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I wanted the opinion of the EQ players (and future Vanguard) which is why this question is in the SOH forums. Which do you think makes WOW a bigger seller- Level 1-60 geared for the casual or the fact you do not need a high-end computer to run it? I know it is probably both but which factors in? Computer or casual?
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yes it is a little bit of both IMO, but if i had to pick one i would defiantly say it is the fact that wow is casual friendly and easy for a new player that has never played a mmorpg to pick up and play.
If you track my threads about similar topics, you will see that my conclusions are the following:
Dimitrio Darkblade
Founder Leader of Vitae Essentia
http://www.veguild.org
I'd say like Dimitrio. Blizzard is a legend in the gaming industry. Who hasn't heard of Diablo? (frankly I always though that game and it's sequel to be too simplist for my likings). World of Warcraft has to be one of the most popular RTS along with Starcraft. Just with that you build up a big hype.
But I'd go deeper then that, WoW has to be more popular then EQ 1 because it is sold in Asia, Europe and North America. While EQ 1 was sold only in America (and perhaps in europe too, I wouldn't know about that). But the base player of WoW is in Asia, they get over 1 million subscription from each country while in North America they might get at most 1 million subscription (if we're generous because the North American market isn't anywhere as big).
Though quite popular, they loose subscription at a fast rate too, peoples realise it's quite a simple game and wants to try something else (looking for a challenge or something to do, raiding is not for everyone). But also on the other hand Burning Crusade is almost on us, I suppose they could win one or two more millions subscription, this game is a rule breaking in the genre.
The real factors:
2 milion Bnet kiddies
4 million Asian gold farmers
I think it's a little simplistic to say that WoW's success was based on these factors. For instance, it completely ignores the fact that, for a high percentage of players, the game is enjoyable.
IP will help your initial sales but has little bearing on the long-term success of a game. Look at SWG, which, arguably had a better IP, and yet only had a max of about 300k subscribers.
Your distribution comments are spot-on.
The game is really a phenomenon that has fed on its own success. The level of success allowed Blizzard to get a lot of free advertising from the press, which brought more players, which brought more press, and so on. There was also a lot of word-of-mouth.
The key point was that the game was fun to play. Blizzard took the un-fun mmorpg elements out of the game, such as corpse runs and travel time, which made it very playable, esp. for new players. Without the fun factor, the game would have suffered the same fate as SWG -- initial subscription numbers, stagnation, followed by a decline.
Don't fool yourselves. WoW is successful because it is easy to play and can be soloed. A great many players in WoW do solo.
Reputation is a big help. If you don't think so, then ask WoW players how many previous MMOs they have played, a ton of them (though not all) will say nill.
I know reputation alone isn't the reason they are so popular but it has really helped. I have always been a big fan of Blizzard sense a friend lead me to Starcraft many years ago. Ever sense then i have always been ready to go out and buy every blizzard game that hits the shelves, not even careing to read the reviews. I had always got them, played them, and enjoyed them.
Now the casual/solo abiltity has helped some, but look at other MMOs of today, they are the same way, which brings it back to that not being the BIG reason.
Now the easy to run graphics thing i'm sure has helped some as well. I can understand what its like to not have the machine to run a game and so you have to buy the games that don't require as much (although now i have a job that can let me buy a machine... but I used to not have it). And generally the age of WoW players means that alot of them are relying off of their parent's income which makes it more difficult (I'm not calling WoW immature, as i started playing EQ when i was 14.. it is a good start, but i'm just saying that i don't think their parents will go out and buy a $1000 machine so they can play a game.)
I'm sure there could be several other reasons also, but if one was to go out and play all the other MMORPGs they would see that WoW isn't really "the greatest ever" (not saying it isn't, but it doesn't have so much more than the others, you may be quite surprised to know that it is actually closer to EQ than most of the newer MMORPGs.) It may very well be your favorite and the one thats funnest to you, but as far as features, and ability to solo or group, it isn't the only one that has all that.
Current MMO of interest: Vanguard: Saga of Heroes
MMO background: EQ, UO, AO, SWG, PS, EQ2, L2,EQoA, WoW, WWIIO, and AC2
I am going to be brutally and tell you that EQ lacked the popularity of WoW because it was considered a complete grind-fest full of RP dorks.
This may be a mean thing to say but well many people aren't exactly tolerant when it comes to such social things. WoW is perceived differently partly because of its "casual friendliness" (which is really a lie anyway as it is simply a euphamism for getting peasants hooked). Because it is perceived that "normal people" play it the more hesitant people began to play it.
MMORPGs are social pehnomena like bars and clubs. For a little while EQ had the potential to do the same thing as WoW but the drokiness/grind barrier was too high.
WoW basically shifted the dorkiness barrier to its max level rather than the entire game. So what you have now is an extremely popular 1-59 and a level 60 "endgame" that is hated by the majority of players. Raiders in WoW have the same stigma (in addition to the normal elitist raider stigma) that most EQ players had before.
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