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Exclusive: World Of Warcraft's U.S. Retail Sales Total 8.6 Million
by Staff
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July 29, 2009
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Blizzard's World Of Warcraft has sold a spectacular 8.6 million copies to date, according to NPD data provided to Gamasutra.
Following the revelation that The Sims 3 sold more than 800,000 copies in its first month at U.S. retail, Gamasutra followed up with NPD to find out how well WoW -- perhaps the only retail competitor to The Sims series over the past few years -- has fared.
The NPD Group rolled up multiple SKUs of the massively popular PC online game and its expansion packs since its November 2004 launch to arrive at the 8.6 million figure.
No information on average sale price across all versions was provided. But presuming $30 for each unit sold (the core game currently retails at $19.95; expansion packs and compilations for as much as $39.95), it amounts to as much as $258 million total from U.S. retail alone.
The statistics provided by NPD included the base World of Warcraft, plus the Collectors Edition version, the expansion pack-bundling Battle Chest, and the two standalone expansions: The Burning Crusade and Wrath Of The Lich King.
Although the operator transition in China is likely to have diminished the userbase somewhat, Activision Blizzard's most recently-announced total of 11.5 million subscribers is the company's main moneyspinner.
Millions in the West pay $15 a month to play the game, which means hundred of millions of dollars yearly for Blizzard. World of Warcraft shows no signs of losing its massive lead in the subscription MMO market in the near future.
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Seriously, this is the only game that I have ever played exclusively for over two years. Never thought I'd play a game day in and day out like that but I did. If it wasn't for wow drama and Halo 3, then I'd probably still be playing this amazing game.
But if you have like already 30 friends playing, that you can join with them and raid dungeons, kick some boss ass while laught at your idiot wizard friend that attacked the boss with a stick and died, then it is not boring anymore... Get it?
The grind part is only to ensure that this group of 30 friends keep playing the long as possible...
I haven't, however, played other MMO's. I have always wondered if I would enjoy WoW as much after playing Guild Wars, Everquest, Ciy of Heroes, or Final Fantasy.
Secondly, the 11.5 million subscriber is a load of bull. Yes, WESTERN COUNTRIES may pay an average of$14.99 a month, but that ain't how it's bought and paid for in China or the rest of APAC. There, users go to an Internet cafe' (remember those? ) and pay on a per-hourly basis.
We can do a very simple analysis here: I kind of remember around 2 million WoW subscribers in USA (3 in Europe and 5 in Asia). Even if we stretch that to 2.5 million, it means there is a big chunk of people who have left the game. The most optimistic view would be that all those 2.5m bought all the expansions, which makes up 7.5m, and considering all those who left having bought all expansions too, it would be around 400,000 players. The most pessimistic view would be that the game lost 6.1m players (with not a single player having bought ever an expansion). A simpler view: around a million players have left the game, which is about a third of the base.
By the way, I doubt Blizzard will release a subscription update this year. With the Chinese server change, the subscription amount there must have dropped to almost zero.
My worry about Star Trek Online and Star Wars: Knights of the Old Republic, two themes I really am interested in will require hours of tribble or bantha fodder collecting before I get to feel the force or go where no man has gone before.
WoW definitely has had a very powerful impact on gaming. It draws on a couple of things:
a) People want to make a difference and a positive impact. Unfortunately, the real world doesn't offer many opportunities to do this. WoW does, from a pyschological perspective.
b) Players get a reputation, good, bad or otherwise. But a reputation nonetheless. It might be more recognition than they get at their 9-5 job in the real world.
c) Because of a) and c), players get a sense of self-worth.
Jane McGongial at the Institute For The Future has done a ton of research into this and I talk about how these aspects can be reversed to make an impact on the real world here in my blog:
http://missingbullet.wordpress.com/
Take a read everyone and let me know what you think.