Showing posts with label numbers. Show all posts
Showing posts with label numbers. Show all posts

Monday, August 10, 2015

World of Warcraft's Next Expansion Announced As Subscriptions Drop to Nine Year Low


By Bixyl Shuftan

On Thursday August 6, Blizzard announced details of World of Warcraft's next expansion: "Legion." While the full details of the plot have not been announced, the trailers announced the big detail (https://www.youtube.com/watch?v=N6CWue7voA0), the return of the Burning Legion.

To those who know little about World of Warcraft, the Burning Legion (http://wowwiki.wikia.com/wiki/Burning_legion) is an army of demonic creatures whom invade and destroy world after world in their lust to consume magical their magical energies which has twice invaded Azeroth and have been the source of many of it's problems. Now once again, they are back, and it will be up to the players of the Horde and Alliance to stop them.

There are a number of details known about the expansion. There will be a new continent: The Broken Isles. There's also a new class, the Demon Hunter. Players can now level up to Level 110. There will be Class Order Halls and followers. Promised are Artifacts, customizable weapons that can grow in power as you level up. Promised are a redesigned "Honor system" for PvPers, improved transmorgification, and "improved social features." Those buying the expansion get a free character boost to raise one character to Level 100 (almost certainly the minimum to get to the new zone. And there will be new dungeons and new bosses.

Demon Hunters can only be from one race of each faction: Night Elves for Alliance, Blood Elves for Horde. They are the second "hero class" of the game, the first being the Death Knights introduced in "Cataclysm." So they will have unique features that make them stand apart from other classes, possibly including a higher starting level, a unique power bar, and a unique mount. But if the Death Knight is a guide, that means anyone wanting to create a Demon Hunter character would need to already have at least one character close to Level 100.

"Dominate your foes as a Demon Hunter, an elven outcast shunned for daring to wield the terrible powers of the Legion," Blizzard said. "Exhibiting superior mobility and a preternatural sense of awareness, Demon Hunters can tap into forbidden powers at times of dire need, metamorphosing into terrifying fel forms. Focus on Havoc to demolish any who stand in your way with fiery demonic attacks, or specialize in Vengeance and go toe to toe with even the most powerful demons, withstanding massive punishment as their attacks fuel your hatred."

 While some World of Warcraft fans are happy to hear of the expansion, the announcement comes after less than happy news about the game. One of the game's staff recently left the company for NCSoft, which works on a number of games, including Guild Wars 2 and Wildstar. But the big news is the number of players in the game are becoming fewer and fewer. According to an article in Gamezone, the number of subscribers was last counted at 5.6 million. While this still makes them the most popular of all MORPGs, this is a sharp plummet from their slightly more than ten million in November 2014.

When one looks at their numbers over time, their current expansion brought a short term boost to subscriptions which had been slowly declining over time from twelve million in 2010 to 6.8 million in June 2014. But it didn't last as just a few months later in March 2015, the statistics showed a plummet to 7.1 million. The game had fallen as fast as it has risen, and resumed it's slide to a number not seen since December 2005, a nine year low.

So why are the numbers still falling? Opinions vary as to why. Perhaps after over a decade people are starting to get a little tired of the game. But there are other points of view. Eliot Lefebvre of Massivelyop.com was rather critical of Blizzard in it's development of World of Warcraft in recent years, "Blizzard has a track record that is ... let's be generous and say 'not great' at the moment. ... this expansion is delivering a lot of things that players have said they want for quite some time, but it's also doing so at a time when player confidence in the development team is at a pretty low pulse. ... 'Legion,' at this point, is inheriting a mess." Like others I've heard complain about, once they saw Hellscream meet his end, for many non PvPers there just didn't seem to be much to do, "(The) Endgame for non-raiders is an unpleasant punchline."

"What we need in the next few months are details," Lefebvre stated, "and the more we know, the more we can decide this is reversing the trend of the last three expansion, or another step down."

