has become known). The problem was: there were only 2,500 copies of the game in the store, and no one had thought to hire security for the event. By raiding other nearby locations, the retailer was able to meet demand. And the Blizzard crew knew they had a hit on their hands, one unlike anything they had created before."

9 of 69 comments (clear)

  1. Here's a lesson I wish more would take to heart... by TripMaster+Monkey · · Score: 4, Insightful

    From TFA:
    When Blizzard published "Warcraft 3" in mid-2003, it made the conscious decision to chase the Chinese market. China has a very active gaming population, but software piracy runs rampant in the country. Legitimate copies of games sell for what works out to $15 in U.S. dollars. Pirated copies are $1 U.S.

    Blizzard, despite the increased piracy it was sure to face, released the game in the country, but opted to drop its retail price to within an "arm's reach" of the pirate price.

    "The idea was let's create a real market of authentic players and see if we can change the mindset," said Sams. "Let's see if we can change the mindset by showing we're willing to meet them partway."

    The gamble worked. While there were still millions of pirated copies available, Blizzard sold 1 million authorized copies.
    Perhaps other software companies should try to meet the users partway...

    Microsoft, I'm looking at you.

    You too, Adobe.
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    ~ |rip/\/\aster /\/\onkey

  2. Not unlike... by KDan · · Score: 3, Informative

    Blizzard have had a fair number of hits, excellent games which were very well made and sold many copies. Warcraft 2 was a major hit. Diablo 2 is *still* selling copies. Stacraft - don't get me started. Warcraft 3 itself is hardly a failure. I'd say they're pretty used to publishing successful games. I doubt that WoW's success came as a shock to them.

    Daniel

    --
    Carpe Diem
  3. Development plans by Red+Flayer · · Score: 2, Interesting

    FTA: "The gaming grapevine has it that "Diablo 3" was (and may still be) under development - though Blizzard will not confirm that. But given the success and profit of "World of Warcraft," it's not out of the realm of possibility that the company may create persistent world games revolving around its other flagships."

    Except, of course, that they'd be competing with themselves.

    I could see Blizzard publishing another MMORPG in a different genre, but it would be idiotic of them to publish another fantasy MMORPG until WoW has become a lot less profitable.

    Any dilution of their subscriber base will hurt them in the long run... if MMORPG players explore a different product by Blizzard, they are more likely to try a product from a competitor.

    IMO, Blizzard's best course of action (in the MMORPG market) is to continue strong support of WoW, publishing new content to keep the subscribers happy.

    --
    "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
  4. Re:Cash CoW indeed by MattW · · Score: 2, Informative

    Um. How many copies do you think blizzard expected to sell? Do you think that their financial plans for the game were contingent on it being the most successful MMO ever? Not likely.

    WoW has been a runaway hit, on a level that I doubt even the most pie-in-the-sky dreamer did not imagine. I'm not a fan; I played it for a couple months, got bored by what felt like repetitive and uninspired play, and quit. But there is no question that WoW is the breakaway hit of recent memory.

    Not only is it surely profitable (the development cost was $72M; large, but not really when you think of 4M people buying a box and paying a monthly fee), it is, as the article said, a cash cow. This is the "wildest dreams" scenario.

  5. $60,000,000 a MONTH! by rAiNsT0rm · · Score: 2, Interesting

    $60 Freakin Million A MONTH is what they are basically making with WoW. $14.99 x 4 million users. Now I'm sure it is a bit less overall, but honestly what other business affords this type of income in the gaming industry? It is almost obscene.

    I was really hoping Guild Wars was going to be a runaway hit, it kind of has been popular due to the no monthly fee but after just a couple months people are GLAD to pay for a better more immersive game. Kind of had the opposite effect unfortunately.

    I just wish a MMO could debut with a reasonable fee like $4.99 a month or even a tiered approach: $2.99 a month for 20 hours, 4.99 for 40hrs., 9.99 for unlimited. That way normal folks who work, sleep, bathe, date, etc. could play and not feel like they are getting ripped compared to the 1337 24x7 players. I mean I may get to log on and play 20-30 hours a month max, If I could pay a variable rate with a upper-end cap I'd be glad to. Months where I'm away or only get on for 5 hours should not cost me the same as a month where I play every day. There has to be better business models, but what incentive is there for MMO companies to even try?

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    http://teasphere.wordpress.com - A little spot of tea
  6. I was at the launch by PhosterPharms · · Score: 2, Informative

    And it was insane. I was one of the first people in the door because one of my rugby teammates had set up camp near the front of the line. When three more of us showed up to join him no one really said anything. There were seriously a ton of people though. The line wrapped all the way around the store and out into the parking lot twice, and then snaked down the road into a residential area. The doors opened at midnight, and I heard some people didn't get in until four or five in the morning.

    The whole thing was more than worth it though. I have a Collector's Edition box signed by the whole dev team, and the night was a lot of fun in and of itself talking to people about what servers they were going to be on and what classes they were going to play and whatnot. There was also a lot of chat about whether or not they were going to run out of games (which they did), and there was even a Tauren walking around trying to get people to make the best warcry.

    If you want to see some pics from the launch, check out Blizzard's report on the launch here.

  7. Re:A better solution by yasth · · Score: 2, Informative

    They didn't want to sell every possible copy. With the copies they realeased they had enough trouble meeting demand, physical copies in this case served another purpose, to restrict the number of players (at least initially).

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    I'd do something interesting, but my server can't handle a slashdotting.
  8. Re:Cash CoW indeed by Tilmitt · · Score: 2, Informative

    "At over 4 million players multiplied by 15$ a month, that makes 720$ million a year. Almost a billion dollars."

    $720 million is not almost a billion. It's only 72% of a billion. That is no where near "almost" a billion, it is a significant amount less.

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    This guy are sick.
  9. heh by Solikawa · · Score: 2, Insightful

    It would be nice if they turned that money around and put it back into the friggin game. The servers suck, the PvP system sucks and the game is buggy as hell.

    Make that $59,960,000 addition to your bank account work for its self. It is BS that is has such ultimate potential and can suck so much.