IGN: WoW drops to 5.6 mil subscriptions.What happens to the GENRE when the end comes?

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ewdotson

Golden Member
Oct 30, 2011
1,295
1,520
136
I played all the games mentioned. EQ was daunting, but it was a social, group game from the get go. You had fun the whole time, from day 1 to the end.
Well, I mean, unless you were a class that couldn't solo and were unable to find a group. Those nights sucked. Badly. Or, say, if you played a class during a period where they were so bad they weren't wanted in raids. Or, say, if you were camping for a rare spawn, which could literally involve sitting and not moving for many hours.
 

bystander36

Diamond Member
Apr 1, 2013
5,154
132
106
Well, I mean, unless you were a class that couldn't solo and were unable to find a group. Those nights sucked. Badly. Or, say, if you played a class during a period where they were so bad they weren't wanted in raids. Or, say, if you were camping for a rare spawn, which could literally involve sitting and not moving for many hours.

I played a class that was not wanted, but if you do make friends and show you can play your class well, eventually that is not a problem. I played an Elementalist and most people thought we were a liability. I helped change that perception on my server. I never raided much, although I did from time to time and I only camped spawns except while waiting on friends to get online.

Anyways, your post is the reason WoW turned out like it did, and turned the whole genre into a solo friendly genre. The only problem is the genre is terrible for solo play.

There definitely was problems with day one EQ, but Kunark, the 1st expansion, there was no excuse for camping. The only reason to camp in Sebilis, was to get to know people because none of your friends were online. That said, they could have improved drop rates for sure. I just took the a different approach to gaming in EQ than you. I didn't feel committed to a single object. Get what you could, when it dropped, and spend most your time dungeon crawling.
 

Fingolfin269

Lifer
Feb 28, 2003
17,948
31
91
Prior to WoW, MMO's had a following, that was smaller, but still quite dedicated. People moved from one to the next if it was good. EQ2 was doing just fine before WoW, and still is going now.

I would bet MMO's would be more like many of us wish they were had WoW not come around and changed the game. They took a group necessary genre, with built in social qualities, and made it more accessible to the masses. Unfortunately for many of us who played MMO's prior to WoW, or even in Vanilla and Burning Crusades, we saw the genre move away from group necessary, tightly social games, into a solo friendly genre that has a much harder time retaining their players.

I played many MMOs leading up to WoW. EQ, AC, DAOC, AO, SB, etc. Some of my best memories were from the player created drama in SB but my experience in WoW Vanilla, BC, and some Wrath were by far my favorite in terms of the MMO genre. I think part of that is because of the so called "dumbing down" and "simplification". As I got older and my game time decreased I found that to be a huge benefit.
 
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bystander36

Diamond Member
Apr 1, 2013
5,154
132
106
I played many MMOs leading up to WoW. EQ, AC, DAOC, AO, SB, etc. Some of my best memories were from the player created drama in SB but my experience in WoW Vanilla, BC, and some Wrath were by far my favorite in terms of the MMO genre.

I enjoyed WoW Vanilla and BC too. I even had fun in WotLK, but it started to kill off many of the aspects that I want back in MMO's.

I'd also add that there is no way I could have started from scratch during WotLK. It was fun because I was in a top raiding guild with plenty of friends who were willing to group up. I only raided 1-2 nights a week with their alternate group, as I did not want to put in the time to be in their primary raiding group (my choice). Starting from scratch would have been very boring during that time.
 
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Clemenza

Senior member
Oct 12, 2010
253
2
76
I played many MMOs leading up to WoW. EQ, AC, DAOC, AO, SB, etc. Some of my best memories were from the player created drama in SB but my experience in WoW Vanilla, BC, and some Wrath were by far my favorite in terms of the MMO genre. I think part of that is because of the so called "dumbing down" and "simplification". As I got older and my game time decreased I found that to be a huge benefit.

