5.0.4 hit in WoW and it is amazing. I've been busy. But here we go again on a giant post!
Urk wrote...
A player that has payed that monthly fee for the 8 years that WoW has been active has payed about $1,400 for the privilege of playing that one title. That's enough money to get your kid braces, pay for health insurance for 2-3 months (assuming your employer won't match), put a down payment on a pretty nice car, pay rent for a month or two, or take your family on a really nice vacation.
IMO anyone who pays that kind of money to play a video game is in need of serious professional help.
How is buying a new game for $60 every 2-3 months (let's call it 3 to be generous) any better? Over 8 years, that would be $1940, over 33% more than your $1400. And there are many people who will pay $60 each month. Buy a game for $60, play it for 30 hours or whatever, and then move on to the next game. That's $5760 over 8 years.
See, you're looking it at from "I pay <blank> dollars for NWN back in 2002-2005 and haven't paid a cent since then to play!" But that's not the norm in the gaming industry whatsoever. The vast majority of people don't play a game for going on, what, 7 years without an official update?
Urk wrote...
Do you really expect me to accept that Blizzard is providing a service that even comes CLOSE to offering that kind of value? MM, you're being jacked. If you're content to be a mark for this kind of profiteering be my guest, but don't be looking to me to respect your choice. All I have to offer is grudging acceptance and pity both for you and for your family as you ****** away the valuable resources that they depend on.
Yes, I do. Or rather, I think it's worth $15 a month/$0.50 a day/$0.20 an hour to play the game.
And it's far less expensive than buying new games. If I went out for a steak dinner, that one night would cost as much as 3-4 months of WoW at an absolute minimum at a good restaurant.
My economic choice has nothing to do with the aggregate. I don't care if WoW has 100 players or 100 million. I want a RPG where I can do finely tuned and brutally difficult high end group content. As long as I can find the people I need for my guild and Blizzard keeps putting out at least decent raids, I'll be content.
Frith5 wrote...
As for MMs question on how to keep track of the fees for Officially Licensed PWs, I admit I don't understand the question. How does a company keep track of anything? What am I missing? '> How would Bioware know how much a PW as taking in, you mean? Standard contract, and CD-key system I suppose would work to track unique PW users, x monthly PW fee / Bioware's share? Or do you mean something else?
Yeah, that's what I meant. For example, what if it was more of a standard F2P model where you basically couldn't do anything unless you paid an "optional" monthly fee? Like a $10 item that made you gain experience ten times faster and ten times as much loot dropped for you, for example, for the duration of a month.
Lazarus Magni wrote...
But it sure is interesting, and just goes to prove the market does not always support quality. Comparing NWN 1 with WOW, there is no contest in quality IMO, NWN 1 wins hands down, and yet had a fraction of the profit for Bioware compared to the profit Blizzard has gotten from WOW (and is still getting.) I shoulda bought stock in Blizzard years ago…
I would really love to know how you're measuring quality in this case.
Polish? Bug-free? Lots of content? Engaging content? Accessability? Something else?
WebShaman wrote...
I understand that Blizzard patches routinely (what exactly do they patch? Bugs I can understand. Are they also adding content through patching?). What seems sort of strange to me is that they then have these...expansions, right? And they cost money.
So I guess the big question is, why do they need to charge for these expansions, when there is a routine patching system (assuming it is being used to also add content)?
Yes, they add content through patching. Specifically, they add new questing hubs, new dungeons, new raids (10+ person group zones at the pinnacle of PvE content), new gear, sometimes new PvP areas, new PvP seasons, new vanity/cosmetic items, and sometimes more. Usually get a big patch containing a bunch of stuff every 6ish months.
The expansions, on the flip side, have (sometimes dramatic) class revamps as well as many new areas (usually new continents/worlds) and extra levels. Plus a new race and/or class. Aka, the patched content is all themed for the expansion preceding it.
WebShaman wrote...
I do find it hard to imagine that it is possible to get back that amount in value. Keep in mind that I did try WoW (trial version) - it didn't "blow" my socks off like NWN does. Instead, it seems like a huge PG driven game, with hordes of PG kiddies running about. As for the RP aspect, it seemed to me (during this rather "brief" time spent on the game) that it only took place among Clan members, if that.
There's no significant RP in WoW, no, and people trying to do so are usually laughed at.
