Spike and drop patterns are not a sign of a healthy MMO

Looking back at some data regarding subscription numbers and one more modern trend I noticed is the spike and drop patterns after expansion releases and major patches. This didn’t seem to happen for vanilla, tbc, wrath, or even cata.

These spike and drop patterns seem to be the norm now. Even expected by Blizz press release comments to investors.

The spikes are indeed impressive, like back to near wrath to cata levels in some cases… but then dramatically drop off.

This seems to be an accelerating trend and on a deeper level seems to indicate a player base they can’t retain the way they could back in the day.

What changed?

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That’s how it has always been.

Then you didn’t actually look at any data on old sub numbers.

You have no idea what kind of spikes are happening now since numbers aren’t released. Don’t make up stuff that is so easily called out.

It’s been expected since forever.

Nothing, because it’s always been the case.

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It’s always happened, there is no “health” data to be obtained from this trend. The drops between major patches/expansions were just less noticeable from vanilla->cata because WoW (and by extension, the MMO genre as a whole) was experiencing explosive growth during that time. WoW’s early days brought a lot of people into the market that had never even heard of SWG or EQ or UO or DAoC etc.

Now not only is the market fairly saturated, the genre has a lot more competition from other online games as a social outlet.

this is the last data we have… in graph form. the oscillations started in 2012 and 8 years alter it ain’t dead yet.

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They are marketing the game to appeal to the kind of cyclical player who has always existed, who buys every game, tries it out, and moves on to the next.

Unfortunately they aren’t doing as good a job of retaining the players who came back to play the entire expansion, based on early marketing hype for prepurchases.

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But it hasn’t. Go look back at vanilla, tbc, wrath, and cata releases.

That’s the point.

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Last official data.

Interestingly, it exactly comports with what I said in the OP.

No spike and drop off until the last expansion shown in that graph.

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In one sentence you suggest to point out that spikes are happening is unwarranted wild speculation.

In the next sentence you state spikes have been expected forever.

Those two things don’t go together.

You literally contradict yourself from one sentence to the next.

Blizzard’s own data, as already shared in this thread, does not show this spike and drop off pattern for the first 4 releases.

Anyone who can read a graph can see that.

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end of Cataclysm oscillated. Other expansions did not have a drop at the end. Not as bad as WoD but it’s there.

And from what I’ve read, ever since WoD, the spike and dropoffs have become much more significant, amplifying with each passing expansion.

Like I said before, official data comfortably supports the degeneration from stable sub numbers to a spike and drop off pattern with an overall decline.

The inference I get from this is that the idea that people are “just got too busy to play WoW” is overstated.

It seems like they have plenty of time to play… they just get bored and leave whereas they didn’t before.

Again my question is: what changed?

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Target audience. MMO Gamers aren’t a big enough market, they wanted those single-player numbers.

And how well has that worked out?

Considering WoW still brings in millions, unlike most 17 year old games? Pretty good id say.

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At this point in the game’s lifecycle it’s probably a lot of things.

But I can’t help but scratch my head at so many weird design decisions the devs keep making.

They spend so much time developing systems that almost nobody likes, and so little time developing things they do.

Random BGs for example. Extremely popular feature. Gets very little development.

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Great for the share holders. 10M+ people log in for a month every other quarter is WAY more revenue per year than keeping 1-2M players happy all year long. So you get FOMO, seasons, instant catch-ups, etc. all geared towards that playstyle. That’s the game wow has been for about a decade now.

We are far into the last stage of the product lifecycle graph for WoW.

A spike at each release as some come back off nostalgia and then quit again because the game at its core is, well still WoW.

Then they should be providing at least token content for those players.

People who buy the expansion expecting to move on in 2 weeks to a month don’t run into the issues that loyal customers who planned on staying for the entire expansion started to run into after a month or two. But who would buy the game if they realized that 1. the hype was probably wishful thinking; and 2. the playerbase is shrinking due to long-term players being unsatisfied with the product.

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Fully agree with this.

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Vanilla WoW is a 17 year old game and doesn’t exist any more, other than its Classic incarnation.

However, Shadowlands is not a seventeen year old expansion. It’s less than a year old, closer to seven months old. You think Shadowlands is doing well?

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Why are you treating Shadowlands like its its own game? Its not. Its an expansion for, and this is gonna sound crazy, World of Warcraft.

You’re attempt to frame a false narrative a way to support your argument is cute.