I agree with this. Although, my best memories come from the early days of EQ. It was exciting learning a new game that was truly difficult. But, I had had a great time in vanilla WOW and TBC and WOTLK.
 

poofyhairguy

Lifer
Nov 20, 2005
14,612
318
126
How was FF12 influenced by WoW?

With FF12 they "westernized" the series to appeal to the kinds of people playing WoW. The format of every not-online previous Final Fantasy game (turn based menu driven battles, random encounters, etc.) was thrown out of the window.

I can't tell you how excited I was about FF12. I never wanted to play FF11 (or any MMORPG) so for me it didn't exist. But FF12 wasn't online anymore, and I figured that meant getting back to what Final Fantasies are all about. I preordered the game, went and picked it up day 1, and then proceeded to microwave the disc after playing the game for less than an hour. Heck I completely walked away from most mainstream gaming for a decade after FF12's WoWification I was so pissed off. I gave away my PS2.

Since that day I have prayed to the video game gods almost weekly for the series to completely crash and burn so that some JRPG phoenix could arise from the ashes. But here we sit in 2015 and Square is completely ignoring the success of Bravely Default as they also gut the JRPG elements out of FF7 in a remake. sigh. At least they gave me The After Years....
 

maniacalpha1-1

Diamond Member
Feb 7, 2010
3,562
14
81
With FF12 they "westernized" the series to appeal to the kinds of people playing WoW. The format of every not-online previous Final Fantasy game (turn based menu driven battles, random encounters, etc.) was thrown out of the window.

I can't tell you how excited I was about FF12. I never wanted to play FF11 (or any MMORPG) so for me it didn't exist. But FF12 wasn't online anymore, and I figured that meant getting back to what Final Fantasies are all about. I preordered the game, went and picked it up day 1, and then proceeded to microwave the disc after playing the game for less than an hour. Heck I completely walked away from most mainstream gaming for a decade after FF12's WoWification I was so pissed off. I gave away my PS2.

Since that day I have prayed to the video game gods almost weekly for the series to completely crash and burn so that some JRPG phoenix could arise from the ashes. But here we sit in 2015 and Square is completely ignoring the success of Bravely Default as they also gut the JRPG elements out of FF7 in a remake. sigh. At least they gave me The After Years....

Hm, I think we talked about this in another thread. Was it really made to be like WoW in a direct sense, or did WoW just influence the decision to move away from turn-based (which I'm OK with. Edit: I mean that I am OK with playing turn based games).

Either way, I do like how FF12 has no loading sequence on every battle. Surely that's not an integral part of the JRPG experience?
 
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Gryz

Golden Member
Aug 28, 2010
1,551
204
106
5.6 million * $15/month = $84 million per month.

I'm pretty sure Blizzard isn't too worried.

Yeah, because the whole world is americans. The whole world pays in US dollars. And everywhere in the world people pay the same prices as they pay in the US.

Subscriptions is Asia work differently. People buy a bundle of hours. Say 20 hours for $5 or 40 hours for $9. (I'm making up the prices). A lot lower than prices in EU or NA. And those hours stay for many months. So you can buy 20 hours, and play 1-2 hours per week. Or play 1-2 hours per months. And you'll count as a full subscription. As long as 1) you paid for your hours, and 2) you played at least an hour or so during the 3 months of the quarter.

These Asian subscriptions make the numbers look way better than they are.

Reality: WoW soared to 5 million western subscription in November 2014. They had dropped to 2 million western subscriptions by March 2015. And now the numbers from June 2015 are probably somewhere around 1.5 million players left in NA and EU.

Prices for subscriptions in NA and EU are comparable. $15 or 13 euros per month. Less if you buy 3 or 6 months. So let's say $12 per month average. That means Blizzard's income on WoW subscriptions dropped from $60 million to $18 million.

Do you think Blizzard is still laughing ?
$18 Million is still a lot of money.

But I can guarantee you there are at least a few people at Activision who see it like this: "Blizzard lost $42 million per month on almost guaranteed income".

