Category Archives: WoW

900,001; Or How Tiny Tower Killed WoW

The frustrating thing about canceling your subscription is that you never end up doing it for the reasons you want to have done it for. All of us have those little wedge issues that crop up in the process of an evolving game design that we disagree with on fundamental levels. Cash shop antics with the Sparkle Pony/Disco Lion. Heroics being too easy or too hard. Justice point gear and the availability thereof. Premium subscriptions. Racials, class balance, paladins getting nerfed into the ground every patch/not getting nerfed enough.

I had a whole post titled “The Unapologetic Grind” ready to go, talking about how the malaise that seems to be spreading in the “community” has more to do with the transition of the badge system into an “empty bar filling” system that both encourages you to grind way past your normal limits (just… one… more… bar…) and injects feelings of inadequacy when you inevitably fail to fill them. Indeed, the first day that my guild failed to hit our maximum XP cap was the day I could point to as the beginning of the end.

But… when you get right down to it, the answer is always simple.

I first came across Tiny Tower a few weeks ago after hearing Scott Johnson and friends talk about it on The Instance and The Morning Stream, two rather hilarious podcasts I have listened to for months. If you have never heard of Tiny Tower, it is a “F2P” Apple app that is objectively a pointless waste of time. There is nothing skillful or strategic about any of the gameplay, and obviously there is no plot to speak of. It exists on my iPod only because it stimulates my nucleus accumbens in a completely vapid way: it tricks my physiological drive to multi-task into believing that the accumilated time spent playing has any meaning. And yet I have not deleted the app. It is still on there.

The philosophical question of whether anything we do has value or meaning aside, WoW engages in this same remote, psychological pleasure-center stimulation. And why wouldn’t it? It is an MMO with a monthly subscription. The difference between creating enough content to occupy people for a month versus creating content it takes a person a month to complete is the difference between bankruptcy and a sweet raise. Think about those Tol Barad trinkets you spent 30+ days “earning.” That they required 125 marks and Exalted reputation was entirely arbitrary. It was not about creating content, it was about creating a time wall that needed to be dismantled brick by brick by repetitive activity which creates an illusiary value to the end-product. Something you have worked towards accumilates value that simply getting it right away would lack.

In WoW’s defense, there is actually an end product there: a trinket that you might be using the rest of this expansion’s lifespan. Games like Tiny Tower have latched onto the notion that you do not even need the end-goal, do not need a pot of gold at the end of the rainbow. Worse than that though, these designers have realized that the individual actions do not have to be entertaining either. These are sandbox games without the sand; play replaced by going through the motions of play, yet triggering the same biochemicals as if you were having actual fun. And having thus deluded you into believing your participation has value, they tweak the “gameplay” to make even this seem reasonable*:

Seriously. I am waiting for a Steam deal on Limbo because $9.99 is a tad higher than I would prefer, and yet I was musing on how much could be accomplished with 1,000 Tower Bux… at the low, low price of $29.99. Philip Morris has nothing on these “F2P” assholes.

As my friends started logging into WoW less and less, the weakening social ties to the game gave me room to stand from my chair and really examine what I was doing. The taste of daily quests soured in my mouth. The AH was still fun… but it was the deals and strategy and the profit, not the tedium of listing, undercutting, emptying the mailbox. Sure, I could (further) automate those actions, but that is like automating chewing to speed tasteless digestion – it misses the point. The one activity I enjoyed for the sake of enjoyment was PvP. But when I became Honor capped on my warlock, BGs ceased to be amusing nearly instantly. “If I’m going lose 5 games for every 1 win during Twin Peaks holiday, I may as well do it on a toon that has use for Honor.” In other words, character advancement and fun had been so inexoriably linked in my mind that I questioned whether they could even exist independantly. Tiny Tower demonstrated that I would do something unfun for even the vaguest of rewards, and that was when I realized I was not actually having fun in those BGs. Or rather, it was no longer immediately clear that I was.

A lot of these sort of posts smack of “I quit WoW and so should you, for these reasons,” but that honestly is not my intention. I think there are some definite missteps that the designers made in Cataclysm, and I would be happy to debate those at length any day of the week regardless of whether subs are lost or gained. The fact of the matter though, is that if I was still having an engaging social experience in WoW I would probably still be paying $15/month. Without friends, WoW falls to the merits of its single-player experience. When that single-player experience is no longer fun, it falls finally onto its time soaking skills. And in the arena of time soaking, WoW cannot hold a candle to “games” like Tiny goddamn Tower.

God save us all.

