Everything prior to the TL:DR is discussing how I arrived at my estimates. Feel free to just read the TL:DR for the actual discussion.
Like a lot of players in this game, I have a sub. I generally pay per the 6 months, particularly for the first few patches of an expansion, because I’ve felt like the pace of content has traditionally been worth keeping my sub during those times.
We are now faced with the longest initial patch of an expansion in wow’s history and it has highlighted some of the gaping holes in WoW that I think all of us have known about for some time now, but haven’t really had the time to truly reflect upon until now. I don’t need to list them all out here as they are all being discussed at length on (Insert WoW Streamer Name Here)'s Channel.
So my question is, where is our money going? Because we know how underpaid some devs at Blizzard are and it certainly doesn’t feel like it’s being put back into the game.
If we look at the numbers, even if we lowball it and say 2-4 million subscribers right now. For the sake of simplicity, we’ll say this includes subscribers that only play TBCC. Let’s take that number and we’ll find the lowest low and the highest high for this range using the base $14.99 and the discounted $12.99. That comes out to $26-60 million…A MONTH.
Now let’s factor in server maintenance costs. This is a shot in the dark because they have not released this data, but most estimates point to $4 million a month. I will add a generous margin of error and say that server maintenance is closer to $10 million a month with their current server technology.
Then you gotta pay people and this is probably the only money that goes into the development of the game. The average salary of a blizzard employee is $95k a year. but people have bosses that get paid too much so we’ll bump up that average to $100k. Past reports state that Blizzard teams have ~300 individuals per game. I will use this figure even though we know that there have been a number of individuals exiting Blizzard both willfully and unwillfully. So Blizzard pays out (100000/12)*300 = $2.5 million a month to the WoW team. But those pesky bosses and their boss’s bossess probably get a generous bonus for reporting good numbers at board meetings while signing those mass layoff orders so we’ll add in another margin value and just say this is $3 million.
What does that leave us? $26-60 million coming in a month, $10 million going to server maintenance, $3 million going to the Devs and bosses. A lot of you have already been keeping up with the math but let me spell it out anyway.
$26 million - $10 million - $3 million = $13 million
$60 million - $10 million - $3 million = $47 million
TL:DR
Our estimated monthly revenue for WoW is $13-47 million. That is $156-564 million a year.
I know what you’re thinking. What about Kotick? Well, in 2020 Kotick made ~$154 million. Would this dent WoW’s bottom line? Worst case scenario? Yes. However, assuming WoW has been even remotely above the bottom of these estimates There should be a good bit of money to pour back into WoW that is not already being paid to current Devs.
I think we can tell by both the state of the game, the stubbornness of the Lead Devs, and the potential money that is available to be poured back into the game, that something is breaking down.
If our money is not going to be used by putting it directly back into the game, then we need to at least be given the opportunity to have a voice in the content we want to see in the game.
What would prevent the WoW team from having an open discussion or even a massive community think tank on what we think we’d like to see in the game? At the very least we could prevent some of these absurd systems from clogging up the game and consuming so many hours in dev time. Azerite Armor, Corruptions, Conduits, and player power being tied to covenants, would have never been an issue if the devs would have an open discussion about some of these things prior to starting development on them.
The sunken cost fallacy goes both ways. Players with our years of time spent with this game and Devs when you start working on a system that is received poorly in the alpha.
We’re reaching a crossroads. With the lack of content and poorly received implementation of unbalanceable systems, a number of players are already breaking free of their sunken cost bindings and going elsewhere. My hope is that the Devs with leadership roles can do the same and realise that the path to success is going to be working together with us and not by working in spite of us.