Subscriptions soared during the release of WoD. They went back to 5 million players in the west. Do you know what that actually means ? It means there are 5 million people, maybe more, who are dying to play WoW. To play that awesome game from 2005-2010, of which they have great memories. They want that. They are willing to try again. But 3.5 million of those 5 million said: "know what ? the game sucks. I'm done". I'm not sure Activision realizes it. But there is a huge potential for them to earn $500+ million *more* per year than they do now. All they needed to do is execute. But they can't.

It's like a heroin dealer standing in front of club full of junkies. Only the dealer forgot to bring the heroin.

So yeah, I think Blizzard is worried. Maybe not the cocky arrogant bastards that design the game these days (Chilton, Afrasiabi, Holinka, Hazzikostas, etc) . But I'm sure the financial people at the top (fuck Bobby Kotick, btw) are well aware what kind of money they are leaving on the table.
 
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poofyhairguy

Lifer
Nov 20, 2005
14,612
318
126
Hm, I think we talked about this in another thread.

Maybe. The sad death of the JRPG genre is a dead horse I will never miss a chance to beat.

Was it really made to be like WoW in a direct sense, or did WoW just influence the decision to move away from turn-based (which I'm OK with).

The success of WoW influenced the decision to make it more western. So kinda a middle ground.

Either way, I do like how FF12 has no loading sequence on every battle. Surely that's not an integral part of the JRPG experience?

No, no way. Random encounters are not part of the JRPG formula. Chrono Trigger (maybe the best JRPG ever) has no random encounters and no loading sequences.

A JRPG is more defined by what happens WITHIN the battle. For example:

-In a pure JRPG any attacks on the enemies should only be done through a menu. You select attack and then the character does it. If you can run up to an enemy and attack them Zelda-style you are not playing a JRPG. I do exclude hybrids like Stick of Truth or Super Mario RPG where hitting the button while the onscreen character attacks ads an attack bonus because the attack still happens initially because of a menu selection.

-In a pure JRPG I control all of my characters completely (with a couple exceptions). So none of my party does a THING without me telling them to via menus. Exceptions are rage statuses, special characters like Umaro, and cut scene/story building battles. If the entire time you play the game some of your party is partially CPU controlled then you are not playing a pure JRPG.

-In a pure JPRG most of the battles should be determined before you fight. Aka having the right armor equipped to absorb an attack, or simply grinding levels until you can actually beat that boss. If the battle mechanics of the game allow you to use controller skills to win a battle that a less talented gamer could not win then you aren't playing a JRPG. One of my favorite things about the genre is that is was an equalizer for all of us who don't have twitch FPS skills. There are a few exceptions, like Sabin's Blitzes in FF6, but they are never allowed to be game breakers.

-In a pure JRPG the thrill is more about HOW you beat the game/boss rather than an adrenaline rush gotten from the action/pacing of the game. The real fun is finding a spot like the Peninsula of Power in FF1 where you exploit enemy weaknesses in order to jump levels in a single battle. Or in FF5 where you force the unbeatable Shield Dragon to beat itself through mind control. Or in FF6 when you make a Wind God Gau and release him on the world. Or when you....I'll stop. Point is a real JRPG more like alchemy (mix this attribute plus this secret and get this awesome result) then some sort of eSport.

Final Fantasy 12 threw most of this formula out of the window. In fact the whole industry has outside of mobile games.
 

maniacalpha1-1

Diamond Member
Feb 7, 2010
3,562
14
81
Final Fantasy 12 threw most of this formula out of the window. In fact the whole industry has outside of mobile games.

Ah, I see. Well, I edited my above post, I meant that I am OK with games being turn based. But I have to say, I enjoyed both FF12 and the games before it, the one thing I disliked of the others is the loading times in and out of combat, hate them with a passion!
 

poofyhairguy

Lifer
Nov 20, 2005
14,612
318
126
Ah, I see. Well, I edited my above post, I meant that I am OK with games being turn based. But I have to say, I enjoyed both FF12 and the games before it, the one thing I disliked of the others is the loading times in and out of combat, hate them with a passion!