Leif Johnson of PC Gamer was also critical of Blizzard, beginning his article, "We're about nine months into World of Warcraft's 'Warlords of Draenor' expansion, and I can't remember what any of my guildmates look like. ... We've stopped raiding, and we're all too 'busy' when we're online together. We're picking herbs or mining ore. We're preparing work orders. We're finishing quests with NPC 'bodyguards' to get more oil to launch naval missions for gear. And the worst part? We're all doing the same things on our alts. This is what much of World of Warcraft consists of these days, and it's awful. As a while, it's easily the worst expansion for Blizzard's beast to date." The title of the article summed up his feelings, "World of Warcraft Desperately Needs It's Next Expansion."

So is Blizzard panicking over it's cash cow not making so much? Maybe not. Their quarterly report showed that between three of their other games, "Hearthstone," Heroes of the Storm," and "Destiny" have a combined 70 million registered players, and have made 1.25 billion dollars. "Blizzard is demonstrating that they're able to adapt to the new world order pretty well."

No date has yet been given for the release of "Legion," but it's a good bet it won't be for at least several months. In the meantime, there are no signs of World of Warcraft's decline stopping, and the game is likely to looks hundreds of thousands of players between now and then.


Sources: Blizzard, Forbes, Massively Overpowered, PC Gamer, Gamezone

Bixyl Shuftan

Sunday, May 10, 2015

Gaming News: Steam Suddenly Ending Modder Payment System, WoW Numbers Drop, A Cheater's Public End


By Bixyl Shuftan

There were a couple notable stories this week in the world of Massive Multiplayer Games. The  news about World of Warcraft's numbers revealed that the boost provided by their latest expansion is now over. When "Warlords of Draenor" came out, the response was electric, subscriptions going from less than 7 million in June 2014 to more than ten in November. The latest statistics released show that by March 2015, numbers had plummeted as fast as they had risen, down to 7.1 million.


So why the plunge? Different players will give different answers. One heard more than once was that once a player reached Level 100, maxed out the Garrison, and witnessed Garosh Hellscream's end, there wasn't that much to do. But even with this drop, World of Warcraft remains the top MMO.

Links: MMO Champion, Gamespot, Nasdaq, IGN

In another MMO, a cheater was delt with in a very public way. Over a few weeks, players gathered evidence of a JT Darkside using exploits  to dominate other characters in Player versus player combat, teleporting away, dealing massive damage, etc., "with these programs running, the character could travel around the map at extraordinary speeds, teleport inside structures to take them from opposing factions, and apparently both hit hard as well as be hard to kill."

As youtube videos were the big evidence against him, in a fitting end to Darkside, his fate was shown in a youtube video on a post by security cheif Chris Cleary in the Guildwars forum. The video showed Darkside being stripped of his clothes down to his underwear, giving the viewer a friendly wave, then plummeting off a ledge to his death. The character, and one other belonging to the player, were deleted. When someone asked about his account, Clearly posted, "We don't need to see it (evidence) in-game. Sometimes good video evidence is good enough for me to track down who it was. In this case, the video was enough for me to findout who it was and take action. Thanks for the video, and to accompany your video, I give you this video of his account's last moments. Oh yah, he's also banned."

The response was a number of cheers from gamers, "Perfect way to embarrass these idiots who seem to find it fun cheating."

Links: Guild Wars 2 Forums, Eurogamer, BBC News, Massively OP,

Late last month was a move by Steam that got quite a bit of attention. They announced a new system that would allow the makers of game mods to sell them on Steam Workshop, starting with Skyrim, which has among the most mods of any game on the market. While the move excited some people whom felt this would encourage new content, others reacted badly, feeling they'd have to pay for what they were getting for free.

The system didn't remain up for long. After only four days, Steam announced the system was being taken down. In a statement, Steam explained than in the past their efforts to allow "community creators to receive a share of the rewards" had been "in the past, they've been received well. It's obvious now that this case is different." They had been taken off guard by the numbers of those complaining.

There was one other issue, though it didn't get as much buzz as people having to pay for mods. The question was also raised about how much the modders themselves would make. Only a 25% would go to the modder. The rest was split with Steam's owner Valve and Skyrim's owner Bethesda, 30-45 respectively. Hamlet Au blasted this decision to give modders such a small percentage, "it suggests that Bethesda looked at it's sales data, noticed the financial success of it's most talented, dedicated, grassroots developer fans, and decided that was a bad thing. I'm not even finished with how bad this is: It suggests that talented independent gamers do not deserve great success, despite countless hours of free work, risked on the great likelihood that they would earn little or no revenue for their plans. It suggests that only professional game developers deserve to be reasonable compensated for game development. It suggests that Bethesda thinks it puts more value into Skyrim than the hundreds of thousands of it's most passionate fans who make and use Skyrim mods."