However, as others have mentioned, the average age in WoW is probably about 30. With idiots making obscene comments/jokes in chat it is *definitely* not a PG environment. There are entire articles about trying to "kid proof" WoW if your teenager wants to play...like turn off all chat channels, no group activities, no guilds, etc. On a personal level, I think the youngest person in the guild I run is 20 and the average age is probably close to 27-28.
WebShaman wrote...
So what do those who play this MMO basically do in the game? Can someone break down like a weekly routine here? I mean, it is pay on a monthly basis to play (and at $15, doesn't that sort of make one want to play as much as possible, to get more "value" back out of that $15?).
I have never felt "forced" to play NWN (not even when I was playing in a closed DMed PnP style NWN Campaign). I think if I was paying to play (especially $15 a month!), that that would change. I also hear through other sources (those I know who either play WoW or have quit) that pressure from the Clans to raid or somesuch is also high, and that those who do not regularly participate enjoy the displeasure of the other members or somesuch.
Well, I run a casual (in terms of time commitment) raiding guild that raids 4-4.5 hours on Sunday and Monday night. The vast majority of guilds roughly at our level spend 3-4 nights a week, and the top world guilds will spend 6-7 nights a week beating the new raids when they come out.
So that's 8-9 hours committed by me, plus I like to do other stuff and roam around in the game, so I probably play 15-20 hours a week, which is less than most of the people at our level. Sometimes do more if new content is out that is outside of raiding.
And yes, if you're in a serious raiding guild, you are expected to be there usually a minimum of 75% of the time, and give advance notice if you'll be absent unless it's an absolute sudden emergency. It would be like joining a basketball league and then randomly not showing up to practice or even to a game when your team is counting on you. I run a 13ish person roster, and we *need* 10 people there each time. Sometimes 1-2 of the people won't bring what we need for a certain fight and thus we literally need everyone to show up nearly all of the time. If you didn't show up on a night and then said "I just didn't feel like playing" you'd be removed and looking for a new home. We don't have time for people who will waste *our* time.
That said, most people *don't* join one of these higher pressure guilds and just play whenever. I think like 20-30% of the playerbase participates in the organized weekly stuff. Something like half the playerbase isn't even maximum level (leveling can easily take 100+ hours, especially if you're new and exploring or make alts).
WebShaman wrote...
Then we come to the "other" thing that I mentioned - other-named WoW servers. They are free-to-play (as I understand it - I am not well informed about them, so what do I really know?). But the mere existence of such (regardless of what state they are in, so to speak) must have a huge psychological impact on the returned value of pay-to-play subscribers, doesn't it? I mean, here you have Subscriber X paying $15 a month, and Subscriber Z paying...nothing? Both get the same experience...
Hardly. The illegal private servers have a number of issues...
1, they can and often are shut down at a moment's notice. You could try to log in one day and find everything gone
2, they're riddled with bugs
3, they don't have the same community/playerbase
On top of that, many of the illegal private servers are for past expansions, basically a game that is no longer available. Most people have enough sense to realize that the game is vastly better now. Some good things have been lost, but the stuff gained more than made up for the loss.
WebShaman wrote...
Oh yeah, one more thing I wanted to ask about WoW (and MMOs in particular) - does the world react dynamically to what the Player's character does?
Do Clans actually affect theWoW universe (or whatever it is called?). Or is it really just a big PG sandbox, with most of the the stuff being static quests, items, lootz (that is the right term, right?), etc?
More the sandbox. That said, there's a new technology called "phasing" which allows quests you do affect the world, so some places will be destroyed (or build), as an example. But it's personal, so if you've never done the quests you'll see a very different view than I'll see.
SuperFly_2000 wrote...
Just want to clear up some misconceptions here. It looks like many people think that ALL people think that an NWN1-like game HAS to have private servers. Here is where I don't agree and hopefully some others with me. What I am really waiting for is a NWN1 like game with one or a couple of company owned "large PW's" (or what to call them).
I very much disagree. I'm interested in NWN because I can build my own content, whether it be a campaign or a server. If I'm just playing on company created PWs, then you're basically just playing WoW or a similar game.
Lazarus Magni wrote...