I feel ya. The cut away to a battle screen is jarring. Honestly even back in the day I liked JRPGs with onscreen enemies like Chrono Trigger, Earthbound or even Final Fantasy Mystic Quest.

Honestly I just want to grind, and I get that is now like wanting to smoke cigarettes in a Disney movie. Time to give up hope.
 

shortylickens

No Lifer
Jul 15, 2003
82,854
17,365
136
I sincerely hope those people go and fill up all the other games. Not enough players on the things I like.

Realistically most of them will end up on StarCraft 2 or stupid iPhone games.
 

escrow4

Diamond Member
Feb 4, 2013
3,339
122
106
Die multiplayer die. Bring back single player games with proper single campaigns not ones you can finish in 5hrs. And no GTA V and Witcher III don't count. 2015 half over and we have 2 fat AAA games so far. That is it? What did we have in 2014?
 

Mandres

Senior member
Jun 8, 2011
944
58
91
The rest of the world is light-years ahead of the US in MMO development. It's partly a function of the different gaming culture, and partly a function of the ultra-low latency in their broadband networks. Korea already has several PvP-centered MMORPGs with combat systems nearly as complex and timing-dependent as Street Fighter.
 

BoberFett

Lifer
Oct 9, 1999
37,563
9
81
You are only thinking of balance issues, which mostly didn't matter except for raiding, as everything else was made so easy, almost anything could tank.

I am talking about the whole purpose of an MMO. MMO's are social games at their core, and WotLK was when they started killing the social aspect of the game for new characters and especially new people to the game. Balance issues will always exist as long as classes are different.

WotLK started the downward spiral of killing off important social constructs in MMO's.

Examples:
1) Forming groups used to require a social interaction by talking to people. They also made your ability to play an important aspect as well, as people will remember if you suck or not. Taking away the need to form groups takes away a lot of social interaction needed to make friends in these games.
2) Cross server queues for groups made it where even if you managed to find someone you enjoyed grouping with, you couldn't talk to them again, because they were on another server.
3) In cross server RvR, you no longer had grudge matches, as no one ever showed up enough to remember.
4) Making almost everything so solo friendly, no one had a reason to group up before raiding any longer.
5) Making the elite dungeons so easy that any random group could complete easily, again made it so you no longer had to create core groups of friends to allow you to progress through them.

The only social aspect left is raiding and raiding is quite time consuming, so that leaves a lot of people out of that world. While I've done that a few times, it takes time to get geared up to be able to raid, which most people won't stick around for, due to the lack of social interaction up to that point.

LFG for Scholomance

LFG for Scholomance

LFG for Scholomance

LFG for Scholomance

*4 hours later*

LFG for Scholomance

Oh yeah, such a social game.
 

Gryz

Golden Member
Aug 28, 2010
1,551
204
106
LFG for Scholomance
LFG for Scholomance
LFG for Scholomance
LFG for Scholomance

*4 hours later*

LFG for Scholomance

Oh yeah, such a social game.
If you have no friends, and lack the skill to make new friends, and lack the skill to function inside a guild, then yes, social games suck.

I have very good memories of Scholomance in classic WoW. And Stratholm, DM, UBRS, and even LBRS. I only had problems finding groups for BRD. But once I got a few epic items, I could move around solo in BRD. I also enjoyed the heroic dungeons in TBC. But the dungeons in classic will always have a special place in my memories.
 

Anubis

No Lifer
Aug 31, 2001
78,716
417
126
tbqhwy.com
5.6 million * $15/month = $84 million per month.

I'm pretty sure Blizzard isn't too worried.

that's not totally correct

the pricing in China/asia is totally different

they can pay by the hour

also you can buy game time with gold, the 2nd they announced that wow became F2P for me and a lot of people that I know

my sub is paid for till 2017 and it didn't cost me a dime
 

maniacalpha1-1

Diamond Member
Feb 7, 2010
3,562
14
81
If you have no friends, and lack the skill to make new friends, and lack the skill to function inside a guild, then yes, social games suck.

