WoW’s Subscriber Losses: Why Both the Haters and the Apologists Are Right

Well, here we are again. Blizzard has done their quarterly conference call and announced a massive drop in World of Warcraft’s subscription numbers. This time, it lost 800,000 subscribers, taking it down to 6.8 million subs globally.

Official logo for World of WarcraftWhenever this happens, everyone seems to divide themselves into one of two camps. One side does their best Chicken Little impressions, screaming “WoW is dying” from the rooftops. Others are quick to point out that this is still vastly more players than any other subscription MMO can boast, and they do their very best to make it seem as if everything is fine and dandy in Blizzard land.

They’re both right, and they’re both wrong.

The middle ground:

It is true that WoW is still one of the most successful MMOs on the market. It rakes in money hand over fist, and it has more subscribers than most MMO developers can dream of, even after recent losses.

WoW is only dying in the sense we all are. It’s in a state of slow decline that will eventually result in its demise. But that’s not going to happen anytime soon. The game is still very healthy, and we’re probably at least a decade away from it being at any serious risk of closure.

So in that sense, those who try to make these subscriber losses seem like no big deal are right. WoW is still an extremely successful game by absolutely any standard.

But that doesn’t mean losing so many subscriptions isn’t a big deal. They lost nearly a million players in three months. That’s a huge blow no matter how you choose to spin it.

A vision of Azeroth burning during the questline to acquire Dragonwrath, Tarecgosa's RestMore importantly, this is part of a trend that has been going on for years and shows no signs of letting up. WoW now has barely more than half the population it had at its peak. The last time it had this few subscribers, Burning Crusade hadn’t even been released yet.

It cannot be denied that these are major losses, and Blizzard would be incredibly foolish not to be concerned by them. So in that sense, the Chicken Littles do have a point. WoW may not be at any imminent risk of collapse, but it is taking a pretty brutal beating.

I hear a lot of people saying that WoW is still making “enough” money. And that’s quite true. It’s also completely irrelevant.

WoW continues to enjoy massive profits — they’re making more money than ever thanks to the ever-expanding cash shop and their account services. But imagine how much more they would be making with today’s cash shop and account services as well as the twelve million subscribers they had in Wrath of the Lich King.

There’s no such thing as “enough” money to a publicly traded corporation. That’s not how capitalism works. They always want to be making as much money as they possibly can. Even if they’re making up the profits in other ways, losing subscribers is still costing them money. That’s bad.

My rogue showing off her Fang of Oblivion transmog in World of WarcraftAs usual, the Internet fails to realize there’s a middle ground between the most extreme arguments. WoW is still popular, but it’s far less popular than it was.

So that brings us to the important question here: What is Blizzard going to do about these losses?

The consequences:

The discussion over subscriber losses would be largely academic, but inevitably, Blizzard must take action to combat these losses. And that’s why we should be concerned. Not because WoW is at any risk of imminent death, but because as the losses grow more severe, so too must their efforts to stem the tide of lost money.

We’ve already seen their solutions to the lost subscribers to date: They’ve simply tried to milk more money from the remaining players. It may be my imagination, but it seems the rate at which they’ve put out more mounts and pets for the cash shop has been increasing as of late. It’s sure not slowing down.

I don’t think anyone is particularly happy with this direction. At best, people tolerate it. I’m someone who prefers free to play and buy to play games, so I’m no stranger to cash shops, but I view micro-transactions as the lesser of two evils when compared with a mandatory subscription. I don’t actually enjoy them. I certainly don’t want a worst of both worlds game that requires a sub to play and pushes me towards the cash shop at every opportunity, which does seem to be where WoW is gradually heading.

A herd of macaroni dragonsThe need for continued revenue also impacts game design in a negative way. We’re all familiar with the ungodly daily grind during the first half of Mists of Pandaria, and I find it impossible to believe this was anything but a cash grab. Did anyone really think that spending a month grinding Golden Lotus reputation so you could spend a month grinding August Celestials reputation was good gameplay?

No, it was just an attempt to keep people subscribed longer.

I’m already hearing hints of similar things from Warlords of Draenor. Apparently a major feature of the endgame is story quests… that can only be completed once a week.

How much you want to bet none of the story arcs can be completed in less than a month?

Again, gating like this is nothing but a naked cash grab, at the expense of good gameplay. We can never know for sure why so many people are leaving the game, but for my part, I find forced tedium like this is one of the things driving me away from the game. It’s no less annoying and no less transparent than the way Neverwinter spams the entire server when someone gets a fancy mount from a lockbox.

