2008. május 28., szerda
MMO 2.0
Lately, there has been a lot to talk about in the MMO-verse, with Age of Conan just getting released and a World of Warcraft expansion pack on track for a holiday unveiling there seems to be nothing that can stop the momentum gained by the industry. However, despite all the success being thrown around by the top five MMOs (World of Warcraft, Lord of the Rings Online, Age of Conan, EVE Online, Final Fantasy XI) there seems to be very little that is truly pushing the genre towards the "next step."
In every walk of the technological life there are upgrades to the original. Even something as simple as the web was fully upgraded into what has become to lovingly termed: web 2.0. So the same should hold true for MMO, right? You'd think so, but very little has actually changed since the dawning of the 3D MMORPG in the heyday of Everquest. There has been smaller changes like the advent of a quest based storyline and an enhanced mini-map and traveling system, but nothing I'd really call revolutionary, or next generation. Let's face it, nobody out there is really attempting to do anything to set a new standard in the industry.
Now I know that there is at least one EVE Online fan reading this right now in disgust. Let me say this right now, EVE Online is definitely a different experience and CCP has done a marvelous job and creating a successful MMO that strays from the typical archtype that most MMOs follow today. However, that said, they are not setting a standard in the industry. EVE Online and CCP will not be changing the way the industry makes its games and there probably won't be any long lasting affects from their technology. The original Xbox was the first to really incorporate seamless online and now it has become the standard. MySpace truly pushed the bounds of "web 2.0″ with it's social networking applications and it has now become the standard. Apple created the first truly desirable MP3 player and it has now become the standard. All of these are examples of an industry that was expanded on by companies that wished to create a fresh experience on an old application and as such truly changed the landscape of how everybody else played in that field. So despite EVE Online's unique gameplay they certainly haven't changed the way developers make games.
So, where does that leave the industry? With the huge success of World of Warcraft, which handily dashes the success of the other top four MMOs combined, game developers desperately need to find new ways to make their games different and if that means employing a new combat system (Age of Conan) or seriously enhancing the PvP and RvR settings (Warhammer Online) then thats what these companies will do. Unfortunately, many of these "enhancements" are gimmicky at best and won't be offering any true MMO 2.0 anytime soon. However, and this is just my prediction, I think it's safe to say that after all the so called "WoW-killers" have debuted to date, the only MMO that will truly begin to pick away at the house that Blizzard built will be an MMO 2.0 game. Personally, I'm keeping my eye on Copernicus.
P.S. I am in no way calling Age of Conan's combat system or WAR's RvR system bad or flawed, but, rather, non-revolutionary. Yes I have tested out both; Age of Conan beta, Warhammer Online at E for All 2007.
Source : MMOCrunch.com
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2008. május 27., kedd
What Age of Conan means for WoW
According to Michael Zenke from Massively, Age of Conan has sold 400,000 copies, out of 700,000 boxes they put on the shelves. Not bad for the first week. And, kudos to Funcom, the release launch went a lot smoother than the beta or early access. The reception of AoC in the blogosphere was a mixed. Keen and Graev already cancelled their accounts again. Tipa from West Karana sees AoC challenging WoW. The Ancient Gaming Noob correctly points out that "MMOs are a long haul proposition" and reserves judgement until having played it more. And the Common Sense Gamer thinks that WoW won't even notice AoC is out.
So here is what I think. I don't have proof, only anecdotal evidence, so preface every phrase here with "In my humble opinion": I think that World of Warcraft suffers from a cycle of peaks and troughs in subscription numbers. This is largely self-inflicted, numbers peak after big content patches and expansions, and fall in long periods of no new content added. Other factors, like summer holidays, also play a role. I do believe that WoW is heading for a major trough of subscription numbers in the western world. Remember that of the 10.7 million WoW players about 6 million are Chinese, who are on a different cycle, and who pay much less. There are less than 5 million players in the US and Europe, and the number will be falling over the summer, because the Burning Crusade is getting long in the tooth, and not everyone likes to spend his summer holidays in front of a computer.
