Is A Monthly Subscription And New Monetization Unfair?

So. it’s still a good game. You are just probably suffering from mmorpg burnout. Take a brake until the new expansion releases then come back and see how you feel about WoW then.

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i think they should honestly pay all of us $15 a month for putting up with their amateur writing and activism, WoW isnt bluesky or twitter, but it sure reeks like it.

Every retconn or braindead character they try to force into the story should be another $1.

……microsoft would go bankrupt.

Oh please don’t be so condescending. Here are the facts to at least try to understand what preditory monetization practices are in games so that you can evaluate what is happening in Wow. Point; many have stated in this thread that they are life-long gamers. Well then you will know that what I am saying is true. But for those that don’t understand here is more information:

Predatory monetization in gaming began with the commercialization of microtransactions and loot boxes in the mid-2000s. While early forms of “pay-to-win” can be traced back to coin-operated arcades in the 1980s, modern exploitative practices are rooted in the rise of free-to-play mobile games and the downloadable content (DLC) model.
The mid-2000s: The start of microtransactions and loot boxes

The infamous horse armor (2006): While not inherently predatory, Bethesda’s decision to sell “horse armor” DLC for $2.50 in The Elder Scrolls IV: Oblivion is widely considered the start of microtransactions by a major publisher. It demonstrated that players would pay for small, optional in-game content, paving the way for more aggressive monetization strategies.

The first loot box (2006): In China, the free-to-play MMO ZT Online introduced the first loot box, known as a “virtual treasure box”. Players could purchase these boxes, which contained randomized rewards, but the odds of receiving valuable items were extremely low.
South Korean free-to-play models (early 2000s): The microtransaction model gained traction in South Korea with the success of free-to-play PC games like MapleStory (2003) and Dungeon Fighter Online (2004). These games established the “cash shop” concept, where players could pay for virtual items.

The 2010s: Mainstreaming predatory tactics

Mobile gaming revenue model: By 2011, free-to-play games on mobile app stores had surpassed traditional premium games in revenue, accelerating the spread of microtransactions. Mobile titles like FarmVille (2009) and Clash of Clans (2012) further popularized monetizing players’ desire to eliminate wait times.
Expansion to AAA titles: As microtransactions proved profitable in mobile games, publishers began integrating them into full-priced AAA games. This was often done by creating a “game as a service” model, where developers could generate ongoing revenue after the initial purchase.
Battlefront II controversy (2017): Public outrage over the “pay-to-win” progression system in Star Wars Battlefront II brought predatory monetization to a head. Critics viewed the system, where powerful items could be purchased from loot boxes, as a casino-like experience that undermined a player’s skill.

The 2020s and beyond: Legal scrutiny

Regulatory crackdown: The backlash against loot boxes led to increased regulatory scrutiny worldwide. In 2018, Belgium banned paid loot boxes under gambling laws. Lawsuits against companies like Epic Games have also highlighted the use of “dark patterns”—deceptive and manipulative user interface designs—to drive purchases.
The battle pass era: In response to the controversies, many developers adopted the “battle pass” model, popularized by Fortnite in 2018. Battle passes provide a clear reward path, but they still use psychology, like fear of missing out (FOMO) and a heavy grind, to encourage engagement and spending.

Just in case that people still need a further explanation:

To further understand how
predatory monetization developed in gaming, it’s important to look at the key tactics, technologies, and evolving consumer habits that allowed them to flourish. Predatory schemes are specifically designed to manipulate behavior and disguise the long-term cost of purchases.
The precursors (1980s–1990s)

Arcade quarter-munchers: While not digital, the arcade model of inserting a quarter to continue playing after dying was an early form of monetizing player failure. Some games, such as Double Dragon 3 in 1990, even had shops where players could insert more coins to buy upgrades, health, and weapons.
The early internet’s premium currency: The late 1990s saw the first digital microtransactions, spurred by the shift to flat-rate internet pricing. Early MUDs (Multi-User Dungeons) and MMOs like Achaea, Dreams of Divine Lands (1997) experimented with premium, real-money currency used to buy virtual goods.

The rise of modern tactics (early 2000s)

The free-to-play gateway: Korean developers like Nexon pioneered the free-to-play model in the early 2000s with games like MapleStory (2003). This lured in huge player bases with a free game, then monetized them through optional items, a model that became a blueprint for the mobile market.
The first digital loot box: The Chinese MMO ZT Online in 2006 introduced the “virtual treasure box,” a randomized reward system that became the template for modern loot boxes. This tapped into the psychological compulsion loop seen in gambling.

The “horse armor” signal: Bethesda’s Elder Scrolls IV: Oblivion (2006) sold a cosmetic horse armor DLC for a few dollars, widely mocked at the time. However, its success demonstrated that players would pay for minor cosmetic extras in a full-priced game, normalizing the practice for AAA titles.

