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)."
the real question is, where are people going? bioshock infinite? chains & dragons? It remains to be seen...
The nude patch for GW2 was finally released.
Time for World of Starcraft. I'd play it :-P
Nothing lasts forever. Blizzard have had a good run that other companies can only dream of. I'd love to spend months in it, but real life beckons and by that I don't mean Facebook.
What is this World of Warcarft you speak of?
Graphics, especially, are just beginning to look old. Not that WoW was ever a paragon of robust graphic design (although mad props to their art directors), but for what is approaching a decade players were able to overlook the graphics because so many other aspects of the game were fun and appealing. Now, with over a dozen major MMOs due out this year, with every single one of them having better graphics than WoW by leaps and bound, people feel no obligation to stick around. (Also, many of my WoW-quitting friends found that Mists of Pandoria was the game jumping the shark, even if it was a fairly solid expansion.)
As I'm fond of saying, WoW is the King of MMOs in the same way that Budweiser is the King of Beers. It's popular and profitable. Personally, I prefer craft brews and niche MMORPGs.
Occasionally living proof of the Ballmer peak.
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/
In my opinion they made the game too easy. I remember when I started, every battle was an actual challenge.
Now you just rush through everything. It's almost impossible to die unless you run headlong into a bunch of enemies.
In the past, quest mobs at the end of a quest chain usually were elite mobs, and really tough. Now you don't even notice they are anything special.
Dungeons are especially bad. I'm leveling my monk at the moment, playing a healer, and it's downright boring most of the time. The biggest challenge is to keep close to the tank while he is churning through the mobs.
Now, I like the actual new content. Even the boss fights are rather interesting - or would be if it wasn't for the fact, that you can do it all in LFR where it is possible to ignore most of the mechanics. And when I've already killed the bosses countless times in LFR that makes the normal 10 man raid much less interesting. At least for me.
They also dumbed down some classes so much that it gets annoying. I remember when they banned the first heal bots. Now you can select a heal bot as a spec. Just play a disci priest. You don't even need to target who you want to heal; it's automatic.
I'm also miffed about the changes to the fire mage. I chose that spec because I found it more interesting than the others. More choices to make in a fight. But they really did their best to dumb it down to a similar level as all the other specs with almost no choice what to do at any given moment. Something procs - you need to use it almost instantly.
Still, I don't see anything that could replace WoW for me. So if I decided to stop playing, I'd probably not pick up anything else in it's stead.
... But still larger than Switzerland.
I feel that WoW lost a lot of customers to Guild Wars 2. Over 2 million people bought GW2. It seems reasonable that some of them had to have quit WoW.
Lately, Arenanet (Guildwars maker) has been tormenting its players at the endgame, reducing Tier 6 drops, implementing: if you can see it, you are already dead champions (adversaries), such as the Champion Raiths in Orr, so people will probably make an exodus for Guild Wars 2, someday, too.
https://www.youtube.com/c/BrendaEM
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.
I have played for a long time, but as the years went by, Blizz broke the game to appease the QQing from the PVP crowd and the mechanics from PVP were incorporated into PVE and in the end, PVE became unrecognizable. PVE is some disgusting mutation, infected by PVP. MMOs are fun when you have other people to play with, but with all the expansions and revamping, WoW's flavor was homogenized to be a bland paste and it became just another kid on the block in a sea of WoW clones. WoW suffered the same fault as SWGalaxies of pandering to much to too many. I used to enjoy raiding, but unless you have a bunch of people with no lives and have the time to commit to a "2nd job" online, then trying to get a raid group together is next to impossible. I got married and had a kid, so I had other priorities and couldn't devote that much time. Casual WoW is only so fun, but unless you have raid gear, no guild will have you, but you can't get into a raid guild unless you have raid gear. It's a catch-22. Wife's cpu crapped out on her and without her in the game with me, it's just not that much fun since all my other friends left due to guild implosion and drama. So, I just cancelled my account this month. I am waiting for the Elder Scrolls MMO to come out. Then we will see how things look. I wouldn't mind looking at other MMOs, but even though Macs have Intel chips, not many developers are willing to write native code for Macs. (commence mac vs. pc flame war) Without my friends, MMOs aren't as fun, so until ESO comes out with dynamics servers... coordinating all my gamer friends to the same server is BS
... the question is more why they stopped coming. WoW (like most MMOs) has always had a large number of players leaving every year. This hasn't changed; what has changed is that in the past they've always been able to attract new players at a pretty fast rate so they can continue to grow.
So why are the new players not joining up any more? I blame the pandas. From an outside perspective, they make the game look silly.
This crap is for week-minded fools who lack the will power
to abstain from time-wasting activities.
...he posted to Slashdot.
Sheesh, evil *and* a jerk. -- Jade
I used to be an avid WoW player. WOTLK was the best expansion they made, hands down. The mechanics were solid (if easily exploitable, at best), the gameplay was reasonably thought out (to an extent), and the environment was pretty engaging (and at least 5% of the population weren't complete morons). When I saw the preview for Cataclysm, with its "challenge" of a +5 level cap, new "features" (YOU CAN NOW FLY IN AZEROTH!), "professions" (let's dig around in the dirt for hours on end!), I stopped playing.
