During the panel, Blizzard offered a bit of a post-mortem on the previous expansion, Shadowlands, which the firm said failed to meet player expectations.
As a result, World of Warcraft has achieved a type of player growth not seen in years, coinciding with an analysis from BellularGaming that the game has roughly over 7.25 million active subscribers — which we can independently verify as accurate according to our sources.
It had a more down-to-earth storyline with moments of cinematic action and personal drama, reworked class talent trees that allowed players to more freely customize their characters, and high-quality visuals and music.
The permadeath brutal difficulty of Classic Hardcore and the old-school exploration and Class-combination experimentation of Season of Discovery were well-received by the fanbase.
Beyond the retail gameplay of WoW: Dragonflight, Blizzard has created a ton of additional value to keep players subbed, with modes like Season of Discovery and the recent Plunderstorm time-limited battle royale.
The fact that the subscriber base has held steady over the course of the expansion bucks the trend of decline created by Shadowlands, which was heavily ill-received by the playerbase.
The original article contains 817 words, the summary contains 186 words. Saved 77%. I’m a bot and I’m open source!
I’m not for telling people how to have fun, but we can encourage them to make better choices in companies they support. I’ve lost the taste for subscription based games because I felt like I had to dedicate all my free time to “get my money’s worth”.
A get where you are coming from, but my perspective when I was younger was that I could spend $15 a month to play this basically limitless game or spend $50-60 per game that would be a 40-50 hour experience. So for me, the value of that subscription was huge.
I think if modern games stuck with subscriptions without other mtx, that puts the most incentive on making a good game that is worth playing for a long time. But all the sub based games also have mtx these days, and there is also the incentive to make things just a little worse by default and offer a paid item to ease that a bit, the whole “pay for convenience” thing.
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This is the best summary I could come up with:
During the panel, Blizzard offered a bit of a post-mortem on the previous expansion, Shadowlands, which the firm said failed to meet player expectations.
As a result, World of Warcraft has achieved a type of player growth not seen in years, coinciding with an analysis from BellularGaming that the game has roughly over 7.25 million active subscribers — which we can independently verify as accurate according to our sources.
It had a more down-to-earth storyline with moments of cinematic action and personal drama, reworked class talent trees that allowed players to more freely customize their characters, and high-quality visuals and music.
The permadeath brutal difficulty of Classic Hardcore and the old-school exploration and Class-combination experimentation of Season of Discovery were well-received by the fanbase.
Beyond the retail gameplay of WoW: Dragonflight, Blizzard has created a ton of additional value to keep players subbed, with modes like Season of Discovery and the recent Plunderstorm time-limited battle royale.
The fact that the subscriber base has held steady over the course of the expansion bucks the trend of decline created by Shadowlands, which was heavily ill-received by the playerbase.
The original article contains 817 words, the summary contains 186 words. Saved 77%. I’m a bot and I’m open source!
I’m not for telling people how to have fun, but we can encourage them to make better choices in companies they support. I’ve lost the taste for subscription based games because I felt like I had to dedicate all my free time to “get my money’s worth”.
A get where you are coming from, but my perspective when I was younger was that I could spend $15 a month to play this basically limitless game or spend $50-60 per game that would be a 40-50 hour experience. So for me, the value of that subscription was huge.
I think if modern games stuck with subscriptions without other mtx, that puts the most incentive on making a good game that is worth playing for a long time. But all the sub based games also have mtx these days, and there is also the incentive to make things just a little worse by default and offer a paid item to ease that a bit, the whole “pay for convenience” thing.
Warframe’s The War Within was better.
(Probably. I’m never touching WoW, I was an EverQuest 2 kid and I’ll remain such until the day I die)