The consolidation of predatory practices (2010s)

Mobile gaming’s acceleration: Mobile games embraced free-to-play with gusto, introducing aggressive timers and energy systems that could be skipped for a fee. Popular games like FarmVille (2009) and Candy Crush established “paywalls” where players hit a frustrating point and are strongly encouraged to pay to progress.
AAA adoption: By the mid-2010s, tactics like loot boxes and premium currencies migrated to full-priced AAA games.
2010: Valve added loot boxes to Team Fortress 2.
2016: The success of Blizzard’s Overwatch further mainstreamed the concept of buying loot boxes for randomized cosmetic items.
2017: The infamous Star Wars: Battlefront II included “pay-to-win” loot boxes that affected gameplay, sparking massive public backlash and government scrutiny.

The modern era (late 2010s–present)

Shift to battle passes: In the wake of the Battlefront II backlash and impending regulation, many developers pivoted to the Battle Pass model, popularized by Fortnite in 2018. While more transparent than loot boxes, it relies on similar psychological manipulation, such as time-limited rewards and Fear Of Missing Out (FOMO), to encourage spending and high engagement.
Psychological manipulation and dark patterns: Modern predatory monetization focuses on manipulating user interfaces and exploiting psychological triggers to drive purchases. Examples include:
Targeting “whales”: Designing systems to identify and heavily monetize high-spending players.
Useless or misleading purchases: Enticing players with bundles that include many undesired items to get one desirable product.
Limited-time offers and constant prompts: Creating a sense of urgency through pop-ups and timed deals.
Adjusting prices: Some systems have even been accused of dynamic pricing, charging more based on player behavior.

Evolving controversy
The conversation has continued with new forms of monetization. In the 2020s, the rise of NFTs, cryptocurrency, and blockchain technology in gaming has drawn significant criticism for its speculative, often unregulated nature, prompting further debate over exploitative monetization schemes.

Hope that helps people understand the topic.

Imagine thinking I actually pay for my sub lmao.

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There’s many great games, next to none charge a monthly fee

Imagine thinking that time served isnt ‘paying’ for it :wink:

The game at this point should be free to play since it already has a cashshop and paid services.

I mean that would be the fair thing to do.

Does anyone here have the cost for blizzard to make an expansion? Vs the revenue generated by services and non subscription stuff? I’m genuinely curious. How would a shift in the model not kill the game? Would they pump out much more shop items? Idk.

It is imposible to know for sure what the exact costs are because Blizzard does not release that information to the general public. At best the following is an estimation of gathered cumulative information.

The cost to develop a World of Warcraft expansion is
in the tens of millions to potentially hundreds of millions of dollars, though an exact figure is not public. This is due to the extensive nature of MMO development, which includes large teams, continuous content creation, complex AI, and maintaining a massive, scalable server infrastructure to support millions of players.

Breakdown of development costs:

MMO Development: Developing an MMO like World of Warcraft is one of the most expensive genres, with starting budgets around $50 million that can easily reach $500 million or more.

Continuous Content: Each new expansion requires a massive amount of new content, including zones, quests, dungeons, raids, and characters, which all require significant resources for art, design, and programming.

Backend and Server Costs: Maintaining the game’s infrastructure is a major ongoing expense. This includes a vast network of servers that need to be scalable, reliable, and secure for millions of simultaneous players.

Complex AI and Engine: The game’s engine and AI are complex systems that require continuous development and refinement. This is necessary for handling a large, persistent online world with numerous players and interactions.

Team and Resources: The development of an expansion involves a large team of designers, artists, programmers, writers, and testers working over several years.

How development costs are recouped:

Subscription Model: World of Warcraft relies heavily on a subscription model, which provides a consistent and predictable revenue stream that helps fund ongoing development.

Microtransactions: A microtransaction-based system for items like character boosts and cosmetic items further contributes to the game’s revenue.

My take on this info points to the subscriptions being what actually support the game. and the monetization stuff is basically the petty cash.

But, I just came across on this article so I’m sharing it in here:

“Ariticle in Business Money website. 14/03/2025

For multiple decades, Blizzard Entertainment established itself as an influential entertainment company through its iconic game franchises. World of Warcraft, Diablo, Overwatch, and Hearthstone are just some of the prominent products to highlight in this context. The company maintains a substantial fanbase because of its remarkable game development, together with its extensive ecosystem of purchases that includes subscription fees and microtransactions.

Across their gaming portfolio, Blizzard achieved masterful business success using subscription plans for WoW alongside game currencies and paid content in Diablo and loot box systems for Overwatch. But where does all this money go? How does Blizzard reinvest its earnings into game development, esports, and future projects? Let’s dig deeper and provide you with a breakdown of Blizzard’s revenue generation methods. In this post, we will examine WoW’s gold economics and analyze how the company distributes its profit streams.