Age of Conan will reach between half a million and one million subscribers this year. Most of which will be ex-WoW players. A good number of them will have stopped playing WoW anyway, with or without AoC, but a couple of hundred thousand will be pushed over the edge and quit WoW for the prospect of a new game. And Blizzard will notice that, because all of these are the well-paying US/Euro kind of subscribers. Age of Conan will not "kill" World of Warcraft, but it will dent it a bit.
Summer will end, christmas will approach, and now everything is possible. WoW could bring out Wrath of the Lich King in November, and it's subscription numbers would peak again. And personally I don't see Age of Conan having much staying power, not in a game where the first people reached the level cap in the first week already. Wrath of the Lich King will make a much larger dent into Age of Conan's subscription numbers than AoC does into WoW's now. But another possibility is that Blizzard misses a 2008 release date for WotLK. And it is also quite possible that Warhammer Online makes that date, and comes out for christmas. And then Blizzard would really start feeling the pain. I do believe that WAR has an even bigger potential of getting subscribers away from WoW than AoC has. If WAR comes out for christmas and WotLK doesn't, they could easily sell a million copies this year. Again, these are all Americans and Europeans, and if WAR beats WotLK to a christmas release, WoW numbers could suffer an even deeper trough.
None of this will "kill" World of Warcraft. But we are talking numbers here that are big enough to show up in a companies annual report of revenue and profits. If Wrath of the Lich King doesn't come out by the end of this year, the 2008 profits from WoW will be significantly lower than those of 2007, and investors and people at Vivendi will notice. Blizzard would bounce back to a dominating position when they bring out Wrath of the Lich King, but then what? If the third expansion is still another 2 years away, the overall trend of WoW subscription numbers could well go into permanent decline. One day WoW won't be the biggest kid on the block any more, not because of one WoW killer, but because of a death by a thousand cuts. The best Blizzard can hope for is that the new champion will be their next generation MMORPG, but that is not a given.
Source : www.Tobold.com
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So here is what I think. I don't have proof, only anecdotal evidence, so preface every phrase here with "In my humble opinion": I think that World of Warcraft suffers from a cycle of peaks and troughs in subscription numbers. This is largely self-inflicted, numbers peak after big content patches and expansions, and fall in long periods of no new content added. Other factors, like summer holidays, also play a role. I do believe that WoW is heading for a major trough of subscription numbers in the western world. Remember that of the 10.7 million WoW players about 6 million are Chinese, who are on a different cycle, and who pay much less. There are less than 5 million players in the US and Europe, and the number will be falling over the summer, because the Burning Crusade is getting long in the tooth, and not everyone likes to spend his summer holidays in front of a computer.
Age of Conan will reach between half a million and one million subscribers this year. Most of which will be ex-WoW players. A good number of them will have stopped playing WoW anyway, with or without AoC, but a couple of hundred thousand will be pushed over the edge and quit WoW for the prospect of a new game. And Blizzard will notice that, because all of these are the well-paying US/Euro kind of subscribers. Age of Conan will not "kill" World of Warcraft, but it will dent it a bit.
Summer will end, christmas will approach, and now everything is possible. WoW could bring out Wrath of the Lich King in November, and it's subscription numbers would peak again. And personally I don't see Age of Conan having much staying power, not in a game where the first people reached the level cap in the first week already. Wrath of the Lich King will make a much larger dent into Age of Conan's subscription numbers than AoC does into WoW's now. But another possibility is that Blizzard misses a 2008 release date for WotLK. And it is also quite possible that Warhammer Online makes that date, and comes out for christmas. And then Blizzard would really start feeling the pain. I do believe that WAR has an even bigger potential of getting subscribers away from WoW than AoC has. If WAR comes out for christmas and WotLK doesn't, they could easily sell a million copies this year. Again, these are all Americans and Europeans, and if WAR beats WotLK to a christmas release, WoW numbers could suffer an even deeper trough.