*Obviously anyone who has played this “game” will go on about how they haven’t paid for anything. I haven’t paid for anything either. But any time you looked at that Bux screen and did not laugh at the designers’ overreach is a time you ceased to “beat the system” and became one with it. Nevermind all the stupid iTunes band previews or Youtube videos you watched because they gave you “free” Bux to do it.

Valor Back on T11

Per recent blue post:

Due to some recent player feedback we’ve made the decision to implement a hotfix that will put Valor Points back on the bosses in Blackwing Descent, Bastion of Twilight, and Throne of the Four Winds (except Argoloth).

We agreed that players should have some additional options for earning Valor Points beyond Firelands, Zandalari dungeons, and tier 11 Heroic difficulty raids. We don’t want raiding guilds to feel like they have to raid Firelands AND the old raids every week, but we do want players to feel like they have some options besides running ZA/ZG over and over.

Bosses in these raids will award 35 VP on 10-player normal difficulty, and 45 VP on 25-player normal difficulty, to match the rewards currently offered for the Heroic versions of those encounters. (Source)

That is correct, ladies and gentlemen. Now you too can experience the wonder of cobbling together a group of nine other people in a specific configuration and killing 12 (nerfed) raid bosses, walking away with your whopping four-hundred and twenty (420) Valor points. And then perhaps continuing to do your normal routine of seven heroics a week and still not capping out. Or, you know, solo-queuing for three ZA/ZGs and getting the same amount of VP. Admittedly, with the state of ZA/ZG queues you might actually spend longer in LFD than going 12/12, but hey. One of those two options requires a wee bit more organization than the other so I guess it “cancels” out.

I did not post last week because A) I barely played WoW, B) honestly there is not a whole lot more that can be said about making gold that hasn’t already been beaten into the ground, and C) I now realize how much I painted myself into a corner calling this Player Vs Auction House when I would rather have gone meta and fostered some cross-blog debate on some of the crazyass posts people are making.

The irony I suppose is that I could have phoned in some filler episodes on my acquiring two (2!) Obsidium Cleavers cross-faction for < 15k apiece, a 10x return bringing over a 359 BoE chest from Horde-side, or my experiences in the Vial of the Sands market. Then again… why? I probably spent in the neighborhood of $140 in Steam games over the last two weeks of deals, and would rather be playing those and/or Minecraft and/or even goddamn Tiny Tower instead.

Speaking of foreshadowing, I would tell you to stay tuned for a post three months in the making, but I am not entirely sure when it will be finished.

Honorgate Solved: Mark Your Calenders

In true, inane 24/7 News fashion, I hereby coin the PvP fiasco of this past week “Honorgate.” Ladies and gentlemen, allow me also to bring to you a truly groundbreaking Blizzard solution to this controversy. From blue lips to your eyeballs:

We’ve been working over the past few days to evaluate and determine the best course of action to offer players some kind of compensation for those who were caught off guard by the new gear. The plan we’ve found to be achievable within an acceptable amount of time is to provide players who were affected with 4000 Honor Points. This extra Honor would function similarly to the currency down-conversion in that it would stack over the cap, but you would not be able to earn more until you spent under the 4000 cap. (source)

You read that correctly: four thousand (4000) Honor points. The announcement is hedged in “this is still uncertain” and “things could still change” but to come right out and say they would be giving out 4000 Honor and then not doing so would likely cause more problems than the initial screw-up. The other thing Blizzard mentioned is that the most likely date of this distribution of wealth would be July 19th, which is about a week and a half from now. I recommend marking your calenders because there will likely be thousands of players on your server getting 1-2 pieces of high-level epic gear that will need gemmed and enchanted. This is about as close to a patch day AH run you can get without it actually being a patch day.

Honestly, this post by Blizzard rather floored me. The solution I thought they would go with would be to simply reset the purchase timers on all of the Season 9 gear bought in the last week. You know, this thing:

After reseting it, you could simply sell it back to the vendor and recoup your Honor points to purchase the 371 gear. Perhaps that is more technically complicated than I am aware of, or maybe they did not want to run the risk of players missing the announcement and playing for 2 hours while the timer expired. Other solutions suggested were to add the ability to purchase the 371s with the S9 pieces like they sometimes do when you upgrade heroic raiding gear. Then again, that would require a vendor to always have that available, lest they remove the option and get bitched at by some clueless player a few weeks later. The “let them eat cake” option is truly unprecedented especially considering they decided to grant 4000 regardless of whether you just bought a 1650 Honor belt, or similar.

It will be intriguing to see whether my warrior ends up getting a 4000 Honor stimulus package despite my having gotten the S9 Chest refunded already. I must say though, this solution almost makes me sad that I did not “waste” Honor buying more S9 gear across my other toons.

