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World of Warcraft Loses 1.3 Million Players in First Quarter of 2013

hypnosec writes "World of Warcarft, the gaming industry's most popular franchise and one of Blizzard's cash cows, is bleeding subscribers with 1.3 million defecting from the game in the first quarter of 2013 alone. Blizzard revealed a subscriber decline of over 14%, the total now standing at 8.3 million in their earnings call press release (PDF)."

8 of 523 comments (clear)

  1. Re:not where from, where to? by morcego · · Score: 5, Interesting

    the real question is, where are people going? bioshock infinite? chains & dragons? It remains to be seen...

    Most of the people I know simply quit and didn't go anywhere else. Mostly, they play some single player games now and again.
    We were all hardcore raiders getting some top 10 US marks, in some top 100 US guilds.

    It comes a point where you are just tired of playing, and every other game is enough alike to keep us away.

    So, in answer to your 'where to' question, I guess the answer would be: back to real life.

    --
    morcego
  2. That's a pretty large decline, yes. by seebs · · Score: 5, Interesting

    I used to know basically no gamers who didn't play WoW. Now I don't know that I still know any. I was one of the loud defenders of Blizzard's choice to enter into a business merger with Activision, and I have been forced to admit that I was wrong. Blizzard's handling of events since then has been spectacularly bad -- I left over the Real ID stuff, myself. (Yes, I know, lots of people say they "backed down". Only temporarily and from the most ridiculously stupid parts; many other aspects are still horrible now, and some of the bad ideas they postponed may come back.)

    Thing is, in MMOs, network effects are king. If you want to play a game with your friends, the game your friends play wins. But once you start losing that "everyone I know plays X" spot, there's not really any particularly great technical advantages of WoW over a lot of other MMOs, and quite a few are in many ways better. Even apart from my personal grudge against Blizzard, I found other games to do a better job of things that mattered to me, and I really got sick of Blizzard's active hostility to various parts of their user base. It was a real eye-opener when, after Blizzard spent several years explaining that it could never be possible to tweak the rulesets between PvE and PvP servers, Trion turned around and did it in a week during the Rift beta.

    So now I play whatever I happen to know other people who play. And none of the individual games have the population density WoW did, but I am not totally unhappy about that, because it means more choice and more selection.

    Stuff that's still going:
    DDO: Very different philosophy and design, pretty cool. Overall I'm pretty happy with how Turbine runs things. The microtransaction stuff isn't as intrusive as I thought it would be, and the game design has some really nice appeal.
    Rift: As a game, this is basically what I always wished Blizzard would do, and then some. Developers have been pretty responsive to user feedback, and there's a lot less of a focus on tedious time sinks. Big weakness, from my point of view, is that there's been basically no visible community maintenance in ages, so not only are there people who engage in massive, long-term harassment and abuse, but now there are lots more people who are abusive because they're convinced they can get away with it. Still, if you just wanna play with a few friends and ignore public channels, the game itself is amazing. (Slashdotters may care more than others: The addon API is beautiful. One of the nicest development APIs I've used.)
    TSW: Not hugely happy with Funcom, but the game is fascinating, and does a lot of things which are radically different from other MMOs, some in very interesting ways. Also pretty responsive to user feedback in a lot of ways.

    --
    My blog: http://www.seebs.net/log/ --- My iPhone/iPad app: http://www.seebs.net/seebsfrac/
  3. Re:not where from, where to? by Greyfox · · Score: 5, Interesting

    That's what I did. The company had a big deadline come up and they asked me to work some overtime. I didn't feel bad about agreeing, but didn't feel I had the time to devote to the hard-core raiding guild I was in, so I quit the game. After the deadlines were over, my manager told me to take a week off in comp time. Rather than pick up that old crack habit again, I decided to take a course of skydiving instead. Well very long story only long, I'm now at 110 jumps, just got my rig, have a couple hours of freefall time in a vertical wind tunnel, and oh yeah, lost 30 pounds. Somehow grinding the same fucking boss for some shiny thing that will be obsolete in a year no longer has the same appeal. This year I plan to travel to at least 2 new dropzones (Haven't decided which 2 yet,) jump from a hot air balloon, and get to the point where I can start thinking about wingsuit training. Turns out living an adventure is a lot more fun than pretending to live an adventure.

    --

    I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

  4. Diablo 3 aftershock? by Anonymous Coward · · Score: 4, Interesting

    Diablo 3 launched a year ago next week. In the months leading up to the launch, Blizzard offered the game (D3) for free to any WoW subscriber who made a year long commitment. So you're going to have a lot of people, who might have otherwise quit over the course of 2012, all leaving at once when their year long subscription ends.

