Quote:
Originally Posted by Bryant Again
If WoW has been able to see success - an ever-rising succes, reaching to a peak of 10 million active accounts - without just easily handing everyone the end result, while still requiring everyone to go through all of this "grind", in addition to the challenges and bosses that wait within the raids, then why has ANet had to resort to giving everyone easy and quick access in order to be successful?
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Well, In looking at Blizzards success with WoW, we might want to take into account that WoW benefited from following in the footsteps of Everquest, Dark Age of Camelot, Asheron's Call, etc, while ANet purposely chose not to follow the standard RPG P2P structure.
WoW repackaged the same type of game in a pretty package and made it easier for a person to level without having a group. They never changed the marketing strategy but they did make the grind easier. They do not have to make changes today to make it easier because that was part of the original design. WoW is easy: it's just so humongous that it seems like it goes on forever. There is always something to do.
Blizzard sold WoW to a younger crowd that was ripe for the picking, launching when Everquest was just about at it's peak. Sony tried to capitalize on that same idea with EQ2 but failed, in part because players were too loyal to EQ and in part because WoW launched in the same month. Blizzard also got a huge step up marketing as the fourth World of Warcraft release: older WoW fans bought it just to see how it crossed over to a MMORPG.
In the five years between Everquest's and WoW's launch dates, people were more than ready to spend 15 bucks a month to play an online game, or let their kids do so. When EQ launched in 1999, we had a lot of single computer households where parents were not going to let the home PC and phone line be locked up for hours so junior could play a game all day and night. The player base was an adult crowd. In 2004, we had multiple computer households, dedicated internet connections and a culture of gaming. And by that time, I dare say, 15 bucks a month didn't seem like a lot of money to keep your kids out of trouble and out of your hair.
The lesson Blizzard
definately learned from Verant Interactive and Sony is the player base will pay 15 bucks a month in order to grind to max level, gather forces, aquire treasure, and build your character up just to wait for the next push into new territory when the next expansion comes out. The loyal player may "cheat" on their game for a while with another game, but they will keep paying their 15 bucks a month to keep their accounts current and active. Once you are in the system, you'll stay and pay.
Guild Wars is not WoW: it's in the RPG genre, but it was never meant to be a better WoW, it's not the same kind of game. WoW was definately built to a better Everquest. I think Blake Wilfong had it right when he basically said GW was an Everquest-like game that tried to fix all the negative things that Everquest-like games have: pay-to-play, camping, raiding, kill stealing, wide level disparity, harmful death penalties, and high system operating and bandwidth requirements.
Currently, WoW has 10 million subscribers. Blizzard makes 150 million dollars a month in subscriber fees on a proven gaming model that sells itself. I believe that since GW does not bring anywhere near that kind of cash, anything that the designers are doing in GW now is an investment in the future of GW2. They've made so many titles that I don't know them all, but they count for the Hall of Honor and your future in GW2. They have made things easier, a la Ursan, to encourage people to buy all of the current chapters as a player's personal investment in GW2. The Guild Wars chain, despite current grumblings by the player base here and elsewhere, is very successful.
I believe that ANet is attempting follow Blizzard's playbook: create and deploy a successful sequel to a successful chain of games, timed for when the most successful game of the genre, World of Warcraft, is at it's peak.
That's probably a lesson that ANet's founders learned from originally being developers at Blizzard in the first place.
EDIT: corrected "math" error