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World of Warcraft Hits 9.3 Million Players

Gamasutra is reporting that, along with Vivendi's ever-increasing earnings, recent information has been released updating the current player stats for World of Warcraft. Despite suspicions of falling numbers due to the long wait between now and Rise of the Lich King, Blizzard's Massive title is larger than ever, with some 9.3 million players. "Vivendi has chalked up the increase not only to its WoW subscriber base, but the release of its The Burning Crusade expansion, which saw release in China in the latter part of the third quarter ... The company also noted that its subscriber base has continued to grow from the 9 million mark it celebrated in July to more than 9.3 million, which it says is up more than one million subscribers since December 31 of last year."

13 of 117 comments (clear)

  1. Frightening by denisbergeron · · Score: 3, Funny

    If you take this news and add it that one

    It's the biggest botnet in the world.

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    Ceci n'est pas une Signature !
  2. Quite a milestone by wampus · · Score: 5, Funny

    You never forget your first 9.3 million subscribers.

    1. Re:Quite a milestone by Volante3192 · · Score: 3, Funny

      Yes, there'll always be a special place in Blizzard's heart for #9,299,987.

      I also hope this isn't foreshadowing another post when they hit 9.4M...

  3. Re:That would be true... by Selfbain · · Score: 3, Funny

    I guess you've never tried to access the mod sites the day of a patch.

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    Well, it has never been successfully tested.
  4. Re:9.3 what? by Anonymous Coward · · Score: 4, Informative
    Thankfully they did explain it. Blizzard press release about surpassing 9 million subscribes.

    It's the number of active accounts.

    Direct from the site:

    World of Warcraft's Subscriber Definition
    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. Keep that in mind the next time you see people talking about people "leaving WoW in droves" or talk about how some MMORPG with 100,000 subscribers is so much better than WoW. WoW is, by and far, the most popular MMORPG ever created. Now popular doesn't necessarily mean best, but if they weren't on to something you'd expect that number to be falling.

    But it won't stop people from trying to dump on the leader. What's really pathetic are the people talking about how their fantasy MMORPG is sooo much better than WoW, despite the numbers clearly proving it isn't.
  5. Re:9.3 what? by jkabbe · · Score: 4, Funny

    In all likelihood it means 2 million active player accounts, 1 million mule accounts, and 6.3 million gold farming accounts.

  6. Re:9.3 what? by Selfbain · · Score: 4, Insightful

    Having the most customers does not mean you have the best product. Theres an example to prove this but it has been beaten to death before.

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    Well, it has never been successfully tested.
  7. Re:And yet... by Paradigm_Complex · · Score: 4, Insightful

    Right, and oddly enough the vast majority of them don't visit slashdot, either. WoW is sufficiently large that it can have a noticable affect on the rest of technology, which happens to be something many slashdot-goers have interest in. WoW primarily distributes it's patches through bittorrent, which Comcast users are having trouble with, many of whom are calling for network neutrality, which has become enough of an issue to be picked up by many currently running for president of the world's current economic and military superpower. A very sizable chunk of those 5.9907 billion actually have some interest in the direction US politics swings. Even if you don't buy that it can affect the world as a whole, it certainly affects at least the tech world - the stuff slashdotters are interested in.

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    "A witty saying proves nothing." - Voltaire
  8. Re:9.3 what? by east+coast · · Score: 4, Insightful

    But it won't stop people from trying to dump on the leader. What's really pathetic are the people talking about how their fantasy MMORPG is sooo much better than WoW, despite the numbers clearly proving it isn't.

    Why aren't you making this argument every time that someone "dumps" on Windows, WalMart, Coors Lite, Britney Spears, McDonalds or a Chevy Cobalt?

    Despite anything you might think anyone's favorite MMORPG or whatever is based on their opinion. Can someone come up to me and say that WoW is the best and I can say EQ2 is the best and both of us still be right? Absolutely. We choose what's right for ourselves in any particular place and time. Media like games, books and movies cater to target crowds. Maybe I'm just happier with EQ2's vision of the Drow? I don't know.

    By the way.... 50,000,000 Elvis fans are wrong... at least for my tastes.

    --
    Dedicated Cthulhu Cultist since 4523 BC.
  9. Very important milestone by confusedneutrino · · Score: 4, Interesting

    For those of you keeping track at home, that's approximately one account for every mile between the Earth and the Sun...

    *ahem...*

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    --RIAmAses! Let my MP3ople go!
  10. The MMORPG market SUCKS. by Shivetya · · Score: 4, Interesting

    Disclaimer, I have multiple WOW accounts, one LOTRO account, and have tried about every damn MMORPG to come down the pike.