    What did the number of canceled subs look like over the course of last year? Maybe they were all just backloaded in Q1 2013.

  5. MMORPG by ledow · · Score: 4, Interesting

    Never really "got" MMORPG's. My brother was mad on MUD's back in his university days and I kind of got that. You would literally stumble into the person who was building all the rooms, quests, objects, etc. and it was usually a small team who created things INSIDE the game, so they were having fun as well (I don't doubt there was a lot of coding involved, but a lot of actions performed actually worked in-game as some in-game "magic" or similar). They were playing Minecraft, basically, and everyone else was inside their dungeons. And they were free, and run by people who lovingly created them.

    The next fad was the Diablo's etc. Basically an MMORPG set in a formulaic plot. Nothing bad about that the first few times through, and they are still quite fun to play even with the poor-equivalents today(e.g. Torchlight etc.). But no real huge amounts of replayability without someone else there to play with. And they were pay-for, but professional and well-polished, but limited and repeating.

    But MMORPG's, they kind of take the worst of everything. Let's have lots of random idiots. Let's have restrictions on what you can do. Let's have a financial incentive to make you spend as long as possible getting to the things you want to do. Let's have no "creators", no change to the set-down mechanics of the world, except in some far-off office where they come up with insane ideas without much player feedback.

    Let's instead have the story evolve very, very slowly and in huge pay-for leaps and people get little choice about whether it was good or not, or whether they pay or not. There's no feedback. No people with interest in the state of the world, only the economy (which, as we all know, can be a disaster even in real-life). You're paying to play a Diablo with a bunch of random people whose co-operation you require, who are all also paying. And every time there's a significant change in the world, you have to pay again or be stuck in the timewarp of "old".

    I couldn't really see the attraction, and the people I know who do spend a fortune on WoW tend not to have been exposed to the games of old (like MUDs etc.), hell some of them I'd barely class as gamers - they are mainly just socialising while button-bashing and the gaming is second. Nothing wrong with that, but Facebook-in-Second-Life is not what I want.

    The "serious" gamers I know are infinitely more likely to spend their money on non-subscription games and equipment. They might well buy a pack of games for their LAN party, and upgrade to the next version as a one-off payment if it's good enough (or even just to play it together as friends), but an ongoing subscription model just isn't their thing.

    And the people I do know who did play WoW etc. have all given it up, and their only real "catch" to doing so is losing their accounts/characters/whatever. Without exception, though, they do give it up and just abandon what they had in there after a while, whether through financial problems, or time problems, or the breakup of their favourite group, or just sheer exhaustion at the virtual world (especially prevalent at "pay-for-the-next-expansion" time).

    The free-to-play ones aren't really popular with the gamers I know either. I think the whole free-to-play concept is great - as a teenager, I would have been hooked and no doubt WOULD have ended up spending money (hell, even as it is, I've made money just playing free-to-play games to play the game and then selling the random junk I was awarded). But it attracts even more idiots, and profiteering. And with free-to-play, you are willing to suffer slight bugginess or changes or restrictions that you wouldn't accept elsewhere.

    Like anything else, I don't get "subscription" payments. Of course I don't mind paying but an automatic payment on a schedule? I don't see the incentive for the creators to keep creating after a while. They earn just as much between updates as they do immediately after them.

    The same reason people keep gym memberships going and why most gym

  6. Re:not where from, where to? by RivenAleem · · Score: 5, Interesting

    Steam Sales took me away from WoW bigtime. There are just so many single and co-op games out there to keep me busy, and they cost much less in the sales than a monthly sub to WoW does.

  7. Re:not where from, where to? by MaskedSlacker · · Score: 4, Interesting

    I only make $30k a year and spend 4 months of it bumping around the world. How much you make is irrelevant. How much you spend on nonpriorities is.

  8. Re:not where from, where to? by Anonymous Coward · · Score: 5, Interesting

    This is exactly the ecosystem of a game like WoW, though: There is only so much you can do, and then it repeats. The best they can do is move the bar periodically and 'reset' those who've finished. The old-timers are supposed to get bored and move on. The game depends on replacing those burned out players with new people, so the real question is: why has the new generation of game-players not chosen WoW?

    WoW is old. It requires a lot of grinding. Today's gamers are playing for 5 minutes at a time on their phone while they're in line at the supermarket, and there's a huge wealth of highly addictive games that take only 5 minutes of continuous attention.