For example - I download an iPad game. I love it at first, I try out stuff, I may play it on and off for weeks. But when something else catches my attention, I forget about it, usually just uninstall it and try something else.
Trying to cater to the casual player since WotLK had only one long term side effect - Blizzard managed to breed a generation of self entitled players who think WoW is another iPad game where 5min investment means access to everything this game has to offer. They will claim they don't have time to play more, they will claim they don't want to do repetitive stuff, they will claim they don't want to hit their heads at hard content, they will claim they don't want to read patch notes to know what's going on, they will also claim they want instant access to FotM classes.
And they got all. Speed leveling, idiot proof content on ALL levels (questing, solo, scenarios, 5man, raiding), access to epics even if you play 1h/week, reputations that take a week to get to exalted. But then it's catch 22 - too easy content means you burn through it fast and are left with nothing to do. Make thing a bit more challenging, and the QQ starts.
And Blizzard keeps tending to the QQs, changing the game from left to right, losing core players who are tired of a game that is no longer made for them as well as the casuals, who have not sentimental attachement to the game anyway.
I just know one thing. 7 of those active subs play healers. Those 7 active healer subs were just all on the horde in my last wsg.
If anybody knows Benbos you should probably check up on him to make sure he is okay. With the combination of WOW losing 1.3m subs and the Diablo 3 gold dupe happening in the past week. Well let's just say things aren't looking good for his ivory towers right now.
- they realy need to improve servers population ( im thinking on battlegroup merge,adding lats name's to your char to avoid losing your name)
- reward world pvp
- remove lockout beetween 10 and 25 man raid's
- change raid's to 8-man - 15 man
- lfd should be like woltk model
- lfr should only drop blue stuff equal to hc dungeons item lvl and open only after a 1month after the normal raid
- in bg's they should use human verification window similar to the delete stuff but with a random generated word/number every bg
- Ulduar raiding style you want harder press the button, change the order, that kind of stuff
- for me the most important thing balance pvp around 1v1 !! that would remove fotm and would make sense with your sentence "Bring the player, not the class"
Something could be said about Cata being the truly horrible expac that really hurt the game globally, it set some things in motion.
First off, you're making the assumption that Casual = Leaves.
Casual is a very wide ranging grouping, contrary to popular belief. It can mean any of the following.
- Unable to "hardcore" raid
- Unable to devote time to extended gaming sessions
- Has outside of game responsibilities that keep them from playing more than a few hours per week
- Enjoy tackling new content, but get burnt out quickly and unsub
- Stay subscribed and play only when it suits their desires
- Like to login to play specific aspects of the game (Ie: Pet battles, crafting, dailies)
- Able to play for extended sessions, but do not always participate in what may be considered "hardcore" game elements. (RP, and other similar things).
As you can see. There are a lot of situations there. These "casual" players that you like to define, can be your core players. They can be voices for your business, free advertising. They can stay logged in for long periods of time. They still pay their 15$ a month. They still are in a guild, and do things that benefit the economy. The people that WoW has to watch for are the fairweather fans that don't want to stay subscribed due to content not being launched to keep them engaged.
Hardcore raiders and the like aren't the core players. Even the amount of players that have killed a boss on 10 man normal aren't the bulk of your players. 23925 registered groups on WoWprogress have killed him on 10 man normal. That's only 239,000 players if each one was an individual person, and no overlap. Your Core group comes from the people who just consistently give you money. That's your core group. The money you can count on.
You don't "casually" get to 90 these days and just stop. It requires a financial investment. Casuals won't buy all the other products because of that investment.
Last edited by tehdef; 2013-05-09 at 12:54 PM.
---------- Post added 2013-05-09 at 02:53 PM ----------
If you think this is bad, wait until they finish "improving" PvP.
As an example. Our guild was pretty hardcore. We raided 3-4 nights a week and 3-4 hours each of those nights as well as playing the off nights for another 3-4 hours at times.
That entire guild slowly dissolved through cataclym with players that quit and died in MOP when everyone quit. There was no special loyalty to wow cause we were hardcore'ish. There was no special loyality cause we poured hours and hours into the game.
The casual players didn't bother us, content for them didn't bother us, ease of getting gear or hand-holding for them didn't affect us as raiders. We did content they could not.
Nothing casual players did affected us as raiders. Nothing created for them ever affected us.
However, the game not being of the quality we were used to bothered us. Poor content that was less and less entertaining bothered us. Poor management of the game in general bothered us.
So I can't totally agree with you.
Last edited by quras; 2013-05-09 at 01:21 PM.
---------- Post added 2013-05-09 at 01:28 PM ----------
(The GAAP number is up, but that's because GAAP accounting smears the big $$$ injection from expansion box sales/digital downloads over several quarters, which artificially inflates the Q1 2013 figure vs. the prior year. People were confused by the GAAP numbers after Cataclysm was released too, and made the same bad argument that revenue was growing.)
Last edited by Osmeric; 2013-05-09 at 03:31 PM. Reason: typo
Personally I think everything started going downhill after TBC when they shifted from the core philosophy of releasing most of the content at launch and design it properly so there is a natural progression that spans the entire length of the expansion for most of the player base. Having something to work towards, especially as a team, is critical to an MMO. That changed in wrath and their astronomical climb suddenly plateaued.