    Frankly, the majority of these companies other than Blizzard just don't get it. There was an article linked here from a MMORPG developer of high standing who did a talk about what gamers want, who they are, and the games they play. He then went into a point by point discussion about what makes a good game.

    The real problem, the game designers who are failing are designing games for people like them. They are not designing for the market, let alone new markets. A great example is Turbine. They had Asheron's Call and then followed it up with a sequel which failed miserably and was shut down. The primary reason was, it wasn't what the players wanted. It was more of a tribute to the developers (cities that if nothing else where monuments to Turbine). It had lots of great ideas but horrible execution. It forced player cooperation in areas where people never expect nor will cooperate (like crafting). Then comes D&D Online. A group centric game which for some reason people put huge unrealistic expected subscriber numbers on. Why didn't it generate the numbers? Simple, group mechanics require coordination out of game to experience properly in game. With your gaming population spread across time zones and such that coordination breaks down over time; usually not a long time. This title probably would have excelled with a Guild Wars model where the players could take NPCs along. Then comes along LOTRO, another game of great expectations hit by implementation and perceived need to group to trudge through higher levels (mostly unfounded but still it was a very pretty game that just felt empty - turbine's problem with having buildings you have to zone in breaks immersion and combined with walking dead human npcs doesn't help)

    WOW's churn numbers are probably greater than most of the top twenty game's current playing population. But why? Simple, you can log in and accomplish something in a short time without ever having to wait for others. Friends can pop in for brief periods and play along, you can pick up with others as you go, but for the most part you don't have to rely on others to enjoy the bulk of the content.

    There is also the major fact that none of the wow-killers has lived up to their hype or haven't released. Every time one of these games comes along and fails the blame game starts but always ignores the fact. The game isn't polished, the game is bug laden, the game requires a lot of grouping, or the game's hardware requirements are too high for the real MMORPG desiring player base.

    WOW is only going to lose a large number of people to the next Blizzard game. Blizzard set a very high standard and continues to keep their own game at that level. This provides enough satisfaction and enjoyment for many people. Why should the majority of them even care what else comes out?

    Too me it seems too many developers are actively relying on dissatisfied WOW players to swell their subscription numbers. If your looking for people who don't like such a successful and executed game just what in the hell are you aiming for?

    Oh well, WOW will persist for years because Blizzard has learned that you cater to the needs of the individual player and build up from there. You keep the individual happy and then provide then avenues for more fun with opportunities that reward grouping and playing with others. You never require that as the price of just playing.

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    * Winners compare their achievements to their goals, losers compare theirs to that of others.
    1. Re:The MMORPG market SUCKS. by UnknownSoldier · · Score: 3, Interesting

      While I don't think Wow is a great game, or even a good game (wow designers still don't have a clue about dead-time, and about minimizing the time it takes to get a party together at your favorite instances/location) I would agree with your post. Blizzard _nailed_ the basics in Wow. The core mechanics of what you do for the first 20 levels is usually interesting enough to keep a player leveling up. I'm usually not impressed with combat systems in games, but even the combat system is Wow I feel is good.

      I would argue Blizzard doesn't really innovate, but they take the best ideas, and continually refine the process. (i.e. Warcraft 3 took the best elements of RTS's and combined them.) And at the end of the day, that's what matters -- the basic gameplay. As a game programmer it is sad to see so many MMORPGs that can't even get that right. Diablo 2 and Wow aren't the prettiest games around, but the gameplay is addicting and "good enough." One can trace the evolution (not revolution) of their games and almost see the paradigm shifts in the industry with their game UI and design in their products.

      > Why should the majority of them even care what else comes out?

      Having gamed since the early 80's, I sadly have to agree. Because as bad as Wow is, everything else sucks worse, and I don't see anyone raising up meet that challenge of getting past that hurdle anytime soon. I used to thank Sony for Everquest -- "How NOT to design a game."

      The _real_ innovation in MMORPGs these days is the UI -- how accessible is your game to players (even to people who have NEVER gamed -- we still have a LONG ways to go.) Blizzard has a history of polishing their game, streamlining the UI. i.e. no click-and-drag when a single click will toggle picking up/dropping an item, right-click for the default action, etc. The latest patch 2.3 _finally_ organized Alchemy recipes. It is not much, but the little refinements here and there, add up to a more intuitive, and logical whole. And I think that is one of the reasons wow will continue to be around. Not because it is great, but because everyone else has this tremendous bar to overcome.

  11. Impressive! by SpacePunk · · Score: 3, Funny

    That's a lot of virgins. It makes you wonder if WOW has more virgins than Slashdot, but I'm sure there's some overlap.