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You know that is an argument about expansions in the first place? Significant player dropoffs in WoW happen in the last patches before new expansions. The userb
by zanny 11y ago
You know that is an argument about expansions in the first place? Significant player dropoffs in WoW happen in the last patches before new expansions. The userbase usually spikes up on new releases, but almost always drops lower every time, predominately because new releases gate players who were on old versions against those on the new one. Friends stop being interested, unsub, and never come back because the player base is fragmented across every level cap WoW has had.
I've always thought that level caps in MMOs, particularly the WoW variety slash-and-burn where you basically make a new theme park every two years and throw the last one in the dumpster in terms of player viability, is a destructive cycle not conductive to building real living worlds.
- Filthy_casual 11y agoThis brings up another point in favor of "why not". If existing players who are willing to buy new expansions whenever they are available migrate to vanilla servers, they might as well opt out of buying the expansions, since adding new content in the vanilla servers will make them non-vanilla. Huh.
- Margh 11y agoA prudent developer might make the expansions a mandatory purchase that adds the new content in cosmetic ways.
- bitwize 11y agoBlizzard isn't interested in "building a living world" and never has been. From its inception the purpose of WoW has been to farm the likes of you for gold.
- mfukar 11y agoIf you look hard enough, you'll realise "a living world" is used as a synonym to "a market".
- Margh 11y agoAnd how do they continue to "farm" you for gold if you unsubscribe because you no longer feel a part of the world?
- minimaxir 11y agoThat is exactly why subscriptions had dropped sharply after the release of Warlords of Draenor. (the endgame was designed around the antisocial garrisons, a mistake which they have scaled back in the upcoming expansion)
- zipwitch 11y agoBy getting a small subset of players to buy premium cosmetic content and in-game gold. Blizzard came up with a clever mechanism involving game time and other players for the latter, both in order to obfuscate what they were doing somewhat and to give them a little more control over their economy. The Blizzard Warcraft Store: https://us.battle.net/shop/en/product/game/wow https://us.battle.net/shop/en/product/game/wow Information on the "WoW Token" mechanism for turning $ into gold: http://www.tentonhammer.com/guides/guide-to-buying-and-selling-the-wow-token http://www.tentonhammer.com/guides/guide-to-buying-and-selli...
- bitwize 11y agoUltimately, you don't matter to them. For every subscriber like you they lose because of a change, if they get two more, more casual players to sign up, they're in the black and sacrificing your membership is rational from a financial perspective.
- paulmd 11y agoOn the flip side, you've got the EVE Online model. Expansions are released every 6-8 months as "super-patches". Like every MMO it's mandatory to be playing on the latest version, but everyone gets it for "free". It's pretty simple to avoid the problem of having players scattered across multiple content sets and levelcaps: stop bleeding your players dry. What are subscription fees paying for if not ongoing development of additional content? IMO you should either charge for expansions or charge subscription fees - but not both.
- na85 11y agoBlizzard isn't and never has been trying to create a "living world". That dream died when Ultima Online showed us exactly what players will do in an unscripted world that's as close to living as the tech of the time would permit. WoW was, from the outset, designed to railroad players through content theme parks and give a hit of dopamine just often enough to keep them playing.
- taneq 11y agoWow was far more free in the early days. After about Burning Crusade they were under increasing pressure to allow players of all play styles and skill levels the ability to "see the content", which lead eventually to Raid Finder and gated progression. This ripped the last shreds of immersion away from the world and left the bare, creaking treadmill of "get tier X, farm tier X+1 tokens, get tier X+1, farm tier X+2 tokens..." exposed, which (for me) is what finally killed the game.
- stcredzero 11y agoI've always thought that level caps in MMOs, particularly the WoW variety slash-and-burn where you basically make a new theme park every two years and throw the last one in the dumpster in terms of player viability, is a destructive cycle not conductive to building real living worlds. Theme Park/Resort Casino. Basically dazzle your senses while getting you to play a rigged game to massage you with variable schedule of reward. A real, living world is spoiler-proof.