World of Warcraft Hits 9 Million Users
Wowzer writes "Blizzard today announced that their MMORPG World of Warcraft is now played by more than 9 million gamers around the world. From the article: 'That's half a million more than the number of monthly players WoW had back in March five months ago. — It's interesting to note that if the World of Warcraft were a nation, CIA's World Factbook says that out of 236 listed countries it would be the 90th most populated country on Earth above Haiti, but behind Sweden.'
Also revealed this week was that DC Comics are creating World of Warcraft Comic Books based on the MMORPG, with the first issue appearing on November 14th. The ongoing monthly series will be written by industry veteran Walter Simonson (Thor, Orion) and feature art by Ludo Lullabi and inker Sandra Hope."
...but what did it hit them with.
I find it fascinating that all the later, more popular mmorpg's seem to be far inferior to the "original": Ultima Online.
You could own a house, put vendors there to sell stuff, you had trade skills that were fully independent of fighting, you had an economy of "rare" artifacts with no use at all people just wanted them to have them, you could kill other players and take their gear.
And it was so much friendlier to the casual player: you could teleport to where your real-life friends were, you could play with your friends even if they played 40 hours a week and you played 2, you could macro when you were away to keep up with your friends or do things like craft armor to support a guild.
PvP made you actually have REAL friends and REAL enemies, instead of "You're an orc and he's an elf so you hate each other". It also made guilds have value, as you needed protection and could benefit from a guildmate making your armor while you made him potions.
Basically, I just can't stand that WoW is worse than UO in almost every way but has about 8.8 million more subscribers. UO was ahead of its time.
80% of them are farming gold for the upper 20% :)
That just proves the realism of the game.
The theory of relativity doesn't work right in Arkansas.
Taken from http://www.blizzard.com/press/070724.shtml
Each issue of the WoW comic's gripping storyline will be interrupted by the characters running around shouting misspelled racist and homophobic epithets at the reader for two solid pages.
Slashdot Burying Stories About Slashdot Media Owned
World of Warcraft subscribers include individuals who have paid a subscription fee or have an active prepaid card to play World of Warcraft, as well as those who have purchased the game and are within their free month of access. Internet Game Room players who have accessed the game over the last thirty days are also counted as subscribers. The above definition excludes all players under free promotional subscriptions, expired or cancelled subscriptions, and expired prepaid cards. Subscribers in licensees' territories are defined along the same rules. Source: http://www.blizzard.com/press/070724.shtml
Apologies on behaf of the poster you replied to. He shouldn't expect anybody to actually click through to the Blizzard press release. This is Slashdot, after all.
I knew WoW was a HUGE MMORPG and that's about it but if my calculations are correct 9M Active Accounts * $10/monthly subscription fees(that's my guess, I don't know the actual figure) * 12 Months = $1.08 Billion a year! Holy Cow, that's insane!
I get amused by the people that claim WoW is "inferior" because of its friendly environment and no-penalty PvP. Well it's not, that is actually what makes it superior to most people, and is the reason they have 9 million players. Most people aren't hardcore, they don't want a game that punishes them for failure, they don't want to have to deal with keeping up with those who make a game in to a life and so on.
If you want games like that, they are available. I'm made to understand EVE is such a game. Extremely hardcore, real loss, etc, etc. That's great if that's what you like, but don't pretend like it is "superior". One of the reasons WoW is so great is it treats things more like a single player game. When I die in a SP game I don't lose anything but time, I am set back to whatever my last save point was and must replay from there. The nearest MMORPG experience, since you can't reload, is to just have you have to wait a bit as you head back to your body. No loss of anything but time.
That's what has kept me interested in WoW. It is the 5th MMORPG I've tried (EverQuest, Dark Age of Camelot, EVE, Starwars Galaxies) and the only one that has lasted more than 6-9 months or so. All the rest got boring fast for various reasons. For example in EQ the problem was it felt like they hated you. The game was setup to punish you severely for failure, and to be very unhelpful.
WoW gets it right for me, and for many others because it is extremely easy to get in to (I've never seen a more friendly start than WoW's newbie quests), doesn't punish you, and has lots to do for whatever it is you like doing. I realise that's not for everyone, but you need to realise that if a more hardcore experience is your preference that is a different preference, not a superior one. There is nothing wrong with wanting an easier, more friendly experience. After all, the whole point of games is to be entertaining. They are not for proving or accomplishing something, they are there to make you happy and let you have fun. Whatever it is that does that, that's what you should play. For 9 million of us (and counting) WoW is that kind of game.
There are only 9 million players but 11 million night elf hunters. Go figure.
It's interesting to note that if the World of Warcraft were a nation, CIA's World Factbook says that out of 236 listed countries it would be the 90th most populated country on Earth above Haiti, but behind Sweden. i pasted this to a friend who pointed out that while the taxes are much lower the death rate is significantly higher...
The only way to get rid of a temptation is to yield to it.
-Oscar Wilde
De är ikapp oss! Börja kopulera för guds skull!
Particles, stuff that matters.
I had to look it up, myself.