Hamlet Au compared Bethesda's apparent attitude to modders to Linden Lab's feelings to content creators making more money than the Lindens themselves, "They brag about it." He brought up a speech by then CTO Cory Ondrejka in which he mentioned one businesswoman, " 'She makes more money than me,' said Cory. And he was proud of that."

Both Bethesda's attitude and the sudden removal of the mod sale system "has deeply hurt the long term value of Skyrim," Hamlet Au thought. He felt the game, now four years old, could have "easily thrived for a decade or more."

In the meantime, those modders hoping to get at least some money for Skyrim mods will have to look elsewhere. Perhaps some will hear about the successes of Second Life's content creators and come here.

Links: New World Notes, Steam CommunityArs Technia, Kotaku, Bethblog, Steamed,

Bixyl Shuftan

Sunday, July 21, 2013

World of Warcraft To Test Using Real Money to Buy Experience Buffs

By Bixyl Shuftan

While World of Warcraft players have been busy with the Battle of the Barrens and other places, earlier this month there was some news that Blizzard would be testing out something never done before in the game - allowing players to gain experience faster by using real money purchases.

The buying of game items, or "micro-transactions," are not new to gaming, or even to WoW. Some smaller Internet games such as Evony allow players to purchase a variety of buffs, better equipment, etc. As these purchases give the buyer an advantage over free players, they are sometimes called "Pay to Win" games. Larger MMOs have tended to avoid such offers, not wanting to give loyal players who've gamed a long time the impression someone can just buy their way to the top and avoid the time and hard work in getting there. Instead some, WoW included, offer the sale of items that do not affect gameplay, such as mounts and pets.

In Summer 2011, Eve Online players protested plans to allow the purchase of items that would affect gameplay, and eventually the company relented. "It's one thing to add non-game items and make money off that," one reader wrote, "It's another entirely to screw up the whole game mechanics so that veteran players who've worked a year to get where they are get bumped by some snotnosed kid who's using Daddy's credit card to buy his way to the top."

Earlier this month, Blizzard forum moderators admitted to plans to "exploring" options after it was discovered there were plans for items to be sold at an "in game store," such as an "Enduring Elixir of Wisdom" that gave a 100% experience boost. The store will reportedly be only on Asian servers at first, and the item is described as currently only on test servers and only available to players level 85 or more.

The response from the players was mostly negative, "The item itself is mostly harmless … the problem is that it opens doors to (the) 'Pay to Win' model. And we already pay the game and a monthy fee just to skip that." Some stated they would leave the game, or feared others would if the In Game Store was released. Some stated they wouldn't mind the option to level other characters this way once a player had brought one up to the maximum Level 90 anyway.

This comes soon after some less than happy news for World of Warcraft. In May, Blizzard stated they had lost more than a million players in the first three months of the year, from 9.6 million n January 2013 to 8.3 million in March. While most of the losses were from Asia (where the in-game store will be tested), some Western gamers left as well. This continues a long-term drop from it's peak of 12 million in 2010, and the company admitted further decline was likely, "we expect to have fewer subscribers at year end than we do today." The reasons for the drop, players were leaving for cheaper games, notably those playable on mobile devices. The video game industry, in addition to virtual words such as Second Life, has been facing increased competition from handhelds such as tablets, iPods, and others.

At the time, Blizzard stated they would be investing more in WoW, with more storylines and features. Since then, the Darkspear Rebellion was introduced. But that even the largest of MMOs would resort to "dabbling in the darkest gold-producing alchemy of them all" of microtransactions allowing those with deeper pockets an edge over conventional players, this could be taken as a sign that even the people behind World of Warcraft are wondering if it won't be long before they no longer dominate online gaming.

Sources: Gamasutra, BBC News, Rock Paper Shotgun, Blizzard Forums,

Bixyl Shuftan