None of this will "kill" World of Warcraft. But we are talking numbers here that are big enough to show up in a companies annual report of revenue and profits. If Wrath of the Lich King doesn't come out by the end of this year, the 2008 profits from WoW will be significantly lower than those of 2007, and investors and people at Vivendi will notice. Blizzard would bounce back to a dominating position when they bring out Wrath of the Lich King, but then what? If the third expansion is still another 2 years away, the overall trend of WoW subscription numbers could well go into permanent decline. One day WoW won't be the biggest kid on the block any more, not because of one WoW killer, but because of a death by a thousand cuts. The best Blizzard can hope for is that the new champion will be their next generation MMORPG, but that is not a given.
Source : www.Tobold.com
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EverQuest - City of Mist
We didn't come anywhere near our level cap Friday, as Mistmoore Castle turned out to be pretty tough. Saturday, a few of us were on, not doing much, so we decided to just DO something. And so we did probably about the most boring thing you could think of — we went to a zone, broke a camp, and stayed there and chatted and just had fun for the rest of the night. In the end, it was probably my most … nostalgic … moment since I returned to EverQuest.
The zone was the City of Mist, in the Emerald Jungle. The camp was the stables, one of the most coveted camps for experience groups Back In The Day. A named pops there, and gave our cleric, Ishbel, a fancy new shield. Lackey, our mage, also got a shield of some sort (not as nice, though). No notable loot aside from that, but once Urtog figured out the spawns and we got the camp nice and broken, we were in the zone and it was the standard EQ camp from then on.
On Nostalgia nights, we tend to crawl through dungeons. This was not the typical way of playing EverQuest. Usually you fought your way to someplace you liked, and you STAYED there. The puller would pull, the tank would grab the aggro, and everyone would pile on. But that sort of play has fallen out of fashion, and I believe EverQuest is still the only MMO that offers this sort of casual, extremely social, style of play.
I have long thought that all the things people count as bad points in EQ, are actually good points — if you are with the right sort of people. MMO devs were far too quick to blithely toss out what was good about EQ. And now people will never know, unless they play.
Source: westkarana.com Sunday I was putting stuff in the guild bank with Brita, my 75 cleric, when I got a tell from a monk asking to help him on his final fight for his epic 2.0. Naturally, I said I'd be right there. The fight was on the aviak island in the Ocean of Tears. The fight is meant for two groups, but can be done with one. The group was made of people from between 70 and 80. One person didn't get to the fight in time, so we did it with five — monk, cleric (me!), shaman, warrior, warrior. He's the fun bit, and why EQ is EQ. Nobody was exactly sure what happened on the fight or what the mob would do, though they didn't think there would be adds. And so we just started it off. Turns out he had a short-range AE rampage and a single target fear+stun. But not a word was spoken about those. Everyone seamlessly adapted to a fight they were learning as they went on, and after awhile, we won without a single death (and mana was okay too). High level EQ players are professionals. They have played in groups nearly their entire time, they know their jobs, they are adaptable and expert at their jobs. Take a standard high level EQ2 group. About half a pickup group will have no idea what to do. They clearly don't know their class. They don't assist, they don't cure, they don't use all their abilities… it's a mess. Or your standard WoW group. Everyone is sure they can solo everything, and so they don't even pretend to work together. They just go wherever, and blame the healer if they aren't kept alive. (I was that poor healer. It was INCREDIBLY frustrating to have people just wander off all the time, or a mage suddenly and without warning decide to jump into the middle of a group of mobs and start AEing while I was trying to heal the tank. But I digress.) That cool competence is another thing I would love to see in other MMOs. But to get people to learn how to act as a team, games would have to encourage group play, and that notion has become radioactive to MMO devs. Encourage people to group? What is this MADNESS? MMO games are for SOLO players, dontcha know. SOE obviously thinks that now; the Rise of Kunark expansion proved that. I hope they don't mess with EQ. rangerdie.jpg I spent some time brewing up a couple stacks of armor dye Sunday. I wanted my ranger to have ranger-y colors, so I finally settlled on an outfit with shades of green and burnt orange that complemented the weird halfling chain armor model colors and looked fairly unique. In EQ, you come to recognize people by their armor designs, so everyone comes up with colors that are uniquely theirs. It took awhile to come up with a pattern that would look ranger-y — tending toward green and brown — but not monochrome. I also worked fletching up to about 150, got my conjuration skill high enough to cast DoTs reliably, and did some weapon quests for decent weapons. I eventually went to the Bazaar for a 1HS, since my 1HS skill was falling behind. Level 40 and beyond starts bringing rangers into their unique role, with short term buffs that greatly increase melee. I am still really happy with the abilities of the class, and regret not trying one sooner.