WoW is now nearly as aggressive in its monetization as many of the greedier free to play games, but without the advantages of a low barrier to entry or being able to control how much you spend. At least in free to play games, you have the choice: pay, or grind. In WoW, you have to do both.

So we put some rep in your rep, so you can grind while you grind.On the other hand, as the hemorrhaging of subscribers continues, it becomes increasingly likely that Blizzard will take radical action to stem the bleeding. That could be very bad, but it could also be very good.

Of course, the possibility of WoW dropping the mandatory subscription is always on the table. This is what I hope for, and I do consider it an inevitability. The only question is when.

I could very well be wrong, but my prediction remains that WoW will become free to play or buy to play beginning with the expansion after Warlords of Draenor.

It’s important to remember that F2P/B2P isn’t necessarily the option of last resort any more. All that needs to happen is for someone at Blizzard to determine they’d make more by dropping the sub, which may not be that far off considering how the game is already leaning more and more on cash shop revenue.

Dropping the sub isn’t the only radical change they could make, though. They could also reexamine their model for delivering new content, because right now it seems like their current strategy isn’t working.

For three expansions in a row now, they have gone roughly a year without new content. Each time, they’ve sworn to do better next time. Each time, they’ve failed. Assuming rumours of an October release are true (and I certainly don’t think it will come any sooner), Warlords of Draenor will arrive after the longest content drought in WoW’s history. That’s despite the fact WoD is a very conservative expansion that has far less to offer than those before it.

A player garrison in World of Warcraft: Warlords of DraenorMost would agree that this most recent loss of subscribers is probably due to the months upon months without new content. Everyone would agree that there is no excuse to go that long without an update in a game that charges a monthly subscription just to play, especially considering that most other MMOs on the market do not charge a mandatory subscription and offer new content at a higher rate.

The Secret World, for instance, has a fraction of a fraction of WoW’s money and resources, but its longest content drought to date was only six months — and that’s if we don’t count an all new holiday event in the interim.

Hell, Guild Wars 2 updates every two weeks.

I don’t what’s going on behind the scenes at Blizzard, but it’s clear their current strategy for expansion releases is broken. I think it’s time to ask whether they should just stop releasing full expansion packs altogether.

Instead, they could just keep releasing more and more content patches. Smaller updates more often. Similar to the strategy used for Mists of Pandaria’s content patches, but on a larger scale.

* * *

Those are just some ideas for how Blizzard can stop the bleeding. I’m sure there are others I haven’t thought of. But we know they have to do something, and whatever they decide could make or break the game.

My warlock showing off her legendary cloak in World of WarcraftThat’s what we should be worried about. That’s why these subscriber losses are a relevant concern. WoW isn’t dying, but it does need a course correction, and what direction Blizzard chooses will have a dramatic impact on all of us who enjoy World of Warcraft.

What I Still Like About WoW

Yes, it finally happened.

My warlock shows off her Hearthsteed mount in World of WarcraftAfter being away for the lion’s share of a year — by far my longest break to date — I have finally reactivated my subscription for World of Warcraft. I’ve always had a tempestuous relationship with this game, and the last year or two has seen me spend more time than ever on the “hate” side of the love/hate divide, but there are still things that keep me coming back.

I thought I’d try to be positive for once and list off some of the key reasons I keep slinking back, despite all my bellyaching. This probably isn’t a definitive list, but it’s the big things that stood out for me during this particular return.

You will never run out of things to do. Ever

To say WoW is a big game would be a bit like saying the sun is kind of warm. WoW is staggeringly, overwhelming enormous, to the point where it’s nearly impossible to ever find yourself with nothing to do.

WoW has been running for nearly ten years now, and its development is based on a “quantity over quality” philosophy. That can have its downsides, but it does equal a game overflowing with pretty much every kind of content under the sun. Even if you hate 50% of everything in WoW, the remaining half will still offer thousands of hours of gameplay.

Every MMO can keep you busy almost indefinitely if you delve deeply into every single thing it offers, but most people won’t find every style of play appealing — dungeon heroes may not be into PvP or grinding out quests, for instance. WoW is unique because it can keep you occupied pretty much forever even if you ignore large sections of it.

My warlock battles Al'akir the Windlord in Throne of the Four Winds in World of WarcraftI’ve never done a pet battle, I have no interest in raiding outside of LFR, and I can only handle PvP in very small doses, but I can find no end of entertainment in leveling alts, running dungeons and scenarios, soloing old raids, or exploring for the Hell of it.