At that point, I realized that Blizzard was headed on a downward spiral pretty quickly, and nothing short of angrying up the blood of Ted Turner and sacrificing a chicken in a non-denominational ceremony would stop this quickly approaching trainwreck from happening. Several of my close friends asked me why I thought it was a bad idea. I told them that I knew it was a bad idea because it was *clearly* a BAD idea. I know them when I see them, and this was no exception. My current roommate convinced me to start playing again, and reluctantly I did. It turned out not to be as bad of a trainwreck as I thought it would be, but it was still pretty bad. Everything had been dumbed down, and repetitively grinding rep, dungeons and more dungeons became the focus of the game. We were also able to actually BUILD a character, and things looked promising enough that Blizzard might actually have the chance to redeem themselves.
Man, was I in for a surprise when MoP came out, which I'm pretty sure a mop is what they used as a template for this particular expansion. This legendary, mythical mop wasn't made of anything fancy, like polished, pressure treated oak, a handle made of Corinthian leather, a titanium reinforced head with gold lief, and appropriate mopping fabric material made from the finest imported silk that one would be proud to caress their nether-regions with after a hard day's work. That one just happened to be the high priced, maximum quality mop that was shown on the Home Shopping Network for just 8 easy payments of $99.95. Clearly, this was too rich for their blood. After rustling up the town drunkard, they gave him a 12 pack of Blatz, a jug of cheap wine, and a 6 pack of Natty Light, and set him to the task of finding a mop of this quality. But really, quality didn't matter, they really just needed a mop, and there weren't any good sales going on that particular year.
Several years later, the drunkard returned with a rake. "I couldn't *hic* remember what you were looking for, but didn't you say something about toilets? I think *hic* this is a plunger."
Swing and a miss, Blizzard. 3 for a valiant effort, though. After obtaining this artifact of non-descript antiquity, the development team went to work. Behind closed doors, they agreed that it was most likely a rake picked up out of a dumpster or maybe someone's toolshed that lived down the street. They weren't sure, but there was no turning back now. Best not to let the public know, they also agreed, lest The Almighty Wrath of Tom Selleck's Moustache rear its head again. One of the leads suggested that since it wasn't a mop, perhaps they could make the offcast drippings of churning a poop vat into a mediocre product that would suffice in temporarily plugging the gaping hole in a quickly sinking ship. But it would need to be concentrated.
What was released with Mists Of Pandaria was percolated fecal matter of the highest caliber. That wasn't even from the bowels of the unsuspecting public. This was from Blizzard's own septic tank, full of late night tacos, half-digested food from Grampy's Greasy Spoon Diner (home of the 1/2lb Grampyburger for 89 cents, cheese is 10 cents extra), and empty ketchup packets that had been chewed up by the family dog and evacuated onto a moderately expensive accent rug that had once decorated the lot of the local carwash for 15+ years.
This was progress. This was the trainwreck that everyone said would never happen. Sweet glory of Jesus this was specta
I think pandas and the oriental style of pandaria are the reason I'm not playing anymore. Only Hello Kitty could be a worse playable race than a fat panda. Raids are not that bad, but too many mechanics, the daily grind is horrible, and there are one a few new dungeons (and none since 5.0...). The burning crusade: an alien planet to "explore" The lich king: a charismatic foe to kill Cataclysm: a bad-ass dragon that destroyed the world Pandaria: an island full of alchol-addicted pandas with laughable evil guys... (what the hell is a sha? :) )
I honestly lost interest after Cataclysm. I was never a particularly hardcore player (much more interested in solo and PVE than raiding), but I got tired of continually having to respec my talent tree, and once total specialization was enforced, I just gave up. I _liked_ being able to use any and all of arcane, fire, and frost on my main.
The thing about it (and this may sound silly) is that I became very attached to "old" Azeroth (I started playing long before the first expansion). Even though it wasn't as bustling as before, it was still beautiful and nostalgic. When I saw Loch Modan destroyed...it was like someone had bombed Disneyland. My heart just went out of it.
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
This is also the subject of today's Ctrl+Alt+Del comic.
WoW has changed from being an entertaining game that you could play for a few hours a week and still be able to experience content, into daily / weekly chores that have to be done or else you can't do stuff.
It ceased to be something I wanted to do, and instead turned into a hamster wheel. Or, if you prefer, stopped being a covert hamster wheel with a sense of reward and turned into an overt hamster wheel with no reward whatsoever.
Just like previous MMOs I've played, that's when I hit the cancel button.
Slashdot still doesnâ(TM)t support Unicode after it was added to the HTML standard in 1997.
I was an early adopter, joining the game in the Vanilla WoW beta. I ran one of the top 5 Alliance raiding guilds on the Bronzebeard server in Vanilla (Exiled Kingdom) until politics and my burn out of having the second job of running a guild killed it. I played regularly until 2009, when I returned to school.
WoW Vanilla was awesome.
The Burning Crusade was okay.
Wrath of the Lich King was epic.
Cataclysm was the beginning of the end.
Mists of Pandaria was the core collapse of the game... I'm still trying to decide if it's a black hole or a neutron star.
Killing theorycrafting by revamping the trees, introducing Pokemon, making Pandarians as a race... It has all contributed to breaking the back of the game. I left WoW and have not been back since. I moved on to Star Wars: The Old Republic and I've not looked back.
I! Tego Arcana Dei.
One problem with outside is permanent death. Several people claiming to have an in with the GM have expressed conflicting opinions of how respawn works, whether it's more like rolling a new character or just a respawn of all characters after the server wipe event.
Another is that the available healing isn't very effective. If you sustain critical injury to a limb, for example, you lose the use of that limb for life. Some characters are even rolled up without all their limbs in the first place.