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World of Warcraft: boosting the game industry by Steven Golden
Copyright
2006 Steven Golden
Warner
Bros. Interactive Entertainment wanted to make a big splash in the
video game world back in March when it introduced "Matrix
Online," a massively multiplayer online game based on the
once-hot film franchise. The game made a big splash all right, like a
belly flop.
Over
its first three months the game signed up fewer than 50,000
subscribers, a pittance, so in June, Warner cut bait and agreed to
sell the game to Sony. Last month "Matrix Online" was
downsized from nine virtual "realms" to three, because users
were having a hard time finding one another in the game's vast digital
ghost town.
The
troubles of "Matrix Online" were partly of Warner's own
making; many players and critics agree that the game is a mediocre
experience. But the online market used to make room for mediocre
games. Now, the broader phenomenon is that so many contenders,
including "Matrix Online," simply cannot stand up to the
overwhelming popularity of online gaming's new leviathan: "World
of Warcraft," made by Blizzard Entertainment, based in Irvine,
Calif.
With
its finely polished, subtly humorous rendition of fantasy gaming -
complete with orcs, mages, dragons and demons - "World of
Warcraft" has become such a runaway success that it is now
prompting a debate about whether it is helping the overall industry by
bringing millions of new players into subscription-based online gaming
or hurting the sector by diverting so many dollars and players from
other titles.
"
'World of Warcraft'(WOW) is completely owning the online game space
right now," said Chris Kramer, a spokesman for Sony Online
Entertainment, buyer of "Matrix Online" and one of
Blizzard's chief rivals. "Look, 'Matrix Online' is good, but it's
like being in the early '90s and trying to put a fighting game up
against 'Mortal Kombat' or 'Street Fighter'; it's just not going to
happen. There are a lot of other online games that are just sucking
wind right now because so many people are playing 'WOW.' "
Kramer
is in a position to know. Last November, his company released "EverQuest
II," sequel to the previous champion of massively multiplayer
games. Such games, also known as MMOs, allow hundreds or thousands of
players to simultaneously explore vast virtual worlds stocked with
quests, monsters and treasure. Players sometimes cooperate to take on
epic tasks, like killing a huge computer-controlled dragon, and
sometimes fight one another in what is known as player-vs.-player
combat.
But
November 2005 was the same month that "World of Warcraft"
hit the shelves. In a subscriber-based multiplayer online game, the
customer buys the game's software for perhaps $30 to $50, and then
pays a monthly fee of usually about $15. (There are also many games
that are sold at retail but then are free to play online.)
Since
November 2005, "World of Warcraft" has signed up more than 4
million subscribers worldwide, making for an annual revenue stream of
more than $700 million. About a million of those subscribers are in
the United States (with more than half a million copies sold this
year), and another 1.5 million are in China, where the game was
introduced just three months ago. By contrast, "EverQuest
II" now has 450,000 to 500,000 subscribers worldwide, with about
80 percent in the United States.
Just
a year ago, numbers like that would have classed "EverQuest
II" as a big hit. The original "EverQuest" topped out
at about a half-million players, and many, if not most, game
executives came to believe that the pool of people willing to pay $15
a month to play a video game had been exhausted. The conventional
wisdom in the industry then was that there could not possibly be more
than a million people who would pay to play a massively multiplayer
online game.
Now,
"World of Warcraft" has shattered earlier assumptions about
the potential size of the market.
"For
many years the gaming industry has been struggling to find a way to
get Internet gaming into the mainstream," said Jeff Green, editor
in chief of Computer Gaming World, one of the top computer game
magazines. "These kinds of games have had hundreds of thousands
of players, which are not small numbers, but until 'World of Warcraft'
came along no one has been able to get the kind of mainstream numbers
that everyone has wanted, which is millions of players."
Or
as put by another Blizzard rival, Richard Garriott, an executive
producer at NCsoft and one of the fathers of computer role-playing
games: "Every year someone writes a big article about how the MMO
business has reached a new plateau and won't get any bigger. And then
every year we seem to grow 100 percent. 'World of Warcraft' is just
the next big step in that process."
Worldwide,
about the only subscriber-based multiplayer online games that can
compare to "World of Warcraft" are "Lineage" and
"Lineage II," from NCsoft. Each game claims about 1.8
million subscribers, but in both cases the vast majority of players
are in South Korea, where Internet gaming has become practically a
national pastime.
"World
of Warcraft" has taken off in many countries because Blizzard has
made a game that is easy for casual players to understand and feel
successful in, while including enough depth to engross serious gamers,
who may play a game like "World of Warcraft" for 30 hours a
week or more. Previously, many massively multiplayer games had seemed
to pride themselves on their difficulty and arcane control schemes.
"The
emphasis has clearly been on removing all sorts of barriers of
entry," Ville Lehtonen, a 25-year-old Finn who runs Ascent, one
of "Word of Warcraft's" elite player organizations, or
guilds, said via e-mail. "The low-end game is a great triumph of
usability - everything is aesthetically pleasing and easy to learn,
making the experience a very positive one. Also the ease of leveling
guaranteed that people didn't get frustrated too easily. These effects
combined to lure in the so-called casual crowds in huge masses."
It
is much the same formula that Blizzard has used with its other major
properties: the action-role-playing "Diablo" series and the
"Starcraft" and "Warcraft" strategy franchises.
"This
is what Blizzard always does," said Green, of Computer Gaming
World. "They have an innate genius at taking these genres that
are considered hard-core geek property and repolishing them so they
are accessible to the mainstream. To do that without losing their geek
cred is an incredible achievement."
Mike
Morhaime, president of Blizzard, which is controlled by Vivendi
Universal Games, estimated that about a quarter of the game's players
are women, up from fewer than 10 percent on previous Blizzard games.
"I think we've introduced a number of people to online gaming who
didn't realize that they would even enjoy it, and so I think that's
good for the industry," he said.
Some
of Blizzard's biggest rivals seem to agree.
"
'World of Warcraft' is absolutely expanding the market, and that's a
positive for us because we don't want this to just be a niche
market," said Mike Crouch, an NCsoft spokesman. NCsoft has at
least three new massively multiplayer games on the way, including
"City of Villains," a superhero-themed sequel to last year's
"City of Heroes" that is scheduled for release this fall.
" 'World of Warcraft' is great, but people eventually move on,
and we will have the catalog for them to move on to."
But
there is also trepidation.
"If
you're only playing 'WOW' and you're paying every single month, what
does that mean for all of the other Internet games out there that are
trying to get your $10 or $12 or $15 a month?" Green said. "
'WOW' is now the 800-pound gorilla in the room. I think it also
applies to the single-player games. If some kid is paying $15 a month
on top of the initial $50 investment and is devoting so many hours a
week to it, are they really going to go out and buy the next 'Need for
Speed' or whatever? There is a real fear that this game, with its
incredible time investment, will really cut into game-buying across
the industry."
In
any case, as in years past, there are those who believe that paid
online gaming is all a fad anyway.
"I
don't think there are 4 million people in the world who really want to
play online games every month," said Michael Pachter, a research
analyst for Wedbush Morgan, a securities firm. " 'World of
Warcraft' is such an exception. I frankly think it's the buzz factor,
and eventually it will come back to the mean, maybe a million
subscribers."
"It
may continue to grow in China," Pachter added, "but not in
Europe or the U.S. We don't need the imaginary outlet to feel a sense
of accomplishment here. It just doesn't work in the U.S. It just
doesn't make any sense."
About the Author
Steven
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