Welcome the C Team

I think I will allow Blizzard’s C Team speak for themselves here:

You are correct. The season transition and introduction of new PvP items was different this time around, and we apologize for the lack of advanced warning.

The Season 9 set was removed today. The items available for purchase with Honor Points are now considered lower tier Season 10 items. They are still the same items from Season 9 in terms of aesthetics, but the item level and stats are slightly higher to ensure that the Season 10 honor gear has the correct item level relative to the Season 10 conquest gear.

It’s likely this is how things will work going forward and we’ll be sure to make that more clear when the next season transition takes place.

New basic transition flow:

1) Season X ends and rated play is unavailable; Season X gear becomes available for purchase with HP; CP is wiped.
2) One week later Season Y starts and rated play is available; Season X gear is removed entirely; Season Y introduces a low tier of items which replace Season X vendor items and are available for HP; Season Y introduces the new top items available for CP and rated play. [source]

If it is not entirely clear from the above, or the 51-page post-capped thread, the basic gist is anyone who bought S9 epic gear in the last week got punked by Blizzard. The 365 gear that previously required Conquest Points, then required only Honor points – this is what you would expect in an universe of forms and logic and elegant game design. In bizarro-Blizzard C Team Land, taking the 365 epics and obsoleting them one week later with strictly better in every conceivable way 371 gear, for the same Honor costs even, makes sense. Here is a visual:

On the right, the 365 PvP chest that was 2200 Honor as of June 28th (gemmed and enchanted as you’ll notice). On the left, the 371 PvP chest that is 2200 Honor as of July 5th, about 168 hours later. Luckily enough, I had not played my warrior all that often after purchasing the chest, so I still had time remaining to sell it back to the vendor for a 2200 Honor refund, and then buy the new 371 version. Whether the stat upgrade seems like a big deal to you or not really depends on how much you PvP, but one way of looking at it is that the 371 pieces give you 6% more stats.

And, you know, the whole fact this was such a huge designer “Gotcha!” moment; a fitting insult to the injury of literally wasting dozens of hours across hundreds of thousands of players. That is the other way of looking at it.

This is par for the course for what I can only imagine is the C Team. Remember when they accidentally did the Conquest –> Honor conversion a week early without raising the Honor cap, resulting in thousands of Conquest points being turned into relatively useless gold? Or when MMR values were so FUBAR that they made the 2200 weapons require level 86, then delayed returning them to normal for months because not very many people were clearing heroic T11 content?

It is hard finding a stickie thread that is not also an apology for some massive screw-up.

OT: The pre-4.2 Numbers

I think it is a bit early for a more formal “postmortem” on Cataclysm’s first tier of content, but for posterity here is a screenshot of raiding progression as it stood at nearly 4am Tuesday morning, before the numbers could be “sullied” by the 4.2 nerfs.

Since there is no 100% boss, some reverse engineering of WoWProgress’s numbers shows that there was a total of 62,405 guilds that killed at least 1 boss this tier. A further breakdown estimate goes something like this:

1/12 – 62,405 – 100%
9/12 – 44,107 – 70.68%
12/12 – 23,122 – 37.05%
13/13 – 812 – 1.3%*

Depending on how many raiders you associate with a raiding guild (15-30), this means roughly between 589,245 to 1,178,490 players who started this tier did not finish it on Normal. WoWProgress pulls its data from NA, EU, TW, and KR servers, which comprise roughly ~6.5 million subscriptions per MMOData. This means that at the upper end (30) the raiding pool this tier is about ~28.8% of all accounts. Or, 71.2% of all subscribers did not raid, and of those who did raid, 62.95% did not kill all 12 normal mode bosses.** In this context, seven bosses in Firelands may almost make sense.

The other thing I want to mention briefly is that I expect Blizzard’s Q2 investor call to either look absolutely amazing, or completely terrible depending on timing. As you may or may not have heard, Blizzard sent out emails to existing accounts which essentially contains a free copy of the original WoW game, 30 days of game time included. Secondly, Blizzard is poised to release Cataclysm in China July 12th. Finally, and perhaps more earth-shatteringly from a subscription standpoint, Blizzard increased the Recruit-A-Friend XP bonus from 1-60 to 1-80. If you are an alt person as I am (or was, considering I have a full 10 character slots on Auch), this is about as close as Blizzard seems willing to get to letting you buy a Cataclysm character. Back when RAF originally came out, I had two instances of WoW running and essentially spent $5-10 to get a level 60 rogue, priest, and hunter (with the gifted levels) in about two weeks of leisurely play. And for that month, for all intents and purposes I was two subscriptions to Blizzard. Of course, Blizzard recouped $25 or whatever it was when I decided to transfer the RAF priest to my primary account before shutting the RAF account down.

