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Some ideas to get back subscribers for World of Warcraft

Fandyllic September 1, 2011
I will try to keep this blog post up to date and modify it based on commentary.

Commentary and ideas Edit

Commentary on casuals...

As much press as hardcore players get around World of Warcraft, the difference in making money or not for Blizzard Entertainment is not the hardcore players. Hardcore players don't represent the majority of players, but use up a vast majority of the resources in the game. This is because it is obvious that Blizzard spends a majority of its time catering to hardcore players. They spend inordinate amounts of time creating, refining and tweaking top-level raids, creating and tinkering with itemization for top-level raids and heroic instances, and responding to complaints and support requests from raiders. Blizzard is falling into the squeaky wheel trap.

Because of this misplaced focus on hardcore players and their desire for top-level content, Blizzard is losing casuals. Casuals is what separates World of Warcraft from most MMOs. When the game first came out it was by far the most casual friendly MMO with the most depth and wise gameplay compromises. Blizzard has lost its way from this winning formula and so it is losing casuals[1] at a rate too fast to maintain growth or even keeping at a plateau.[2][3]

Why are casuals so important? Because they pay as much as hardcore players, but use far less of Blizzard's resources. If the trend continues, Blizzard will continue to spend more and more resources on less and less players. It could become a vicious cycle.[4] This time is still probably quite far off, since Blizzard can probably justify and maintain adequate content release cycles as long as their player base remains in the multiple millions, but they appear to be on the downside of the game's life-cycle[5] and are doing very little to really reverse the trend.

Commentary on twinks

Another group of players, some of whom could actually be considered "hardcore" in many respects, that Blizzard is also neglecting is the twink community. Blizzard has apparently long voiced its support for the twink community, but hasn't really delivered in their laser focus on end-game content.[6] Although they acknowledge the problem, Blizzard has actually stated that their priority is on max-level PvP and that they apparently don't want to divert resources away from that.[7] The twink community is less interested in immersion, lore, and quests than some of the casual community, but they definitely want focus on non-level cap, non-end game content. The twinks want attention to class balance and itemization at lower levels. So, as casuals will spend more time leveling at low levels, some of the benefits gained from aiding either twinks or casuals will benefit both.

General
  • Allow the use of rest as a sort of currency or pre-req for some content.
  • Remove as much grinding as possible. Basically, this means put something in dailies or other rep grind activities far more optional.
    • Dailies should give you something useful like profession ingredients, drink, food, potions, etc. and not just money and rep.
    • Dailies should help complete some larger task, like the opening of Ahn'Qiraj or the various phases of Isle of Quel'Danas.
  • Make more dailies for different levels, but with much shorter rep grinds (remove the big grind to exalted for dailies below the level cap).
  • Adjust all-level dailies to be divided among racial capitals to make each a quest hub for different level ranges of players. This way, there would be less congestion.
    • Stormwind City/Orgrimmar for level 81+.
    • Dalaran for level 71 - 80.
    • Shattrath City for level 61 - 70.
    • Ironforge/Undercity for level 41 - 60.
    • Darnassus/Exodar/Thunder Bluff/Silvermoon City for level 1 - 40.
  • Add more low level instances in or near racial capitals not congregated by level cap players.
    • These low-level instances, if done right can also serve the cross purpose of working on twink class balance through itemization coming out of these new instances.
  • Make frequenting less central racial capitals easier by making getting in and out or getting between key buildings easier.
    • Put flight path destination inside Exodar/Undercity or portal inside from flight path.
  • Allow players to become quest givers to trade soulbound items for profession ingredients.
  • UI for trading macros in-game.
  • Tune quests in zones more so leveling matches zones better.
  • Add back longer questlines lower and mid-level (<level 60), many of which were removed with Cataclysm Cataclysm.
Professions
  • Allow players to craft for other players who have soulbound ingredients, but only one type of ingredient at a time and possible only once per day/week/month.
  • Fix Archaeology so it isn't so boring:
    • Add finds that point directly to a new dig site zone rather than mostly random hunting.
    • Allow random items to be found at dig sites that seem at least semi-relevant to archaeology, like recipes, jewelry, etc.
    • Since Archaeology is a secondary profession, make different areas accessible based on a related primary profession.
    • ...or just kill it entirely.
  • Fix First Aid so there are more useful products like:
    • More powerful bandages at high levels.
    • More powerful anti-venoms.
  • Allow "deconstructing" cloth items for cloth items.
Business changes
  • Introduce tiered subscription rates depending on what expansion you have up to. The current model is unfair and new subscribers who don't want to buy all the expansions know it.
  • Come out with "Battle Chest" omnibus software boxes with all but the last expansion included faster and for a lower price (say around US$40-60/€30-50).
    • Blizzard recently offered WoW Icon 16x16.gif vanilla and TBC for US$20,[8] so they're already going in that direction, but this offer may be promotional and expire at some point.
Pie-in-the-sky
  • Player representation committee to Blizzard. Maybe like EVE Online's CSM (Council of Stellar Management).
  • Allow groups of guilds to form "nations" (or "unions"?).
  • Guild housing.
    • Player housing. This isn't that important, unless it can be done in a way that doesn't strain server resources too much.
  • Player built environment elements (bridges, buildings, farms, tunnels, etc.).