Post, Post, Post Script (P.P.P.S.) One way this model could fail is due to the fact that some people like simple. A lot of people apparently (e.g. WOWers). "Who needs 22 classes, and multi class capability? 3 is so much simplier!" Personally I like games that make me wonder and think. "What would this build be like given the PW I want to apply it to?" But apparently people like simple. "I just want to replicate what a couple million other people have done." Did I say something about sheep? I totally apologize for having that opinion, that was totally unfounded.
Help me understand something.
You clearly have no clue whatsoever about WoW. Yet you continue to try to insult it based on things you know nothing about. Why?I mean, for example...
Lazarus Magni wrote...
And as far as simplicity? Obviously I am not a WOWer… last I checked when the game came out they had 3 classes. Perhaps expansions have expanded on that to a whopping 9? I would be shocked if building (and playing) a WOW toon were nearly as complex as building and playing a NWN 1 toon.
1. The game launched with nine classes. Each class also had three specializations that play completely differently. So there's the equivalent of twenty-seven classes right there (for example, a paladin can be a Holy Avenger with a 2H weapon, a bastion of defense with a sword and shield, or a healer with spellcasting abilities. And the paladin with a 2H weapon is very distinct in terms of playstyle compared to a warrior or death knight with a 2H).
2. Expansions have expanded it to 11 classes with 34 specializations currently. Again, all of which are distinct and play differently.
3. Prepare to be shocked.
Please read this guide for Marksmanship Hunters. Note: that's *ONE* specializtion for *ONE* class there. The guide is composed of the first two posts in the thread, the first is a "quick reference."
Lazarus Magni wrote...
Another factor of WOW's popularity has to do with who is paying for these subscriptions. "My son's best friend has wow, and his parents pay for the subscription so that's acceptable for me too." It's like buying your kid a new toy, you don't care there is something better out there, you don't even take the time to find that out, all you care about is your kid wants it. It doesn't matter if it's stupid, and there are better things. Your kid doesn't want the better thing, he want's the most popular thing.Again I am a big jerk for thinking a lot of people are sheep. 9 million people can't possibly be wrong.
As has been said, the average age for WoW is probably about 30 and I would *not* recommend anyone play it below the age of 15. Most serious guilds have a minimum age of 18 or even 21. You need to stop thinking WoW is a "kiddie" game.
WebShaman wrote...
Cable gives you access to a multitude on Entertainment - be it as it may. Sports, drama, films, etc. You can change the channel to match your "mood".
WoW is giving you a subscription to ONE (and only one) sort of entertainment experience here. It would be like having to subscribe to each and every cable channel individually!.
A true comparison would be like being able to subscribe to a number of MMOs at once (or whatever).
WoW gives quite a few types of entertainment.
1, leveling, which many people find fun in and of itself. As I said, it can easily take 100+ hours to level a character, and then you can start another.
2, dungeons, which are 5 man PvE content designed to be done in 30-60 minutes
3, raids, which are 10-25 player PvE content that is designed to be completed over the course of months with difficult bosses and the best rewards. This is what I play the game for
4. Looking for Raid, an automated and drastically easier version of raids with worse rewards to let bad players or players with chaotic schedules see the lore of the raids
5. Battlegrounds, both just random PvP or in rated and ranked teams (10-40 person content) which is focused on objectives
6. Arenas, which is either 2v2, 3v3, or 5v5 deathmatch PvP
7. Social experience. Many people like WoW just because they interact with people, they like being in an online world
8. Vanity/cosmetic items, such as pets, mounts, banners, and such which can be earned
9. Reputation and daily questing, working your way into the graces of various factions and helping change the world
10. Achievements, which can give you nerd points for doing other stuff in specific ways
And scenarios, which are 3 person very obective focused PvE content, are going to be released soon as well. No traditional tank or healer required for these, very dynamic.
Saying these are all the same thing is like saying watching TV is watching TV. They appeal to very different audiences.
WebShaman wrote...
If WoW was running Square CPI animation style graphics, with total 3D geometry in all areas, real physics rules, one-on-one DM support (or DMs per Clan, whatever type of model), etc, well, perhaps then, yeah.
But it is not running that, is it?
WoW has 3D geometery in something like 95% of areas, with actual player controlled flying available over the world. And real physics rules like getting knocked back a certain distance or taking fall damage. And while there's never a Game Master assigned to a specific person 24/7 or something, you can get one-on-one help if you put in a ticket to be contacted.
Modifié par MagicalMaster, 30 août 2012 - 06:51 .