A single analyst saysIrrespective of World of Warcraft’s recent spike and plunge in paid subscribers, Blizzard Entertainment has a bright future, SuperData Research chief executive Joost van Dreunen explained.We knew Blizzard Entertainment’s Ion Watcher Hazzikostas would be bullish on Warcraft regardless with the recent subscription roller coaster (Cheapest WOW Gold and he was, though the lead sport designer pointed out some flaws the company plans to correct). But GamesBeat sought out the thoughts of one of several market-research firms that follow the $2.3 billion pay-to-play massively multiplayer online RPG world most closely for a more-neutral opinion.It’s no problem, van Dreunen reported.WoW is the market leader, by a landslide.
It holds around a third from the worldwide pay-to-play MMO market, he reported. Generating still over a billion [dollars] in revenue annually, it’s a juggernaut of a franchise, especially if you consider it’s been around for in excess of 10 yrs.Warcraft picked up millions of subscribers with the launch of this fall’s Warlords of Draenor expansion pack, putting it back over 10 million players paying around $13-$15 a month. Then it dropped just as dramatically, settling around 7 million. Van Dreunen attributed the drop in part to the momentum behind massive online battle arena titles like League of Legends and Valve’s Dota two.In some ways, the legacy of WoW continues to live on in spin-offs like Hearthstone, with cumulative earnings of around $200 million, and the soon-to-be-launched Heroes with the Storm, he mentioned.
Meanwhile, new market entrants like Wildstar have failed to capture significant market share in pay-to-play MMO space, and we expect that these titles will convert to free-to-play instead.He attributes World of Warcraft’s long-term success to your superior barrier for other players to get into the paid-subscription market, including ongoing development costs, infrastructure and the cost of acquiring gamers. It got the advantage initially because it was easier to engage in.For consumers, there were, in fact, several popular titles like EverQuest when WoW emerged, but none of these were as accessible for players, he said wow gold eu. As WoW reached critical mass, a large part in the industry had started to shift to free-to-play, making it very difficult for any new entrants to justify a subscription-based monetization scheme.Van Dreunen doesn’t see a lot of options for a new pay-to-play sport within the genre.Subscription-based MMOs require a lot of dedicated activity time from their gamers, which makes the total addressable market relatively narrow, he stated. By [WoW] capturing a critical mass, there wasn’t enough room from the market for any contender of equal size.