So, basically, depending on when the Q2 sub numbers are compiled Blizzard will likely be seeing huge growth (due to 4.2 being released, dual-boxing RAF accounts, free copies of games going out, new expansion in China) or further drops depending on when the numbers are locked in for the report.

*Apparently Heroic Ascendant Council is more difficult than Sinestra based on number of guilds having killed it: 812 vs 926 (Sinestra). It might be that people were racing for Sinestra kills before the patch, but it is interesting nonetheless.

**By contrast, only 42.32% of raiders who downed Marrowgar did not also kill the Lich King. It is entirely possible we will see more 12/12 after an equivalent amount of time has passed, of course.

OT: Subscription and Correlation

Did you know that ice cream makes it more likely you will drown? It’s true. When ice cream sales increase, so do the number of drowning deaths. Clearly linked! Speaking of spurious correlations…

I fully expect Rift to now follow in the footsteps of WoW, in that it will decline. Vanilla and BC days had challenging content, and it’s not a surprise that sub numbers grew. WotLK made things ‘accessible’, and surprise surprise, the response was pretty meh (sub numbers dropped in the US/EU, but were offset globally by WoW launching in new regions, hence the overall stagnation). Cata tried to play both sides of the fence, but a combo of too little too late, a gimmick of progression (hard mode rehashes rather than straight-up new content), and a one-track, insult difficulty 1-85 game did it in. With no new regions to offset things, subs are dropping.

(SynCaine in the post “Accessibility killed Rift“)

World of Warcraft’s growth rate went from a perfectly stable 2 million subscribers per year during 2006 to 2009, to zero during WotLK. This was exactly the time when Blizzard changed the character progression mechanic.

(Nils in the post “Smoke and Mirrors“)

“If developers design a game which requires too much effort from the average player for too little gain, the average players will start leaving the game. “

This is the part I strongly disagree with, and WoW’s sub history does as well. Vanilla/BC, which had a MUCH harder end-game that fewer players saw to completion, saw massive growth. WotLK/Cata, with raids being cleared by all who stepped inside, have brought decline.

(SynCaine in a comment on Tobold’s post “Syncaine on Accessibility“)

The reason I bring these examples up is because this type of thinking (or lack thereof) is what I consider one of the most pernicious, asinine fallacies in any discussion of World of Warcraft. It is intellectual laziness at best, intellectual dishonesty at worse. Before I begin in earnest however, here is a slightly augmented graph from MMOData that most people refer to when they talk about WoW subs:

1) Correlation does not mean causation.

Standard preface to any claim that X means Y. Ice cream and drowning are only “linked” because there is a third factor involved.

2) Even if correlation did mean causation, why this particular correlation?

This specific point is the reason the argument is intellectually lazy. When you look at the graph, it is true what Nils and SynCaine said about there being a relatively rapid period of growth during vanilla and TBC that was not apparent after the release of Wrath. However, tying that solely (or even partially) to accessibility/character progression/difficulty/etc is a completely unsupported leap of logic.

There is zero evidence given by either author as to why it was “existence of more challenging content” and not, I dunno, the introduction of the PvP Honor System and BGs in the summer of 2005, which coincides with a 500k sub spike in WoW-West on graph. Or the release of ZG in September of that year, also suspiciously near another 500k sub bump. Or if I looked at WoW’s overall numbers like Nils does with his “2 million per year growth” argument, perhaps I could argue Patch 1.12 with it’s wildly successful:

The stage is set for intense, objective-based land battles as Horde and Alliance vie for control over important strategic positions and resources around Azeroth. Head out for Silithus and Eastern Plaguelands to engage the enemy on the field!

…was responsible for the corresponding bump of 1 million (!) subscribers. Clearly, clearly, more things like Silithus and the old Eastern Plagueland towers is just what WoW needs.

3) What does endgame accessibility/difficulty have to do with anything?

This is another intellectually lazy part of the argument that the authors never bother to address. What percentage of the playerbase ever actually makes it to the endgame, and is this percentage big enough to even impact subscription growth? That is an open question.

The best metric that I can come up with is to look at the number of guilds who killed Beasts of Northrend in 10m ToC after two years of it being out (86,187 guilds), multiply that by something charitable like 30 players, and then divide by the approximate population in the graph above while only taking into account the regions in which WoWProgress collects data (~6.5 million). The result is 39.77% of players killing the easiest boss in the easiest tier of which we have data (something like Noth the Lootbringer from Naxx 2.0 would have been better, but alas…). That actually sounds like a lot of people, and 19.88% assuming only 15 raiders per guild is not too shabby either when referring to raid content.