I have very good memories of Scholomance in classic WoW. And Stratholm, DM, UBRS, and even LBRS. I only had problems finding groups for BRD. But once I got a few epic items, I could move around solo in BRD. I also enjoyed the heroic dungeons in TBC. But the dungeons in classic will always have a special place in my memories.

This that you just said, and the mentions of EverQuest earlier, remind me of something. I am currently playing EQ on the new progression server, and more than it used to be 10 years ago, EverQuest is absolutely full of people boxing 6 or even more characters (and using third party input cloning software to make that possible and efficient). However, I have only played a small slice of the MMORPG games that exist; what do most games do/allow on this? TERA, GW2, TESO, on and on, all the games I haven't played, do they allow people to use third party software to input clone? And regardless of whether it's allowed, is it actually happening in those games? (It's possible that in newer games people won't actually do it yet because their PC can't handle 6 clients of it being open, even if it's possible).

Edit: And yes, I realize some of these games don't work well with boxing because their gameplay just doesn't make sense to box with; I am simply trying to get an overall idea of what is happening in the overall genre with regard to this.
 
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Grooveriding

Diamond Member
Dec 25, 2008
9,108
1,260
126
With Hearthstone, HoTS and StarCraft II, they're no longer an incredible game dev? If not incredible, still very credible.

This is only true if you believe any of those games are anything remarkable, which I don't. SC2 is okay, it's decent. Heroes is garbage, LOL or DOTA 2 are far and away the dominant games in the MOBA space. Hearthstone is just an awful pay to win card game that forces you to buy the packs if you want any chance at being able to win games. I'm not really into mobile games and that's what hearthstone is.

Blizzard was at their peak with games like SC 1, Diablo 2 and WoW up until WOTLK. It's been downhill since then with disasters like Diablo 3 and losing 5 million WoW subs in a year... I like WoW if I'm doing raids. I barely played the last expansion but I've been doing this one with some old friends in their guild and going through the mythics. That is definitely fun and challenging gameplay, but that's all that's left in the game; raiding. Everything else is garbage.
 
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ewdotson

Golden Member
Oct 30, 2011
1,295
1,520
136
I played a class that was not wanted, but if you do make friends and show you can play your class well, eventually that is not a problem. I played an Elementalist and most people thought we were a liability. I helped change that perception on my server. I never raided much, although I did from time to time and I only camped spawns except while waiting on friends to get online.

Anyways, your post is the reason WoW turned out like it did, and turned the whole genre into a solo friendly genre. The only problem is the genre is terrible for solo play.

There definitely was problems with day one EQ, but Kunark, the 1st expansion, there was no excuse for camping. The only reason to camp in Sebilis, was to get to know people because none of your friends were online. That said, they could have improved drop rates for sure. I just took the a different approach to gaming in EQ than you. I didn't feel committed to a single object. Get what you could, when it dropped, and spend most your time dungeon crawling.
- You mean mage, right? Elementalists weren't a thing in EQ.

- Yup, my post is absolutely why MMOs moved towards becoming more and more solo friendly. I don't know what to say. I made friends as well, but there were nights where they weren't on or were already in full groups. And those nights sucked. I'm not saying the way the genre went was necessarily for the best. Just that there were reasons for it, and saying that EQ was fun "the whole time" is whitewashing it.

- Dungeon *crawls*? Those were not really a thing in Everquest. You headed to the area/dungeon in your level range, grabbed an open camp (or got waitlisted if there wasn't an open one), and sat there. If you played in Kunark, surely you remember Karnor's Castle, for example. I mean, sure. I remember the one time I was in a group that decided to do a dungeon crawl through Upper Guk. That was remarkable for it's rarity and how much it was not how the game was typically played.

- This isn't even the sort of thing I meant by camping for rare spawns, to be clear. Which I wasn't particularly prone to, btw. But it's a stone-cold fact that there would be people who would sit in one spot for days waiting for a rare spawn.
 
