If you ask me, the maturity peak was somewhere in WotLK, and ever since the end of WotLK and throughout Cataclysm we've seen a slow decline. And ever since the end of Cataclysm and throughout MoP we've seen the decline speeding up. Nothing will stop this, as the game is simply outdated. The people that were interested have already played it. Newer generations will be disappointed with the graphics and gameplay and will instead choose to play a newer game, besides they don't have the connection with older Warcraft games anyway.
No, I don't agree with you at all. The order of the expansions doesn't matter that much in the big picture. I think the decline can't be stopped, although it'll slow down at about a few million I guess.
I just don't think there are enough people who haven't seen/heard/played WoW already who exist in the market of potential buyers. Really the sales are for people to get a second account, reactivate an old account, or to tell their friends to finally play. They aren't really targetting new and completely unfamiliar people anymore. Other than the expansion marketing, when was the last time you saw a WoW commercial? I can't even remember any since the celebrity run they had back in the day.
---------- Post added 2013-06-27 at 11:00 AM ----------
The World of Warcraft business model creates an ominous barrier of entry far higher than it needs to be which deters many potential customers. All the different boxes of the different World of Warcraft expansions creates an illusion/psychological trick of intangibility and does Blizzard no favors by overwhelming customers who see the separate boxes with different identities on the shelves. There should be one box on the shelf that contains all world of warcraft expansions. It is unreasonable and out of date to believe anyone who wants to start playing has to drop $100 in addition to paying a consistent $15 month sub.
Last edited by PrayingMantis; 2013-06-27 at 06:32 PM.
To the OP:
Have you considered checking out SWTOR, Rift, and Neverwinter? Those are F2P, and I've had some fun playing them. SWTOR probably has the deepest story, and Neverwinter has the most active combat system.
What is childish about an insect race that periodically sends MASSIVE swarms against the living and worships the old one?
Why exactly are Sha, hate filled remnants of a dead/sleeping old God childish?
What exactly is childish about the Pandaren? They may look cuddly, but when you see them in combat they are a vicious race that fights until death to protect the ones they love.
Is Garrosh going full mogu-emperor and terrorizing other Horde races childish?
Sure, there is funny stuff like Valley of the four winds and the Ho-zen, but every xpac had it's portion of funny.
What you are looking for is the massive build up WotLK and TBC had in the RTS games. THATs what made them epic to most people.It is my opinion if the next expansion is not epic in the ways of TBC and WotLK, it is likely WoW will not only fail to recover its lost player base, but likely see more players vanish after the initial bump in subs that comes with any new expansion.
It's not possible to draw on that anymore.
MOP is by far the most refined gaming experience WoW has ever offered.
The Continent is gorgeous and there is literally tons of stuff to explore and discover.
The story time lore moments are better than anything we've ever had in that regard.
Yes sadly, MoP lacks a few 5man dungeons, especially while leveling, which makes questing mandatory and quite tiresome on character 999.
Imho Blizzard should return to the old model of normal / HC dungeons and offer more variety while leveling and just stop the reworking of "old favorites".
As for your opinion, you claim the players are bad, then you disagree with yourself and say the game design is flawed you can no longer play it. Smh.
The thing with attunements is it gave you an opportunity to experience parts of the world, I do realize at this point though, the majority of the new fan base is opposed to this type of stuff, but it also demonstrated that someone may be a worthwhile for bringing to your group. For example something like Onyxia, the event was pugged on many servers during vanilla, obviously if you're someone that plays one hour a week - you wouldn't ever even hit lvl 60, but I don't think it was "too hard" even though it was a pretty lengthy questline.
I think in a nutshell, the attunement thing kinda sums up the old wow vs new wow thing, back then, you'd have to take a trip around the world, run a few dungeons, see a storyline just to see an epic boss like Onyxia. Now you just hit a button and sit in ogrimmar or SW for 30 minutes. Obviously, most nowadays prefer the 30 minute thing, but back then, I think the game had a much more intriguing feel, but I will agree not everyone will find what I think is interesting fun as well.... but, how many actually enjoy LFR?
I disagree about group quests being impossible to complete, it'd simply take a /2 in trade chat, and was even easier if you had a guild. If you played on a completely empty server, then perhaps in that scenario that could happen though.
I think the reason you don't see any LFR praise threads is because there's not much to praise about it - we saw with all the speculation about flex modes that even the ones that were targeted by LFR found it well, boring. Compare that to raids like MC, BWL - you know, the stuff that was very hard for casuals and took a lot of time just to run..... people still run that stuff to this day even though they obviously don't need gear from any of it. That's another big difference. Also, if you think people don't mention that they like certain raids, you must not check out too many Ulduar or Karazhan posts.....
Attunements like Onyxia / Molten Core or even Karazhan pre quest never were a problem and I sort of miss them, because they nicely put the raid into the world.The thing with attunements is it gave you an opportunity to experience parts of the world, I do realize at this point though, the majority of the new fan base is opposed to this type of stuff, but it also demonstrated that someone may be a worthwhile for bringing to your group. For example something like Onyxia, the event was pugged on many servers during vanilla, obviously if you're someone that plays one hour a week - you wouldn't ever even hit lvl 60, but I don't think it was "too hard" even though it was a pretty lengthy questline.
Attunements like Kael'thas / Vashj or the "Trials of the Naaru" (to a lesser extent). THESE were a problem, because you couldn't exactly pug them. You had to drag EVERY FRIGGING RECRUIT through there. Yeah peeps were really happy about losing another night of T6 progress because you had to clear all of SSC & TK for the new one.
Sure you could ask. But it took me quite a while to convince 4 other people to do the Ogri'la prequests. Esp. since I was a little late, so most of them were already done.I disagree about group quests being impossible to complete, it'd simply take a /2 in trade chat, and was even easier if you had a guild. If you played on a completely empty server, then perhaps in that scenario that could happen though.
Group quests while leveling are a double edged sword. They are fun when you find people, but most of the time you either get carried by a high level guild member or they just rot in your log till they are gray.
You should learn to do some research before telling other people their facts are wrong. According to the quarterly numbers shown on that site, Q3 and Q4 of 2010 (During Wrath) were 12M+ and climbed close to 12.5M (exact number not given).