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2008. május 26., hétfő
Age of Conan one of the fastest selling PC games of all time
Over 400,000 gamers have entered game - First 20 reviews with an average review score above 90%
Durham, USA - May 26th, 2008 - Funcom is proud to announce that Age of Conan is one of the fastest selling PC games of all time. More than 400.000 gamers have entered Hyboria over the last few days, with almost half coming from the North American market. This amazing figure for a PC game shows that the positive pre-order trend has transferred into actual sales, and people from all over the world are now flocking to the most savage, sexy and brutal MMO ever created.
Over the weekend an astounding amount of concurrent gamers were logged on to the game, making Age of Conan one of the busiest MMOs in the western hemisphere. With stock flying out of several retail chains, Funcom expects the number to increase in the days to come. In addition to the many gamers logging in, there was also substantial traffic to the Age of Conan websites, with more than 2,2 million unique visitors during the last ten days.
As a result of the great launch, players and press have been raving about the unique qualities of the game, and the first 20 reviews give Age of Conan an average score above 90%. The first US reviews are also live, with Gamezone.com giving the game an Editor's Choice Award, a 9.4 of 10 score, while heralding Age of Conan as a "Benchmark MMO". Sci-Fi.com was also an early mover and gave the game a straight A, stating that "If Robert E. Howard had been a game designer.., this is the Conan he would have invented."
"The initial sales and reviews are very encouraging, and it's great to see that so many are enjoying Age of Conan," said Funcom CEO Trond Arne Aas. "This is just the beginning, and we already look forward to massive updates and cool new features. We believe our focus on making Conan unique and groundbreaking is a key reason for the initial success. This is a focus we will keep and reinforce, and players can expect continued quality and innovation as we enter a new era for the game."
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2008. május 25., vasárnap
Seonyár van seonyár, röpke lepke száll virágra
Ennek a rövidke cikknek a lényege a seonyár2008 versenyen résztvevő oldalam poziciójának javítása. Tekintve hogy még ezt a seonyár2008 cikket is lusta vagyok megírni, így kénytelen leszek ide bemásolni valami szövegecskét megtűzdelni a kulcsszavakkal (pl seonyár2008) így aztán frankón releváns lesz a szöveg :D
Szupernóva-robbanás az első felvonás elejétől
A NASA Swift mesterséges holdjának és a véletlen szerencsének köszönhetően a csillagászat történetében először sikerült közvetlenül az elejétől nyomon követni egy szupernóva-robbanást.
A szupernóva-robbanások (ilyen pl. ahogy az oldalam berobban a seonyár20008 versenybe) a legnagyobb energiát felszabadító események közé tartoznak a Világegyetemben, ezért még óriási távolságból is jól megfigyelhetők. A robbanást magát azonban eddig még senki nem látta, ugyanis a felfedezéskor az objektum már túl van ezen az egyébként nagyon rövid ideig tartó fázison, s a megfigyelők csak a környező térrész és a robbanás által ledobott anyag kölcsönhatásának eredményét észlelhették. Ez a folyamat egy néhány hétig tartó kifényesedésből, ún. felszálló ágból, majd a maximális fényesség elérése után egy több hónapig tartó elhalványodásból, a leszállóágból áll. A robbanás (min az én seo-robbanásom :) a seonyár20008 versenyben) maga tehát mindezideig rejtve maradt a kutatók előtt, pedig észlelése rendkívül fontos lenne a fizikai részletek alaposabb megismeréséhez. Ehhez azonban tudni kellene, hogy a robbanás hol, az égbolt mely területén, mely galaxisában fog bekövetkezni. Ennek a valószínűsége azonban nyilván nullához nagyon közeli, bár nem lehetetlen.
