|82 posts found|
10/19/13 6:53:28 PM#81
"The original players, myself and perhaps you too, suddenly became the minority – and if you don't believe that, I challenge you to look at the subscription numbers (EQ: 450k in 2003). Every single one of us could easily fit into 1/10th of WoW's 2008 playerbase."
450,000 subscribers is not a minority. That would be considered huge numbers by any measure of success.
450k may be 10% of 4.5 million, but what does that matter? It doesn't. At all. Guess what? 450k is also 1% of 45 million! Z0mg!!!111
It also doesn't make them the minority. It makes them a vast majority who are more than enough to cater to for financial success.
You also have to consider region/nationality. WoW is not monetized the same in China as it is in the United States. WoW having millions of subscribers, when most of them are Chinese, doesn't really compare to a game that is only sold or only popular in one region.
There are more factors to success than profit, and more variables to think about besides pure subscription numbers or concurrent users.
If you don't believe it, do your research. The author is the ONLY person who thinks 450,000 subscribers is "the minority".
10/19/13 6:58:24 PM#82
For some reason, I think the author doesn't understand that WoW isn't the measure of success for a game. In fact... most MMO's would jump for joy at the idea of half of what EQ had in its prime. If indeed 450k is the correct number.
That is financial success. For game success, you only need to count as many players as 1 WoW server or 1 Everquest server could handle. How many, max, were on a single server?
That is the population that any other MMO has to meet, to equal those games in terms of success via population & gameplay. Give or take, based on the size of the world (Vanguard would need more, obviously.)
At any given moment, you will only be playing on a single server. These servers do not host 10 million people. They do not even host 1% of that. From what I gather, WoW servers at full host about 0.2% of that.