That said, there is no evidence whatsoever from those two that difficulty-related gyrations amongst the top 1/3rd of players doing raiding content has a meaningful impact in comparison to whatever the remaining 2/3rd non-raiders are doing. Between 2005 and 2009 the subscriber base was growing at ~25% per year. Is it even remotely likely that the top 40% had anything to do with a meaningful drop in growth rate?

4) Growth, or lack thereof, does not really mean anything other than what it is.

What I mean by this is that you cannot simply look at growth as anything other than what it is: growth. It does not mean anything else without further information. For all the talk about growth rate percentages and “the design decisions that caused them,” look at the pink line for a moment. That represents subscriptions in NA alone. Unfortunately MMOData stopped tracking that information individually (or perhaps Blizzard stopped giving it out), but the whole of TBC resulted in ~650k more subscriptions in NA over a two-year period.

Is 325k sub growth per year more than the apparent zero sub growth in the year of Wrath? Sure… but we have no real way of knowing why that growth was occurring. Was player churn less of a factor in vanilla and TBC? Was the growth simply due to the release of WoW in additional regions? Does market saturation have any impact? Do we simply ignore, I dunno, one of the worst global recessions in world history?

Oh, wait a minute… early 2009 was when the markets were at their worst? And yet WoW subs were relatively stable in most regions during that entire year? Clearly Wrath’s accessibility and stress-free raiding were the only things stopping WoW’s overall decline in a tough market, as evidenced by Cata’s increased difficulty leading to subscription loss once markets improved. QED, amirite?

The bottom line here is that you cannot use WoW subscription numbers as evidence of a claim without first proving said numbers have anything to do with said claim. Did World of Warcraft gain six million subscriptions worldwide in its first year? Yes. Was that because of the strength of its class balance? Its risk versus reward structure? Its accessibility? No one can really say; all of it would be conjecture.

Personally, I believe the initial rush was due to the strength of the IP – I know I certainly gave WoW a shot because of how much I enjoyed Warcraft 3 – and also due to the strength of the Blizzard brand. The designers also got a lot of things down perfectly that I feel other MMO designers stumble across to this day, such as letting characters jump, making solo-play possible, having quests with interesting plots, getting the reward faucet just right while questing, and so on. The tone and tenor of game balance has certainly shifted quite a bit from when I began in TBC, but where I disagree with Nils and SynCaine is that I feel that Wrath was actually a step in a better direction in most (not all) ways. Unfortunately, until the duo, and others who believe as they do, let go of the absurd notion that “the numbers” support their conclusions, it is impossible to have any rational discussion about it.

There is a separate argument as to linear raid progression vs episodic progression, but that is an OT for another time.

WarcraftEcon Interview

The 500k milestone interview is now up at WarcraftEcon.

If you read my 500k post two weeks ago, you will basically already know what is inside, gold-wise. It does have some more personal tidbits, however, including two mini-rant-esque paragraphs that I have hitherto keep out of this space, vis-a-vis the terrible design of Glyphs and my opinion on selling gold guides:

Why did you choose to collect this amount of gold?

My ultimate goal was to hit this level of gold without relying on selling Glyphs, to demonstrate that the worst piece of game design Blizzard has ever released was not necessary to generate wealth. Fundamentally, turning herbs into Glyphs should not be any different than turning herbs into flasks, but I abhor the way Glyphs ended up playing out. Instead of accessibility, here is a profession that discourages competition, encourages collusion, and has a ridiculous add-on requirements before you can even hope to get started. When the “right way” to run a profession is to have three guild banks and process thousands of canceled mail a day, you know it should be time to go back to the white board. […]

How did you learn to do it? Anyone or resource you would like to thank?

I was more or less self-taught by experimentation, back in the TBC days when it seemed like no one really knew what they were doing. I would like to thank the members of my guild, Invictus, for putting up with all the unsolicited, in-game financial advice over the years. Also a shout out to all the gold bloggers selling gold guides for giving me the incentive to try and undermine their business by running a free blog without any advertisements of any kind. It may not be working out that way, but it is the thought that counts.

Regarding the latter, 5+ months into this process I can begin to see the appeal. I remember a post by a blogger a month or two ago talking about they get somewhere around $120/month from ads, “not enough to live on,” but that is basically my car payment, so… wow. Then again, once you start down that road the motivations change, not to mention websites become an unreadable mess without AdBlock running. I checked out JMTC on a particularly slow day from work and could hardly even see the post below a 128×128 pixel ad from IRL gold sellers (height of irony, eh?).