IMAGE
A felső, röntgen- és ultraibolya tartományban készült képeken csak az SN 2007uy szupernóva látható az NGC 2770 galaxisban. A két nappal később készült felvételeket már az SN 2008D dominálja, melynek az előző képpáron még semmilyen nyoma nem észlelhető. [Soderberg és tsai]
2008. január 9-én a gyakorlatilag nulla valószínűségű esemény azonban mégis bekövetkezett, egy szerencsés véletlen a csillagászok segítségére sietett. Alicia Soderberg és Edo Berger (Princeton University) a NASA Swift mesterséges holdjának röntgenteleszkópjával éppen az NGC 2770 katalógusjelű, 90 millió fényévnyire levő galaxisban 2007 végén feltűnt, de már az elhalványulási szakaszban lévő SN 2007uy jelű szupernóvát vizsgálták, mikor a galaxis másik részében egy nagyon erős röntgenfelvillanást vettek észre. A forrás körülbelül 1 percig fényesedett, amit 7-8 percig tartó halványodás követett az észlelhetőségi határig. Soderbergék azonnal riasztották a földi és űrtávcsövek irányítóközpontjait, értesítve őket a különleges eseményről. A következő napok megfigyelései aztán megerősítették, hogy nem egy ismeretlen típusú objektumról van szó, hanem egy Ibc típusú szupernóva robbanását sikerült már rögtön a legelején elkapni. Az objektum az SN 2008D jelzést kapta, lévén a negyedikként felfedezett szupernóva 2008-ban.
IMAGE
Az SN 2008D helyén észlelt forrás röntgentartománybeli "fénygörbéje". Jól látható rajta a beütésszám gyors felfutása, az észlelés megkezdése után körülbelül 1 perccel bekövetkezett maximum, majd a csökkenés a berendezés érzékenységi határa alá. A leszálló szakaszban a beütésszám 129 másodperc alatt esett a maximális 1/e-szeresére. [Soderberg és tsai]
A modellek szerint az Ibc típusú szupernóvák szülőcsillagai az ún. Wolf-Rayet csillagok. Ezen magas hőmérsékletű objektumok mérete a Napéhoz hasonló, tömegük azonban jóval nagyobb annál, az adott esetben a becslések szerint körülbelül 30 naptömeg. Jellemzőjük, hogy életük során erős csillagszél formájában jelentős mennyiségű anyag távozik róluk, így szinte teljesen elveszítik a hidrogént még tartalmazó külső rétegeiket. A maradék rész nagyon gazdag héliumban, míg a csillag összeroppanás előtt álló sűrű magja szinte teljes egészében vasból áll - nem úgy mint az én seonyár20008 oldalam. A szupernóva-robbanás akkor következik be, amikor az erősen lecsökkent energiaprodukciójú mag már nem tud ellenállni a külső rétegek ránehezedő nyomásának, s pillanatszerűen összeomlik, kiindulási tömegtől függően egy neutroncsillagot vagy egy fekete lyukat létrehozva. Az összeroskadás által generált lökéshullám elegendő energiával rendelekezik ahhoz, hogy a csillag külső részeit ledobja, s a levetett anyagot a fénysebesség néhány százalékára gyorsítsa. Amikor ez a ledobott burok utoléri a csillagról korábban csillagszél formájában távozott anyagot, bekövetkezik az a felfénylés, ami alapján eddig felfedezték a szupernóvákat.
