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View Full Version : A telling quote from SWG teammember regarding the popularity of WOW


Murrie
03-15-2005, 06:44 PM
some notes from a conference or something with one of the SWG team who also worked on UO.


http://crystaltips.typepad.com/wonderland/2005/03/from_the_game_d.html

How can we get to over a million PAYING subscribers to a US MMO? How do we get a million freeplayers to convert to subscribers? EQ and UO have over 2 million who have ever played these games. The market size in the US is about 2.5 million players. The market place in October 2004, ranking OVER 100k (I’m only dealing with non-boutique games here, only those with over paying 100,000 subscribers):

1. EQ (Alice: Everquest. He was very entertaining and refers to all games as their spoken acronym, so "wow" and "eequeue" and "yuoh" for instance)
2. SWG (Star Wars Galaxies)
3. FF Online (Final Fantasy Online)
4. DAOC (Dark Age Of Camelot)
5. UO (Ultima Online)

Once WoW launched, WoW shot by everything. They have 600-800,000 paying subscribers in the US. EQ and co start at around 300K paying subs. What’s happened in the market shift from previous MMOs to today, is all existing MMOs went down in population when WoW came out. ALL of them. What does this mean?
...

...

What happens when you’re too successful?

* Flash crowds
* Lag
* Melt-down
* Huge lines.

...
...
If you have a lot of people using your system at once, your client can only receive so much data through the pipe before it chokes and dies.

Three years ago it would take 5 months to get 100K users.Today – 100K in FOUR HOURS or less. WoW got 250,000 in a day and a half. How do you handle that upfront flash?



Hard to completely fault Blizzard when they ended up with 2 to 3 times the number of players the most popular mmo had before launch... Id say they are probably doing extremely well sorting out the server issues given the amount that they are probably being overstressed...

butress
03-15-2005, 07:56 PM
+1 insane.

pants.

Grundy
03-15-2005, 10:35 PM
How do you handle that upfront flash?

Umm you handle it thru proper system architecture and application design coupled with stress testing.

I give them an F since the architecture could not even handle the opening few days. The fact that its still the same problem as day 1 is totally unacceptable.

However, there are other influences like 3rd party plugins that may be throwing the whole thing off.

Noleader
03-15-2005, 11:33 PM
They should have known it was coming when they went though 100K beta signups within half a day of opening the beta.

Rooster
03-16-2005, 12:14 AM
You can't go with hardware to support an initial flash of that many people - and expect to pay for it.

You gotta go slow - let in a fixed amount over time. If they really want in, they'll stick around - and let people know WHY there's a line. So it doesn't SCREW the people that are actually playing.