In any case, new viewer or old, welcome to Player Vs Auction House. I post once or twice a week, usually close to midnight EST as I work second shift and enjoy playing WoW for a bit when I get home. Bookmark or blogroll, I hope to see you around.

OT: What Players Actually Want

If you come across anyone on any forum related to WoW exclaiming that Blizzard is nerfing content “because of the (baddies/Wrath babies/etc) whining on the forum,” you can correctly call them morons. This quote from Bashiok officially dispels such nonsense for what it is.

Blizzard, you do how little people post on the forums yes? how about doing some in game polls to really see what people want, and not what the idiots on the forums want

You want them to not be nerfed, you’re on the forums…

Just saying.

By looking at actual stats, actual progression, time spent playing, where, and to what extent, we can see that most people are looking for more accessible raid content, so yes, we absolutely are able to tell without a doubt that the plan we’re enacting is actually what players playing the game want and need, and are not just listening to people on the forums.

No reading between the lines is necessary, but let me emphasize this again for posterity:

By looking at actual stats, actual progression, time spent playing, where, and to what extent, we can see that most people are looking for more accessible raid content, so yes, we absolutely are able to tell without a doubt that the plan we’re enacting is actually what players playing the game want and need, and are not just listening to people on the forums.

“Want and need.” Blizzard’s words. I sketched the writing on the walls way back in March, and nothing has changed since that time… well, other than even more players leaving for lack of content tailored to their skill level. That is why Morhaime’s investor call comments are so thinly-veiled:

As our players have become more experienced playing World of Warcraft over the many years, they have become much better and much faster at consuming content. And so I think with Cataclysm, they were able to consume the content faster than with previous expansions.

As of this writing, WoWProgress states 55,797 guilds have killed Magmaw, among the NA, EU, KR, and TW population it tracks. Looking at MMOData’s WoW sub numbers, there are ~6.5 million non-Chinese accounts. The average raiding guild probably has 15 members killing bosses (most WoWProgress kills are from 10m), but let us also be charitable and also use 30 member guilds. Plugging in those numbers results in this:


55,797 * 15 / 6,500,000 =12.87%
55,797 * 30 / 6,500.000 = 25.75%


Cataclysm has been out for 6+ months and at best ~26% of the population has downed a single raid boss. The comparison is not entirely fair since not everyone is even interested in endgame raiding. Then again, I do consider it a fair question to ask how many of the 74% would be interested in raiding if things were not being designed around catering to hardcore players and/or being difficult out of principal. Only Blizzard knows for sure, but the answer appears to be “enough to matter.”

OT: By The Numbers

It is old news by this point, but I wanted to talk about the 600k subscription drop and what that actually means in the scheme of things. To be honest, my first reaction was “I told you so!” but without an actual breakdown of those 600k accounts no one outside Blizzard really knows what kind of people left – if the unsubs were from people who never zoned into a heroic dungeon let alone a raid, for example, then difficulty obviously would have nothing to do with that. Well… maybe they never zoned in because they were too difficult, but nevermind. In any case, here are some things to keep in mind:

Point 1: The numbers are actually significant.

The reactions among a lot of blogs and forum posters seemed to be almost dismissive of the numbers. “It’s only 5% of 12 million, /yawn.” While technically true, it is pretty inaccurate. Take a look at the following graph, which is a slightly modified graph you can see at MMOData:

The first thing you should notice, of course, is the huge dip that represents when WoW was banned in China for several months. It is worth noting because it indicated there are ~5 million WoW “subs” in China alone – the ~1.75 million subs still on the blue line represents the remainder of WoW East, which includes Korea and maybe Taiwan (the “does Taiwan count as China” deal is tricky business). With that in mind, here is Michael Morhaime:

Looking at the World of Warcraft side of the business, we were pleased to see record sales following the Cataclysm launch in the United States and Europe which helps drives growth and subscribership. During the first quarter of 2011, as players have eagerly consumed the new content, we have seen subscribership return to prelaunch levels in the West. We finished the quarter with more than 11.4 million subscribers worldwide. Moving forward, our objective is to continue delivering new content to players in all regions to further energize our community.

Key words: in the West. As in, that red line in the graph that has been largely stable since the release of Wrath. Now, there is nothing in the call itself that specifically says all 600k subs were solely from the West, but if they were, the drop suddenly goes from 5% to ~12% of anyone you or I could possibly be grouping with. Which leads me to my next point.

Point 2: WoW is not dying, but that is largely irrelevant to your individual experience.

