Following the port of Monster Hunter Stories 2 a few years back.
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We Finally Know WoW Subscription Numbers Thanks To A Blizzard GDC Talk
World of Warcraft subscription numbers have long been shrouded in mystery, but thanks to a recent Blizzard GDC talk and some clever number-crunching by a WoW content creator, fans of Blizzard’s MMO now have some hard data on exactly how many players are paying a monthly subscription fee for the privilege of exploring Azeroth.Blizzard stopped giving out exact subscription numbers prior to the release of the game’s 2016 Legion expansion. Since then, fans have wondered how well (or how poorly) the game has been doing from a player-number perspective, especially following the release of 2020’s Shadowlands, which is considered a low point in the game’s long history.The good news is there are now some actual numbers to mull over, even if they are rough estimates. According to an estimate by BellularGaming based on a chart shown by Warcraft general manager John Hight as part of his recent GDC talk, as well as previous Activision Blizzard earning statements, WoW currently has an estimated 7.25 million subscribers. That number is significantly up since the launch of 2022’s Dragonflight, and is a major course correction following the game’s polarizing Shadowlands expansion.Hight, as part of his talk, discussed what went wrong with Shadowlands and how Blizzard worked to get players back. According to Hight, the Shadowlands setting, its treatment of fan-favorite characters, and its new villain all missed the mark. It also disappointed from a gameplay perspective, with too much focus on “borrowed power” systems and a lack of variety. The community additionally didn’t feel heard during Shadowlands, and Blizzard of its own admission lacked transparency with the playerbase.It’s no surprise then that during Shadowlands Hight said the game experienced “historically high churn” when it came to players canceling their subscription. From the launch of Shadowlands to its lowest point ahead of the release of Dragonflight, it’s estimated WoW lost over 3 million subscribers. Even the re-release of The Burning Crusade Classic and Wrath of the Lich King Classic, two popular old-school expansions that were both included as part of the base WoW subscription during this period, did nothing to bump up plummeting player numbers.A comparison of Warcraft general manager John Hight’s GDC presentation to BellularGaming’s estimates, via Reddit user Kevombat.Dragonflight’s launch saw a spike in subscription numbers, as is usual for any expansion launch. The numbers then began to dip once more before steadily rising over the course of the expansion: an upward trend unseen in recent WoW history. In earnings statements, Activision Blizzard stated that subscriber retention numbers for Dragonflight were stronger than other more recent expansions, and Blizzard continued to build on that momentum with frequent content updates and more communication from the development team via a year-long content roadmap. Late last year additionally saw the release of WoW Classic Season of Discovery, which looks like it provided another strong uptick in subscription numbers.All of the numbers discussed above are estimates, but according to Windows Central, are fairly accurate according to its own sources. WoW subscription numbers are trending upwards ahead of the game’s 2024 expansion, The War Within, and seems to indicate that Blizzard’s course-correcting actions post-Shadowlands are working.The War Within will kick-off a three-expansion storyline Blizzard is calling The Worldsoul Saga. As with any new expansion, The War Within will add new zones to explore and dungeons to complete. It will also introduce a new endgame activity that can be completed solo or with small groups, as well as a long-awaited account-wide progression system called Warbands. Blizzard recently unveiled a surprise, limited-time battle royale playable in WoW called Plunderstorm, one that can be played by anyone with a WoW subscription.
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PlayStation’s Most Underrated Exclusive Still Grips Me 7 Years Later
In recent years I’ve come to accept that I just don’t love open-world games. It’s partially because my life has only gotten busier and I have less free time to spend on games, so I gravitate towards shorter experiences. But it’s also because open-world game design tends to be boring and repetitive in my opinion. This…Read more…