ReferencesEdit

  1. ^ Miss Mediocre 2011-08-04. Wow… I’m Kinda Done With WoW…. Miss Mediocre (blog).
  2. ^ Boubouille 2011-05-10. WoW Loses 600k Subscribers, Diablo 3 Beta Q3 2011, Arena Passe, Blue Posts. MMO Champion.
  3. ^ Greg McClanahan 2011-05-15. WoW in Decline and Blizzard in Denial. Gamasutra.
  4. ^ Matthew Lynley 2011-08-03. World of Warcraft subscribers fall for second straight quarter. VentureBeat (GamesBeat).
  5. ^ MMOData Charts v3.4 Subscriptions : 1m - 12m
  6. ^ A well documented post about Blizzard's past stated support for twinking, but recent lack of support: Korette 2011-07-30. Low levels are unacceptable - Blizzards commitments. Official Battlegrounds and World PvP forum (EU).
  7. ^ Blizzard Entertainment Wryxian 2011-08-11. Low lvl pvp is pathetic, just plain pathetic.. Official Battlegrounds and World PvP forum (EU).
  8. ^ Blizzard Entertainment. World of Warcraft® Battle Chest®. Blizzard Store (US). Retrieved on 2011-07-14.
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5 comments


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  • I've been playing Warcraft games since Warcraft: Orcs and Humans. I was a hardcore raider in Vanilla and BC when raids took about 4-6 hours to complete. Now Bastion of Twilight or Blackwing Descent can be done in two hours or less. This isn't necessarily a bad thing either. It was difficult to put aside around 4 hours or more to raid. I don't care for the slow gryphons/wyvrens either, haven't liked the slow travel since vanilla. It's pretty sad that crossing an ocean in a boat is faster than riding a gryphon/wyvren to the next town over. Personally I think that now that Dalaran/ The Kirin Tor are back in business they should setup portal mages at each town and retire the gryphon masters. I think dailies have been a great addition, but they should add more rewards to them. In reality though they cannot make everyone happy. WoW isn't in danger of becoming a failed game. Their subcriber base fluctuates a lot. The terrible state of the economy doesn't help either. Would you rather buy a few groceries for $14.99 or play WoW. Even some people cannot keep their internet on in times like these. I expected to see WoW lose subcribers when the unemployment rate went up, because a lot of folks simply could not afford to have internet access or pay for a monthly fee to play a game when there are some decent free to play games out there. I expect World of Warcraft will start growing again once the economy gets legs. All the subcriber losses can't be attributed to angry players over content being easy or too hard etc. I think a lot has to do with parents having to make tough decisions about what to pay for and what not to pay for. Until WoW goes to a F2P model they will see this type of thing happen over and over when we have terrible economic times, because families and people can't afford luxuries they could when they don't have a steady income anymore.

  • Um, no. 7 years ago WoW was not remotely friendly to casual players. Flight points were not at all connected - when they finally were after 3 years, in some instances it literally took 45 minutes to fly from one area to the other (which still has not been remedied after 7 years - Blizzard is ignoring this horrible game flaw because we can fly our own mounts now)

    Leveling up in both Kalimdor and EK was a terrible experience in 2004, even up until 2010 when everything was redesigned (under the guise of the shattering - though the real reason was that they finally admitted the entire game world was unfinished and the leveling experience pre-60 was garbage).

    Additionally, the "hardcore" raiders are gone as of several patches that reduced the difficulty of everything in the game. They did this intentionally to offer end-game content to people who would previously, under the 40 man raid system, never have gotten a chance to actually play the game they paid for. There are still those of us who are the "elitist jerks" left over from actual raiding days, but they aren't catering specifically to us. Cataclysm was almost entirely an expansion for lower levels.

    • I disagree with you about 7 years ago. I've played since the first open beta and the game was much more about leveling and less about the level cap (mostly because level cap content wasn't really there until a few patches after initial release). Having to run around in the old world is what made it feel bigger. Even now with flight points connected it can still take awhile to get around (I'm looking at you Archaeology). I also found leveling initally quite fun (I actually leveled both Horde and Alliance toons back then). Sure deciphering quest text wasn't always fun or helpful, but at least you didn't jump 4 levels in one zone and face gray mobs before finishing all the quests in a zone. Compared to other MMOs back in 2004, WoW was far more expansive and complete than any of its competitors for at least 2 years (excepting Everquest, but talk about an awkward MMO).

      I do agree with you that Cataclysm wasn't raider friendly, but don't tell me all the raiders left when faceroll Wrath came out. That's just not true. Also my whole point is that appealing to raiders is the wrong tactic anyway. QQ on your crappy 40-man raids. Heck 25-man raids aren't that great, just more crazy and bosses just have pumped up stats.

      Mists is going in the right direction, even if it is a bit Pokemon for my tastes. It also may be short on dungeons and zones. We'll see if I last until Mists, but I'm looking forward to it more than Cataclysm. To me the best thing about Cataclysm was flying in the old world. The rest of the stuff was mostly and still is just grind.

  • Gamasutra just released an article that echoes quite a bit of this:

    http://www.gamasutra.com/view/feature/6473/world_of_warcraft_and_life_after_.php

    Some good ideas in there, too, especially their commentary on how players might appreciate the chance to take part in the creation and solution of challenges.

    • Not a bad article, but not a great article. Parts of the article sounded like press releases with analysis of the many Greg Street quotes being very shallow. The article doesn't touch on some key issues. I read alot more incisive criticisms of the game in comments.

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