I strongly believe people understand this point on a gut level, but sometimes get caught up in “logical” arguments over the internet. So picture this: did your daily WoW routine change at all when 5 million Chinese players suddenly could not log on? Assuming you are not Chinese, probably not. Ergo, anytime someone talks about 12 million 11.4 million WoW subs, they are really only talking about ~5.15 million WoW West subs that could possibly impact them in some way – using the bigger number just makes you feel better by identifying with a larger group, as opposed to it meaning anything in-game. It should even be broke down further into NA and EU, but that level of data is sadly no longer being kept by the MMOData people. A rough extrapolation from the chart would probably be ~3 million NA subs total.

And so that is the rub. If WoW lost, say, 2000 subs… but they were all from your server, that suddenly is a (personal) disaster. You either have to fork over some cash to transfer to other servers, or probably just quit the game. I do not know how many servers there are across NA and EU, but if we assume 400 total servers and 300k subs down (it’s possible the 600k drop came from post-peak Wrath launch in China), that still equals out to be 750 accounts per server. Drop in the bucket for Mal’Ganis with its 10k+ population, but a bigger deal on Auchindoun with our maybe 4k population.

Bottom line: any drop in your region is significant. WoW does not have to be dying overall for it to die for you.

Point 3: Ignore the vapid “there are always post-expansion peaks and drop-offs” argument.

It is literally true that more people buy the game/re-sub after an expansion is released than will be still playing the game several months later. However, I have seen this argument bandied about as if the exodus between Cataclysm’s release to post-Cataclysm was par for the course. Do I really need to remind people that Blizzard did not get from 0 to 12 million 11.4 million by having a 100% oscillation? At some point over WoW’s lifespan, it retained more players than it lost. Right here we have evidence that Cataclysm failed to retain as many players than it lost in the entire West region, e.g. where Cataclysm was released. Vanilla retained more players than it lost. TBC retained more players than it lost. Even Wrath retained more players than it lost. Cataclysm, thus far, has failed to do so.

That essentially sums up what I think about that.

A transcript of the Activision Blizzard investor call is available on Seeking Alpha for free, and I suggest reading it for yourself. Among other things, it has Michael Morhaime mentioning things we are starting to see now vis-a-vis even more “premium services” for WoW. For the record, I do not care that cross-realm RealID LFD groups can be formed for $3/month or whatever it ends up being. What I will say is that it is dangerously close to crossing into the Uncanny Valley of F2P-esque cash shop design where features that would have been free now suddenly cost extra money.


Calling it now, though: tri-spec and Dance Studio will cost $3/month. On the plus side, maybe that would get them to actually finish the latter. After all, we sure as hell get new $10 companion pets pretty regularly these days.

OT: Crushing Blow

[note: Blizzard updated the notes after I wrote this, but before I posted. See Edit at bottom]

The inexplicably undocumented Arena point change has been a huge blow to my drive to PvP in WoW. In case you missed it – you know, focusing on all the gold-making and “versus AH” opportunities – the way Conquest points are earned have been radically changed. Pre-4.1, you had to win five games to cap yourself to the week, regardless of whether you were at the minimum 1343 (sub-1500 rating) or at 2000+ (over 1500). This may have seemed too “easy” for some, but the entire point of personal/team MMR is to put you against other teams/players that will result in a 50% win percentage. In other words, you are expected to play 10 games in order to win those 5.

Now? Blizzard has at least doubled the required number of games everyone has to play to achieve the same results. If you do 2s for points with your friends, you are going to be playing 20 games instead of 10. If you are above 1500 rated, you will be playing exponentially more – a 1600 Conquest point cap, for example, means I need 12 wins, or 24 games… 14 more than last week. A 2300 cap is 18 wins or 34 expected games at a high level of play. This is what I wrote on the MMO-Champ forums:

You guys really aren’t getting it.

1) This change hugely impacts everyone who does Arenas: it is at least doubling the amount of Arena game wins each player needs to have to get capped each week. If you are below 1500, it now takes 10 wins instead of 5. Blizzard balances your MMR around the idea of a 50% win percentage, meaning they expected you to play 10 games to win 5, capping yourself out. Last expansion, you could /dance or /afk your way through 10 games per week for points; the pre-4.1 change let people cap early if they get lucky (going 5-0), but if you have a lower win percentage you could end up going 5-13 and do more games than last expansion. This new change doubles the amount of games everyone needs to play. Now your “for fun + points” teams will be running an average of 20 games instead of 10, and the upper-crust PvPers could be required to play an average of 40+ games instead of 10. Between the queue times and how long matches can last (at any level), we are talking about a massive, extra drain on your time.