IMAGE A WR124 jelű Wolf-Rayet csillag körüli köd a Hubble űrteleszkóp felvételén. [Y. Grosdidier (University of Montreal, Observatoire de Strasbourg) és tsai]
A robbanás lefolyásával foglalkozó elméletek azt jósolják, hogy amikor a lökéshullám eléri a csillag felszínét, még mielőtt szétvetné, annyira felmelegíti az anyagot, hogy ennek eredményeként egy erős röntgen- és ultraibolya felvillanásnak kell bekövetkeznie. Ez lenne az első esemény tehát, ami a robbanás bekövetkeztét jelzi (eltekintve most a neutrinók áramától és a kollapszus okozta esetleges gravitációs hullámoktól), s az SN 2008D esetében a Swift éppen ezt a felvillanást kapta el! A közvetlenül ezután készült színképeken nem látszik közel fénysebességgel mozgó jet-ek nyoma, így kizárható, hogy az esemény esetleg egy gammavillanás (GRB, Gamma-Ray Burst) lett volna.
Egy másik, M. Modjaz (University of California, Berkeley) vezette kutatócsoport a robbanás után több hónappal készült spektrumok alapján, a neutrális oxigén tiltott vonalainak szerkezetéből ugyanakkor úgy találta, hogy a robbanás maga aszimmetrikus volt. A mag összeomlására vonatkozó egyik elképzelés szerint a felszabaduló energia jelentős része a mag forgástengelyének irányában közel fénysebességgel mozgó keskeny jet-ek formájában távozik. Ha ezek energiája kellően nagy, a pólusok körül szinte kilyukaszthatják a csillagot, s a tengely irányában egy gammavillanást, vagy egy röntgenflert eredményezhetnek. Ha energiájuk ehhez nem elegendő, vagy nyílásszögük nem eléggé kicsi, akkor nem jutnak ki a csillagból, hanem szétvetik azt, mégpedig aszimmetrikusan.
Sodeberg szerint a mostani, véletlennek köszönhető felfedezés csak az első lépés, a közeljövő röntgentartománybeli égboltfelmérései tömegével fedezhetik fel a szupernóvákat már a robbanás pillanatában, lásd seonyár20008.
Az eredményeket részletező szakcikk a Nature magazin 2008. május 22-i számában jelent meg.
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AoC - Next Generation of Button Masher?
You'll have to excuse me whilst I think (…urmmm, type…) out loud here for a second…cause I'm not sure I'm convinced about what I'm about to write.
Firstly, you'll recall in my earlier writings that I think the whole premise of "next generation", well…anything …is usually a load of marketing BS. Usually, you're left scratching your head when you hear those words and then look at the feature list of the product that people are trying to sell. That's just it really, much like "polish", the words "next generation" is up there with "family values" and "concerned" parent groups when it comes to empty meanings.
Up to now, in terms of video game products, there is only one product that is truly generational…the Wii. Why? I've said it before…the interface to the player. The Wiimote makes it next generation. The 360 and the PS3 (*cough* abysmal failure *cough*) are not next generation. The only thing that makes them attractive to people is the shiny new graphics. They both still use the same old tried and true console control system. They still use the same old tried and true console gameplay. Nothing substantial…and I mean nothing…separates them from their previous incarnations.
In comes Age of Conan. I was not impressed by it's feature list…and to some extent, I'm still not. I'll have more on that later once I get my head around all of the thoughts swirling around. Now, one thing that AoC is doing differently is this "active" combat style. No….you can't just press "1, 2, 3″ and still win a fight. As you progress, these combat combinations get a little more complex (…I have no idea what they look like at level 80…) and you need to pay attention to your screen in order to fight…and there it is. The secret to "next generation", in my mind at least, is bringing the player into the game more. Getting the player to interact with the game at a different level. You can't just up the graphics and then call it a day…and personally, I think that's cheating the players and the industry as a whole. However, you want graphics, AoC has those in spades as well. Dear gawd does it ever have a nice look and feel to it. It feels like Conan. It looks like Conan…AND, it brings me in with a true next generation feature of a more interactive combat style.