The core revenue streams: How Blizzard makes money

Blizzard has multiple revenue streams, but its most significant earnings come from in-game purchases and monetization strategies built around player engagement. Here is how the income flow works.

World of Warcraft: The subscription model and microtransactions:

World of Warcraft (WoW) functions as Blizzard’s flagship MMORPG. The game was launched in 2004 and has maintained a steady generation of billions from revenue streams since then. Modern games follow mostly free-to-play models, but World of Warcraft operates through a subscription system that demands players to pay monthly fees. The subscription model delivers consistent revenue to Blizzard because millions of active subscribers maintain their subscriptions across the world.

The economic success of WoW depends heavily on both its monthly subscription fees and its microtransaction-based system. Players acquire WoW Tokens that lead to the transfer of their real-world money into WoW gold or extended server access through an exchange process. Through its in-game store, Blizzard supports the sale of toted mounts together with exclusive cosmetic items and character services, including server transfers. The company offers race modification services as well as in-game pets and mounts.

The company generates massive revenue spikes when it releases expansion packs through its two-year cycle since millions of players buy the new content updates. Via its subscription pricing expansion pack sales and in-game transactions, World of Warcraft has become one of the most successful MMO games ever, with a $9 billion revenue accumulation.

Where does Blizzard invest its profits?

Blizzard’s monetization strategies have resulted in billions of dollars in revenue, but where does this money go? The company reinvests in multiple areas to sustain long-term growth:

Game development and expansions — The company dedicates much of its generated revenue to advancing its game development activities. Expansions for World of Warcraft, such as Dragonflight and The War Within, each require years of development, including new content, cinematics, and balance updates. Similarly, the developers invested more than $200 million to create Diablo IV, which led to its successful battle with contemporary triple-A gaming projects.

Esports and competitive scenes — Blizzard dedicates significant financial resources to esports through its esports competitions focusing on World of Warcraft and Hearthstone. Both Arena World Championship and Mythic Dungeon International comprise the World of Warcraft esports scene through which Blizzard attracts substantial viewership numbers along with sponsorships. Competitive players can display their talents and win major financial payouts at these competitive tournaments.

Acquisitions and partnerships — Blizzard has used its financial strength to acquire studios and expand its influence in the gaming industry. The acquisition of King (the creators of Candy Crush) added mobile expertise to Blizzard’s portfolio, allowing it to venture into the mobile gaming market more effectively.

Cloud gaming and technological advancements — Blizzard continues to invest in server infrastructure, cloud gaming solutions, and AI-driven game mechanics. With advancements in AI-generated content and player matchmaking, Blizzard ensures its games remain technically competitive while delivering seamless experiences to millions of players worldwide.

Investments help Blizzard to lead the competition while keeping its role as a leading game development company worldwide.
Let’s summarize

The company’s shift from traditional gaming revenue through sales to subscription fees and virtual transactions with additional premium promotions led to Blizzard’s business success. Whether through the WoW Token system, Diablo’s microtransactions, or Overwatch’s battle pass system, the company consistently generates billions in revenue. Blizzard reinvests its continuous profits to support game development and esports programs along with acquisitions while making progress in new technological advancement strategies. All these keep Blizzard at the forefront of gaming for years to come.”

The price is set by the person making the product or service and they often base that price on the philosophy of “what the market will bear”…get as much as you can without losing so many customers that youre losing money.

the price is fine.
If you want “free” to play someone posted a list of “free” games you can play instead.

Or…you can farm gold > buy token > trade token for game time = “free” to play.

Not if you enjoy the game.

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Or the game can go free to play. Or the devs can let players quest for ingame stuff instead of putting it in the cashshope. Or the players can leave the game for free games and Wow looses money. Oh wait, Wow has been loosing costumers for years now. Oh I wonder why?

Man, you need to actually play a game that is failing and is “losing customers”. I’ve sadly been in plenty of them and I can tell you for a fact that WoW does not fall into that category

Are you saying that Wow has not lost customers over the last 20 years?

Are you saying that bringing back jousting dailies would increase the playerbase?

I never said anything of the kind.

if you’re getting something out of it then yes it is totally worth it…the way I see it is if I weren’t playing WoW I’d be spending 80-90 dollars for other games at least a few times a year I’d also be spending money on going out.

So I’m actually SAVING money playing WoW and it’s not even close.

The game would have to hemmorage over 50% of it’s current playerbase to even come close to being in danger.

20 years is a long time. Of course, it would have lost customers over this period. However, it would be ridiculous to use this as a reason to say the game is failing. Turnover happens.

Frankly what I think will likely kill WoW is VRMMOs. Once those things stop being just a fantasy of Manga and Manwha, when one eventuates, WoW will be toast.

It has been estimated that Wow has lost close to that amount. From close to 11 million subscriptions to 5 million subscriptions in 2025.