Goodbye Subscribers, Hello Profit! Why World of Warcraft Isn’t In Danger

If you read my last opinion article relating to World of Warcraft, you’d know I’m not a fan of the recently announced Mists of Pandaria expansion. Despite that, I’ve never doubted that Blizzard’s behemoth of an MMO is in any danger of losing its number one position in the MMO hierarchy.

While MoP may not be for me, it certainly will and does appeal to a great many others, and I stated my belief that it would be a superior expansion to Cataclysm in terms of design, content and player retention.

WoW’s subscriber numbers made the news recently, with an Activision Blizzard investor call revealing subscriptions have dropped from 11.4 million in May to current total of 10.3 million. If you factor in the total loss since Cataclysm’s launch, you have a loss of roughly 1.7 million subscribers. That’s a lot of lost subs. However, Blizzard CEO Mike Morhaime reported that the majority of those losses come from the eastern market (China, in other words).

While WoW struggles with retention issues, Activision Blizzard amassed $627 million worth of sales, with $148 million in profit. The majority of that revenue (62%) was generated via digital sales.

So on one hand you have an ageing MMO bleeding subscribers, but on the other you have a company (and IP) that has tripled its profit for the quarter over this period last year. What does this mean?

A Guardian Cub spends a few precious moments with its mother before a digital salesman pounces.

World of Warcraft has without doubt peaked and has now begun its slow decline. While subscriber numbers will fluctuate following expansion releases, they will continue to drop. In my opinion, Blizzard will continue to do their best to entice former players to renew their lapsed accounts while shifting an eye towards new, younger players to combat turnover.

So long as WoW retains enough of a player base to deliver lucrative sales of digital fluff items such as mounts and pets, a decline in actual subscribers doesn’t really hurt the game or the company much at all. The ubiquitous Sparkle Pony (Celestial Steed) and more recent Guardian Cub pet have proven to be great hits within the WoW community, and so long as players continue to purchase similar digital items, WoW’s subscriber loss is buffered by the increase in revenue earned from these digital sales.

Of course, if your subscriber numbers dip significantly, your digital sales will also take a hit. Furthermore, you have to consider that younger players won’t have the income or ability to purchase digital items, and will be relying on their parents (who are likely already paying subscription costs). It’s a delicate balancing act.

It's a bird! It's a plane! No, my mistake, it's just another sparkle pony.

If you take into account a good portion of the 1.7 million lost subscribers were from China, you also have to consider the manner in which subscriptions are purchased in that region. Instead of a flat monthly fee, Chinese players purchase game cards which allow them access to the game for a number of hours. Thus, revenue generated from subscriptions is going to be wildly different to regions where a standard US$15 is charged. Subscriptions themselves are subjective when they’re neither fixed nor recurring.

Even if World of Warcraft’s subscriber numbers dropped to 8 or 7 million by the time Mists of Pandaria is released, it would still be the most successful MMO on the market, it would still be raking in revenue from digital sales and it would still have the ability to bounce back, with the expansion providing an instant if temporary subscriber boost. If MoP is a stronger expansion than Cataclysm, it will retain more of those new and returned players in the long run.

To conclude, World of Warcraft will continue to dominate the market for the next few years at least, regardless of subscriber decline. Blizzard itself is likely to have a landmark 2012 when you factor in the release of Mists of Pandaria, Diablo III and most probably Starcraft II: Heart of the Swarm. So say I, with all the clout of my non-existent financial analysis expertise. WoW isn’t going anywhere, and it isn’t going to relinquish its mantle as the king of MMO’s any time soon. If that disappoints you, here’s a picture that is sure to cheer you up.

Pandamon, I choose you!

Please Recommend RipTen on Facebook

  • Nikobellicx

    They may not be going anywhere but imo there idiots for doing MOP i was really hoping for a southseas xpac with ogres finally playable for the horde, they could have even added pandas for the alliance and had a smaller phased starting area called pandaria.  The monk class also disapoints me as it really isnt in the lore and isnt 1 of the classes in wc3, i guess you could count the brewmaster tanking spec there adding but eh its still fail i would have loved to have seen a mountain king or something that actually played a large roll in wc3.  Anyways thats my view i guess where stuck playing mop for atleast a year and a half.

  • Sharp

    Looks like they are attempting to release content that would appeal to ex-Eastern players.

  • http://twitter.com/Das_Pooch John Paduch

    They’ll definitely remain strong for the next couple of years, which will lead nicely into their NEXT big MMO “Titan”. WoW subs will then decline more sharply, and they might even make it F2P in its last days. Titan will pick up where WoW left off, and they’ll have a whole new King of MMOs. I’m looking forward to it. :D

    • Jensen Walker

      I would expect them to try and ‘transition’ a portion of the WoW player base into Titan. The game will attract an audience regardless, but a lot of people who have stuck with Blizzard and WoW will make the leap to a new game which isn’t 10 or so years old.

  • Omega535

    I think the main problem for the Eastern Gamers is the lack of elite level content you can farm 2 get… I mean if you play WoW for 4-5 months as a hardcore gamer (min 6 hours/day, not a super duper epic farming 1337 hax0r who plays 12 hours/day), you’ve pretty much done everything there is to do (except the ultra epic mounts aka TLPD). I know that it is hard for the developers to come up with new content, but right now the game goes like this ——> Start Character->Level 1-85 (about 2-3 weeks with a average gaming time)->Profession Grinding (1 week to get 2×525)->Money Farming/ZA-ZG(1 week starter raid gearing)->Normal Raids/Dailies (5-6 weeks, and dailies are booooooring: throwing a bear cub in a lake everyday is not what I call epic questing)->Heroic Raids until every boss is dead (depends on the guild and player skill but 2 months should be plenty)->PvPing until the end of time(it is fun but after about a month it gets quite dull)/Raiding for last pieces of uber gear, Eastern MMOs: Leveling to max level (6 months +)-> grinding to get the best gear (years, almost impossible in some aka FLYFF). The china gamers are more grinders in my opinion and the time restrictions in WoW make it a non-grindable game (ok ZA-ZG can be grinded but for how long do you really need 340′s gear???), anyway, my point is that the only thing keeping WoW in the market is that it is less hardcore oriented then other MMOs, thus appealing to a larger audience. In my opinion, adding another 4 months of gaming may keep the business running but gives a bad reputation to Blizzard for hardcore gamers. Right now, Blizzard is still a white shirt, it only takes one stain to make us buy another white shirt. And I’d like my future kids to play awesome Blizzard games, not n00b fests. TYVM

    • http://twitter.com/Das_Pooch John Paduch

      Still, SquareEnix tried to do the ultra-hardcore eastern MMO thing in north america and europe with FFXI, and they largely failed. It never came close to even one million subs at any given time, if memory serves. Western players (myself included) just get too frustrated with putting so much time into a game with no pay-off for months at a time. I wanted to love FFXI, but the absolutist mentality regarding the need for an organized group to accomplish anything past level 30 turned myself and a whole lot of other players away.

      Where WoW focused on the ultra-hardcore element with its 40-person raids in the early years, and more-or-less keep that going with 25-person versions now, eastern games like FFXI make the ENTIRE game about that. No thanks…

  • http://twitter.com/Razimus John Razimus

    Kung Fu Panda Online = Fail. SWTOR = Win.