OK…big frickin deal. So instead of pressing "1,2,3″, I'm now pressing "combo-power, 1,1,2″. Yeah, you are…hence why I'm talking out loud here and wondering how everyone else feels about this. Let's assume that I'm correct about what "next generation" actually means (i.e. player interaction with the game)…am I full of it when it comes to calling AoC next generation just for this feature? Is it actually a game that is doing something different with player interaction, or is it a combination of elements within the game that is combining to give me this impression?
D out.
P.S. Yes…you can pretty much expect AoC posts for the majority of the week ;)
Source : commonsensegamer.com
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Is WoW an unstoppable train?
Right now? Perhaps, though I haven't really been a part of the community for over a year so I couldn't tell you first hand. Some people apparently do think so… In the future though? I just don't believe it.
Don't get me wrong, I'm not trying to pick on World of Warcraft specifically with this post, but it's a proven fact that time has been the dark red line creeping slowly towards the heart of every MMORPG to date. Time allows for competitive growth. Time leads to player complacency and boredom. Time is what makes the present become the past.
I've been checking out MMOG Chart lately and came across this interesting 2008 ION presentation from self-taught MMORPG analyst, Sir Bruce. The presentation is an analysis of MMORPG subscription growth based on some reasonably current data.
Here are some broad conclusions drawn by SirBruce on the state of World of Warcraft (based on historical trends in the genre).
* The MMOG subscription market continues to grow; 16M+ now, 20M+ in 2009 (pred. 2006), 30M+ in 2012
* World of Warcraft to peak at 11M – 12M by 2010
* Most retail-launched MMOGs have an initial growth phase during the first year, followed by 1 – 3 years of a more stable, "mature" subscription base, and then a noticeably and often sharp decline.
* New markets grow subscriptions, but expansions packs mostly cover churn and provide a retail presence.
Based on his charts in the presentation, most of the MMORPGs released prior to WoW saw a fairly large decline in subscriptions. We can assume the majority of these losses became gains for WoW. This just makes sense. It can't be denied, however, that the total number of people playing WoW last year is much larger than the sum of all previous MMORPG subscripions. This shows that WoW introduced many new players to the genre.
Sounds like common sense right? Duh? It's still nice to have the numbers tell the story.
What's to stop the same thing from happening again? It may not have happened with Vanguard, Pirates of the Burning Sea, or Lord of the Rings Online. These games haven't had any noticeable impact on WoW's subscriptions, but that doesn't mean it won't happen eventually.
Age of Conan had over one million beta signups and released over 700,000 copies of their game, which is the largest MMORPG launch to date. They haven't announced current subscription numbers yet, but heck, it's been less than a week. Given them some time. The time is ripe for a new AAA MMORPG and I think AoC will benefit greatly from this. It's only competing against older, established MMORPGs right now, which in my opinion, is better than competing against something new. As I said, time makes people susceptible to boredom. Boredom leads to trying out new things. And trying out new things leads to the dark side of the… Ugh.
Warhammer Online will also be launching this fall and by all rights should be an enormous success. Another delay is bad news for a whole bunch of obvious reasons. Competing directly against WotLK is also bad news if they hope to capitalize on the bored WoW player-base. As SirBruce says, expansions cover churn, in other words, customer attrition. They're a stop-gap measure to keep players from leaving for greener pastures. Competing directly against an expansion trying to keep 11M people playing WoW is just a whole new level of stupid, making bad business sense. You can get high and mighty, saying your game will be done when its done, but wait too long and the strategy will bite you in the ass. Theres a point where you have to compromise.
WoW is the current king but it won't remain that way forever. Heck, Blizzard is already working on another MMORPG and it could be that title that eventually dethrones it. I will eat these words if AoC and WAR aren't immensely successful, because if either of these two titles can't do it, it may take a lot longer than I expected. Still, it is inevitable - and resistance is futile (but strongly recommended if Vivendi wants to keep its shareholders happy).
Source : thegreenskin.com
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