(( DISCLAIMER: I am NOT an expert on tech or business. I just had an idea and wondered if it had been explored. ALSO, I added a EDIT and labelled it “P.S.” at the bottom, where I expanded on the OP by including ‘virtual servers’. A fellow druid in the comments brought it to my attention. ))
IDEA: Allow WoW to be played through Xbox Live by hooking up a keyboard and mouse to an Xbox console.
REASONING:
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A console can likely handle WoW no problem (even past generation consoles).
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If current and past consoles could be used, this would make the WoW accessible to a large population of gamers who are currently playing other games but might enjoy WoW if exposed to it (( but do not want to invest in a decent computer ))
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Further, using an old/new console would aid if WoW ever finally decided on improving the graphics in general (which results in an increased demand on the system)… normally, this would result in a population drop due to ppl’s computer’s not being able to keep up…but… if new/old consoles were an option?
(1) Ppl would play WoW on a console even if not able to reach optimal graphics settings like a computer can
(2) A clever marketing campaign could be run on the cliched “PC vs. Console” debate, where WoW being available could be played as a ‘‘marriage’’ of this concept… aka would be catchy if marketed correctly
(3) WoW could maintain its monthly sub and not mingle with Xbox Live subs… rather, WoW would simply be available to click on and access, with its own individual pay structure still intact
IF… and only ‘if’… the above segment interested you… continue reading below. I asked ChatGPT so savagely critique this post, then post recommendations that improved them. Below is 100% ChatGPT’s analysis, but it might include arguments you may also have… and it includes answers…
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Arguments Against the Original Idea
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Technical Challenges:
Consoles are not inherently optimized for WoW’s PC-centric gameplay, including its vast server architecture and multitasking requirements. Ensuring smooth performance may require substantial adjustments. -
Market Demand Uncertainty:
Many console gamers prioritize fast-paced, controller-based games. The complexity of WoW’s mechanics may not align with the preferences of this demographic. -
Resource Allocation Risks:
Porting WoW to consoles would demand significant development and maintenance resources, potentially at the expense of core PC updates or expansions. -
Graphics and Platform Integration Issues:
Improved graphics might not be a strong selling point for console gamers. Additionally, maintaining WoW’s subscription model on platforms like Xbox Live may face compatibility issues with platform policies.
Improved Post
IDEA: Bring World of Warcraft (WoW) to consoles, allowing players to use a keyboard and mouse with Xbox or PlayStation.
REASONING:
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Increased Accessibility:
Consoles provide an affordable entry point for players without gaming PCs. Enabling keyboard and mouse support could attract gamers who are curious about WoW but hesitant to invest in new hardware. -
Reaching New Audiences:
Console gamers often focus on different genres, but WoW’s availability on consoles could introduce them to the MMO genre, expanding Blizzard’s player base. -
Future-Proofing:
Consoles have consistent hardware baselines, making them a stable option for players who might struggle to keep up with future PC graphical demands. -
Marketing Appeal:
A campaign highlighting WoW as a “bridge” between PC and console gamers could generate interest, leveraging the classic “PC vs. Console” rivalry.
IMPLEMENTATION TWEAKS:
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Subscription Model:
WoW could operate independently of Xbox Live or PlayStation Plus subscriptions, ensuring Blizzard retains full control of its pricing model. -
Interface Optimization:
A tailored UI would make the game more intuitive for TV screens while preserving WoW’s depth. -
Graphics Adjustments:
Console settings could focus on smooth gameplay rather than high-end visuals, ensuring a consistent experience.
Summary
While bringing WoW to consoles presents technical and market challenges, it also opens opportunities to reach new players and adapt to evolving gaming landscapes. By addressing key concerns and optimizing for consoles, Blizzard could make this idea a worthwhile endeavor.
(( EDIT )) P.S. Based on input from a fellow Druid “Jerauld” in the comments below, I had ChatGPT include using Virtual Servers… AND… include old and new consoles that should be able to handle the minimum internet bandwidth requirements for the streaming. I also asked it to create a plan and justifications for implementing the strategy.
Only continue reading if you are a super nerd because… its about to get super boring…
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The Plan
- Concept:
- Use virtual servers to handle WoW’s processing (graphics, physics, game logic).
- Stream gameplay to consoles; consoles handle input/output interactions.
- Supported Consoles:
- Current-Gen: Xbox Series X|S, PlayStation 5 (optimal performance).
- Previous-Gen: Xbox One, PlayStation 4 (with stable internet).
- Future Platforms: Extend to smart TVs, streaming sticks, and handheld devices like Steam Deck.
- Internet Requirements:
- Broadband speed: Minimum 25 Mbps for smooth gameplay, consistent with other cloud gaming services.
Key Benefits
- For Blizzard:
- Expands WoW’s reach to millions of console players, increasing subscriptions.
- Adds tiered pricing (e.g., cloud access) for additional revenue.
- Reduces dependency on PC hardware advancements, future-proofing the game.
- For Microsoft/Sony:
- Boosts platform loyalty with exclusive WoW availability or perks.
- Monetization through shared subscription revenue (e.g., Game Pass Ultimate, PlayStation Plus Premium).
- Expands their ecosystems into MMO gaming, attracting new demographics.
- For Players:
- Makes WoW accessible to those without gaming PCs.
- Offers convenience through TV/console setups.
- Enables seamless play across platforms (console/PC integration).
Monetization Strategies
- Subscription Tiers:
- Base WoW subscription: $15/month.
- Cloud Access Tier: Additional $5–$10/month for virtual server usage.
- Console Partnership Bundles:
- WoW included in premium Xbox/PlayStation subscriptions (e.g., Game Pass Ultimate).
- Exclusive console promotions, like custom in-game cosmetics.
- One-Time Fees:
- Offer lifetime console access to WoW for a flat fee, appealing to casual gamers.
- In-Game Sales:
- Console-exclusive mounts, pets, or cosmetics for additional revenue.
Addressing Potential Criticisms
- Latency Concerns:
- Issue: Cloud gaming latency could affect PvP or raid performance.
- Solution: Optimize server locations, provide diagnostic tools, and focus on low-latency modes for high-stakes gameplay.
- Cost to Blizzard:
- Issue: Setting up and maintaining servers is expensive.
- Solution: Partner with scalable cloud providers (e.g., Microsoft Azure) and offset costs with subscription tiers.
- Console Player Fit:
- Issue: Console gamers may not prefer MMOs.
- Solution: Offer free trials or tailored demos to show ease of use and fun gameplay.
- Revenue Conflicts with Microsoft/Sony:
- Issue: Potential disputes over revenue-sharing models.
- Solution: Structure partnerships with shared profits and platform-specific promotions to incentivize collaboration.
Conclusion
Bringing WoW to consoles via virtual servers is a transformative opportunity that addresses hardware limitations, grows the player base, and introduces diversified revenue streams. By leveraging partnerships with console manufacturers and cloud providers, this initiative can modernize WoW while safeguarding its subscription-driven success.
With careful execution and targeted marketing, WoW can redefine cross-platform MMORPG gaming for the future.
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