Last edited by HansOlo; 2023-02-06 at 11:02 PM.
"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"The bit about hardcore players not always caring about the long term interests of the game is spot on." -- Ghostcrawler
"Do you want a game with no casuals so about 500 players?"
"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"The bit about hardcore players not always caring about the long term interests of the game is spot on." -- Ghostcrawler
"Do you want a game with no casuals so about 500 players?"
Ahh yes that time of day when all the folks seeking validation for nerfing their character years ago can feast
"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"The bit about hardcore players not always caring about the long term interests of the game is spot on." -- Ghostcrawler
"Do you want a game with no casuals so about 500 players?"
Retention being higher than SL, despite lower sales, may or may not be related to the "quality" of the expansion. With the exception of Dragon Riding, the Trading Post and the elimination of borrowed powers the "game" is largely the same.
A more likely cause of higher retention is that the lower sales were to Blizzard's "base" (to borrow a political term) to begin with - committed customers - who are going to buy and play WoW pretty much come hell or high water.
The hey day has clearly come and gone and it was obvious, despite a 59 page thread trying to suggest otherwise, that the sales were down...doesn't mean WoW is dead as WoW can survive a long time on this base of customers. It was amusing, however, to watch some of the die hard fanboys try to avoid admitting the obvious - sales were down.
I’m kinda surprised about DF retention, honestly.
I mean, of course it’s better than SL in any possible way but it’s another mots, especially in end game. Imho the game desperately needs a new fourth pillar.
A lot of people saying Blizz is slowly bleeding out, this is the result when you treat your community bad etc. But honestly I think this is just the result of Blizzard showing it's age.
Blizzard were and still are the kings of game design from a mechanical gameplay point of view and once upon a time that was enough. Classic WoW took off because it took pre-existing ideas and polished them up. Nothing even came close to Diablo 2 from a gameplay loop perspective back in the 2000s. But they were never the innovative company, they've never been the complexity company.
Gamers have evolved and Blizzard hasn't kept with them. Your average gamer now wants more depth, more complexity, more challenge and these are all things Blizzard simply do not offer. All they offer is a tight gameplay experience and in 2023 that just isn't enough anymore.
They drove away the "weak sisters", so those remaining will tend to be more attached to the game. Viewed another way, they front loaded the sub losses so that more occurred before the expansion actually started. This is still somewhat bad for them, since they have lost the revenue from those expansion sales. I imagine they're trying to get those people to buy the expansion now to make up for it.
"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"The bit about hardcore players not always caring about the long term interests of the game is spot on." -- Ghostcrawler
"Do you want a game with no casuals so about 500 players?"
My outlook is a bit less cynical. Blizzard still offers a unique product in WoW that has a dedicated base. Even though this expansion didn't have blow-out sales numbers like the last, it's still a great game which has a long development cycle ahead of it. All this talk of "gamers evolving" would see Blizzard sooner give up entirely on WoW and focus all of their dev time on something like OW2. I don't think that's the best way forward either. There's room for WoW in the Blizzard vernacular but it doesn't need to always outsell every preceding expansion in order for it to be successful or enjoyable.
Last edited by Relapses; 2023-02-06 at 11:16 PM.
"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"The bit about hardcore players not always caring about the long term interests of the game is spot on." -- Ghostcrawler
"Do you want a game with no casuals so about 500 players?"
No one expected it to have higher sales than previous xpacs not even blizzard, the one thing thst is important here that people are glossing over is the higher player retention. That is they key figure.
Their numbers could of been high at launch, but witgout retention it does not matter. Seeing players staying engaged and enjoying the game is far more important to blizzard at this time as it draws in more players to come back seeing numbers go up from launch not down.
There were tons of reasons why people quit, some didn't like it, some moved on, some did so because they thought Blizzard was letting titty grabbers run rampant, some did because they removed sexy pictures and emotes, some did because thier fav streamer started playing Final Fantasy, etc....
If Shadowlands starts with 100 subscribers and 30 leave after a month (70 active subs)and Dragonflight starts with 50 subscribers and 2 leave after a month(48 active subs) they have retained more players than the previous expansion percentage wise. That doesn't mean Dragonflight definitely has less subs as it could also mean something like Shadowlands 100-30+70 Dragonflight 80-9=71. Since we don't have actual numbers he could be correct that Blizzard is bleeding more subscribers but it could also mean subscribers have mostly leveled out and fewer people try and leave.