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ewdotson

Golden Member
Oct 30, 2011
1,295
1,520
136
Subscriptions soared during the release of WoD. They went back to 5 million players in the west. Do you know what that actually means ? It means there are 5 million people, maybe more, who are dying to play WoW. To play that awesome game from 2005-2010, of which they have great memories. They want that. They are willing to try again. But 3.5 million of those 5 million said: "know what ? the game sucks. I'm done". I'm not sure Activision realizes it. But there is a huge potential for them to earn $500+ million *more* per year than they do now. All they needed to do is execute. But they can't.
There were definitely 5 million people who had great memories of the game they played and got bit by the nostalgia bug. But I think you have to assume that least some of the group that didn't stick around wasn't going to stick around no matter how good WoD might have been. I think it's an open question as to how big that group is versus how many would have stuck around had WoD been better.
 

Anubis

No Lifer
Aug 31, 2001
78,716
417
126
tbqhwy.com
Wrath was awesome. Before Wrath, Warriors were far and away the best tank "for reasons". There was no balance at all. Remember any Tankadins? Pallies might as well have been given a second healing tree like Priests for all the good it was. For that matter if your class could heal, you DID heal. The other trees were trash. And Warriors speced for Fury outfitted in raid gear were like Rogues in plate, completely obliterating the hybrid dps Shadows and Rets and the like were doing.

The raid utility was so overboard that by TBC you had Paladins standing outside sunwell buffing everyone between wipes because the raid still needed their buffs, but needed room for boat loads of Shammies for their blood lust. What people played was dictated by the raid utility quota more than their preference in play style, and that utility quota was sky high. Wrath actually let to run with your friends, as opposed to "That guy who's a douche that unfortunately has the buff my raid needs".

your remembering things wrong

Palys were OP as fuck as tanks in TBC from Hyjal onward, doing Hyjal without a paly tank was a major PITA. Ret palys were extremely strong in BT and SW, Healing palys have always been strong, the last time palys were just buff bots was in vanilla. yes Chain heal was OP as fuck but not everyone ran 6 shaman healers

Shadow priests were a thing in BT and SW as well,

shit we had a Druid tanking in sunwell, HP pools be OP
 
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Anubis

No Lifer
Aug 31, 2001
78,716
417
126
tbqhwy.com
You are only thinking of balance issues, which mostly didn't matter except for raiding, as everything else was made so easy, almost anything could tank.

I am talking about the whole purpose of an MMO. MMO's are social games at their core, and WotLK was when they started killing the social aspect of the game for new characters and especially new people to the game. Balance issues will always exist as long as classes are different.

WotLK started the downward spiral of killing off important social constructs in MMO's.

Examples:
1) Forming groups used to require a social interaction by talking to people. They also made your ability to play an important aspect as well, as people will remember if you suck or not. Taking away the need to form groups takes away a lot of social interaction needed to make friends in these games.
2) Cross server queues for groups made it where even if you managed to find someone you enjoyed grouping with, you couldn't talk to them again, because they were on another server.
3) In cross server RvR, you no longer had grudge matches, as no one ever showed up enough to remember.
4) Making almost everything so solo friendly, no one had a reason to group up before raiding any longer.
5) Making the elite dungeons so easy that any random group could complete easily, again made it so you no longer had to create core groups of friends to allow you to progress through them.

The only social aspect left is raiding and raiding is quite time consuming, so that leaves a lot of people out of that world. While I've done that a few times, it takes time to get geared up to be able to raid, which most people won't stick around for, due to the lack of social interaction up to that point.

I actually agree with all of this

cross realm PVP killed it, ive been saying this since vanilla - I ground out rank 14 and the people I played with/against were awesome, the on server community was awesome - xrealm killed all that

LFR is a cancer and needs to be cut out

the dungeon finder isn't as bad but IMO life was better without it


I was arguing with people about this yesterday. Blizzard caved to those complaining that a MMO required other people and have been making it a single player game for years now
 
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