Accessible group content

MMOs are social games. Group content will always be their heart and soul. Despite that, I’m shocked by how little effort many games put into making group content easy to get into.

For all my love for The Secret World, for all that it is very nearly my perfect MMO, it really falls flat in this area. Not having an automated group finder in this day and age is downright embarrassing, and trying to find groups is like pulling teeth.

To make matters worse, there are no significant rewards for repeating any dungeons below the nightmare level, so while there are technically three difficulty settings for TSW’s dungeons, in practice you’re out of luck if you don’t want OMGWTFBBQ hard content where everything one-shots you.

WoW used to struggle in this regard, too, but after several years, they’ve reached a point where pretty much all group content is easily accessible. The dungeon and raid finders ensure all group content can be played by anyone, regardless of group role, in-game social connections (or lack thereof), play schedule, or any other issues.

My panda hunter doing Scarlet Monastary in World of WarcraftEven those with strong guilds and many in-game friends can benefit from conveniences like these. If your regular tank is sick, you don’t need to spend an hour begging in Trade chat before commencing your guild dungeon runs.

WoW also offers a wide variety of difficulty levels for its group content, all with compelling rewards, so pretty much everyone can experience it at a level they feel comfortable with. I am a bit worried that the “compelling rewards” part is being stripped away in Warlords of Draenor… but that’s an issue for another day.

I may be mainly a soloist, but that doesn’t mean I can’t also enjoy group content. While I’m lukewarm on the social aspect, group content adds another dynamic to combat and opens up new roles and play styles. You can’t be a healer or a tank while soloing.

If there’s one thing I miss about WoW when I’m playing TSW, it’s being able to jump into a dungeon whenever I want. I put a lot of effort into building healing and tanking sets for my characters, but I almost never get to put them to use because I don’t want to spend forever waiting for a group only to wipe two dozen times on nightmare Machine Tyrant.

History

There are two sides to this.

One is the fictional history built around the world of Azeroth. As you all know by now, I’m a big lore nerd, and I love the sheer depth and breadth of Warcraft’s history.

Ner'zhul in World of Warcraft: Burning CrusadeSomething that greatly appeals to me is when a fictional universe grows to the point where it’s not just a setting for one story, but a living, breathing tapestry of history and culture. I’m willing to overlook a lot of story-telling faults for a franchise that can provide me with that level of depth. Hence why I got so into Star Trek, despite my many issues with it.

The story of Warcraft is much like the content. There’s just so much of it that you’re bound to find something to appreciate in the whole vast web. I’ve said it before, and I’ll say it again: If you can’t find something to appreciate in WoW lore, you’re just not looking hard enough.

So I may not like some of Blizzard’s stumbles — like what they did to Illidan and Kael’thas, or the direction of WoD’s plot — but I can look past those things to focus on how awesome the Lich King’s story was, or how creepy the Old Gods are, or how deep Varian is as a character.

The other side is my personal history with the game.

I’ve played WoW for a very long time. About five or six years now — I believe I joined around the time Secrets of Ulduar launched. Now, to people who started playing when the game was first released, or even in Burning Crusade, I’m still an unwelcome Johnny-come-lately, but in real world terms, that’s an insanely long time to be playing a single game.

After so long, it’s hard to leave a game behind. It becomes part of your life. It may disappoint you, you may spend all your time looking back on the “good old days” with rose-coloured glasses, but you just keep rolling with it. Good and bad, whatever comes.

My rogue meeting with Wrathion in Ravenholdt on the Fangs of the Father chainA few days ago, I went to Northshire on my rogue. My mind flashed back to the day I created her, all those years ago, and I was just overwhelmed by memories of how far that character has come and all the things she’s done.

It’s very strange to think of, and a little amazing.

Of course, part of me wonders if I’m just describing Stockholm Syndrome here.

On another note…

I would like to take this opportunity to publicly state that my colleague over at WoW Misadventures is a fairly nice person. She took the time to make a bunch of level one alts on my servers to help me manage my one-man guilds. All my alts are now invited to the Horde guild, and I was also able to start up a personal guild on the Alliance side: <Beware the Thriceborn>.

Seriously, the guild invite spam in that game is out of control now. I must have gotten a dozen different unsolicited invites across all my unguilded characters just in the first day. Madness, I tell you!

Also, one advantage of starting your own guild is that you can design the tabard to match your transmog set.My rogue shows off the tabard for my new one-man Alliance guild