I see the problem as a shift from creativity of design to a formulaic system of design-by-template. The more money they save by eliminating what originally drew people to the game, the more players they continue to lose.
At the same time, hiring people who have no interest in the “world” that was such a big deal that the game is named after it, or the story behind it, means current employees don’t value that and would just as soon recon the whole shebang. Because as far as they can see, anything beyond mythic raiding, pushing the highest keys, and top rated PvP is superfluous and may as well not exist.
The Internet changed many habits and opened the possibilities of online gaming.
World of Warcraft being a role playing game introduced social interaction on a very large scale inside a fantasy world.
Currently the Internet is changing again in the lead up to quantum computers less than 6 years which will bring a whole new massively multiplayer online experience.
Which makes me laugh to think that they removed keystroke broadcasting on a game that one day in the future will be controlled by not a player but a computer where the player/person is able to carry out more than one task other than just sitting infront of a keyboard for hours at a time to play.
/Note IBM CEO quoted " Quantum computers are “a few years, no longer a few decades” in the future”
This will be when mmos won’t be how we see them currently today.
Fortnite barely cracked the top 10 over the past month. It’s not even the most relevant in it’s own genre. If you don’t factor in eSports, the undisputed kings of streaming right now are GTA 5 and Just Chatting.
(LoL is currently the king right now, but that’s almost entirely due to the World Championship going on for the past month or so, it’s normally #3 or #4 IIRC)
The popularity of the streamers themselves is far more important than the popularity of the game itself, with the classic example being Asmongold who regularly commands tens of thousands of viewers purely because he’s Asmongold. It doesn’t matter what game he plays.
If he plays WoW, it’ll “be more popular” than the other MMO’s. If he plays MMO’s, they’ll “be more popular” than WoW.
The thing is, Asmongold isn’t even the most popular Twitch streamer and he still move a game to the top row of Twitch on his own.
Like right at this second, the most popular stream on the most popular game (Scump on COD Vanguard) commands a viewership equal to Fortnite or CSGO as a whole.
If people are watching a game , it means they’re not playing it…
MMORPGs aways been a experience to be played by ourself. Is boring to watch it live. Even if we think about Azmongold, people watching him to see his crazy acting and reactions, not to see the game itself.
I don’t know if it’s worldwide numbers counted. I think not due to language barriers among other things. But have no idea how it works as I’ve never seen a single second of footage.
I disagree. Most wow players have never had a massive number of social contacts. Most players limit themselves to contacts within their social milieu, which may be a guild or two, and certainly has never included players who play differently from them.
Wow has always been a game where players could effectively segregate themselves from most of the playerbase and imagine they did not exist.
I can think of times when the entire realm coming together. Not close enough to be in each others pockets but common interests. But my thinking of being social is like two unknowns doing the same quest at the same time.
People play new games. It’s cheaper and more profitable to build non MMO games. So all the talent is being sucked up by companies who want all the non-MMO game gravy.
Is that counting the large % of viewers that are sock computers used to inflate views? Kind of like how people do on ebay to give their auctions a bunch of fake “watches”, trying to up the notoriety?