2) No warning whatsoever. Patch was on the PTR for months, and a fundamental redesign of the Arena system was pushed through like a Congressional earmark on a budget resolution at the 11th hour? Not only that, Blizzard already knows it “may be too low” but they pushed it anyway?

3) All of this smacks as a back-handed move to push Arena players of all stripes into Rated BGs for Conquest Points – “Hey kids, how about 4 Rated BGs instead of 20 Arena matches?” Instead of, you know, admitting that Rated BGs are a failure due to their overall design, and not the reward structure itself.

4) The lack of empathy from obvious PvE players who never Arena’d to save their life is just sad. This is the equivalent of them reducing the VP you get from dungeons from 70 to 35 (or 140 to 70), but leaving the weekly cap the same. How would you feel about suddenly needing to run twice as many heroics per week? Oh wait, “it isn’t necessary to cap VP each week” so nothing changes, right?

I had not really paid any attention to the MMO-Champ forums before, but it is truly despicable garbage over there, way worse than even the official forums in terms of trolling (if you can believe that). Most of the “counter-points” were essentially saying “haha, suck it” or:

No, it’s not the fact that they don’t enjoy PvP, it’s the fact that they don’t want to grind for the same type of rewards that sole PvE players have to endure for their epics. That’s why many people went to PvP in Cata due to the fact dungeons and raids are very time consuming again, and are not zergable as in Wrath… It’s the extreme lack of paticence that these players have that causes them to rage, because arena battles are not as easy to farm as, say, normal 5-mans or unrated BG’s… Plus, there is the rating issue… (lol)

There is a literal disconnection from reality with these people, and it is becoming impossibly hard for me to even wrap my mind around their worldview. “Extreme lack of paticence [sic]?” Is there no difference between a Tol Barad daily that requires you to kill 12 spiders and a hypothetical one that requires you to kill 24 spiders for the same reward? Is there no difference between a heroic that takes an hour to complete and one that takes two hours? What is the magical patience threshold they are using as a metric here? Imagine if it took twice as many heroics as it does currently to gain the same amount of JP/VP. Did nothing change? Did you lose nothing? Is the argument that your fun is actually increasing because you are being forced to play longer for the same goal?

I mean, good lord. Do people act like this in their real lives? “Pay freeze this year, so no raises. Oh well, nothing changed.” Or does this masochism only appear when they sit down for entertainment?

I enjoy WoW PvP… more or less. On equal skill levels, the player with the better gear wins. You have to have gear to compete, as PvP sure has hell isn’t balanced amongst players with 11% resilience (crafted PvP gear) and 31% resilience (4pc + weapon + trinkets) – one player is literally taking 20% more damage than the other. You know those unkillable healers running around these days? That doesn’t happen in crafted gear. Well, it might happen if you both are in crafted gear, which is the reason why you are getting better gear.

Regardless, Arena games are stressful affairs to me, and random BGs typically boil down to squeezing blood-fun from the “inevitably getting farmed at your GY” stone that is Alliance PvP. If I wanted to play more Arena games, I would play more Arena games. Indeed, I do Arena on three separate toons. Now? I will be forced to cut at least one of those toons out just to scrape enough wins on whichever I decide is my main PvP toon. If this system was in place at the start of Cataclysm, I would not have geared up three toons and otherwise not have played as much.

If you cannot recognize a difference between doing 30 games across 3 characters vs 30 games on 1 character, or are dismissive of the former because “it’s for the gear,” then… I have to question your sanity. You are playing an MMO; being rewarded for the things you do is not something dirty, it’s a huge part of the game. If the reward doesn’t match the effort, you don’t do it. If you disagree, well, I expect to see an Armory link of your main with “the Insane” title along with your response.

Which, ironically, would only prove my point.

Edit: Check out this post by Zarhym:

We saw that Arenas and Rated Battlegrounds were over-rewarding players for the time investment required, particularly compared to point gains in PvE. We felt the change we went live with in the patch was a little bit too low and overcompensating though, so we buffed up the numbers for wins just a bit to 180 (Arenas) and 400 (Rated BGs).

This changes the math a bit, but not by much – 8 wins (16 games) instead of 10 for casual Arena players, ~13 wins (26 games) for the upper crust. Make no mistake about one thing though: the Blizzard designers are very concerned about how rewarding you find the game. Fun cannot be metered out too quickly, because why else would you be playing, amirite? Think about that next time you find yourself grinding out Therazane rep for your 25 extra stats on shoulders. That kind of shit is mathed out on an Excel spreadsheet, and they just added three more lever presses before the Conquest Point food pellet comes out.