My Message close
GAME JOBS
Latest Blogs
spacer View All     Post     RSS spacer
 
May 25, 2013
 
Beer and Diversity
 
Selling Games
 
Want To Help Stop Youth Cyberbullying? Let Your Kids Raid More.
 
Tenets of Videodreams, Part 1: Exploration [2]
 
We're Indie, we like Microsoft. Too Controversial? [38]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
May 25, 2013
 
Treyarch / Activision
Technical Animator
 
Treyarch / Activision
Game Systems Designer
 
Infinity Ward / Activision
Senior Tools Engineer
 
Airtight Games
Environment Artist
 
App Minis LLC
Senior Unity Game Programmer
 
Gameloft
Game Designer
spacer
Latest Press Releases
spacer View All     RSS spacer
 
May 25, 2013
 
12 Million Downloads
after 1 Year in the
AppStore
 
Global Games Market Grows
6% to $70.4bn in 2013
 
Sharpen Your Battle Axes
and Prepare to
Pillage!...
 
Active Soccer - Indiegogo
campaign
 
Fashion Party Dress Up
Press Release
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
Sponsor

 
 World Of Warcraft  Restarts Commercial Operation In China
World Of Warcraft Restarts Commercial Operation In China
 

September 21, 2009   |   By Leigh Alexander

Comments 2 comments

More: Console/PC





After over two months' downtime and a long closed beta, World of Warcraft has finally resumed full operations in China over the weekend, opening the doors of Azeroth once again to millions of users who've been waiting since the beginning of Summer.

Blizzard Entertainment switched Chinese operators on June 7th from The9 to rival NetEase, hoping to earn a higher royalty rate on the game. But the change-over has meant a lasting round of scrutiny from government regulators -- and mandated content edits, due primarily to sensitivity about depicting the undead before younger audiences.

A translated version of the official announcement said users will still be able to use any game time they purchased prior to the downtime, and veteran players meeting certain criteria will get a special pet.

As it welcomes back returning users, the game's official Chinese website is also now officially open for the creation of new World of Warcraft and Battle.net service accounts.

The transition and the downtime have been costly to both Blizzard and NetEase. According to media claims, NetEase has spent an estimated 1 million yuan ($146,455.77) per day maintaining game servers for the closed beta it's been running since July 30 as a test period.

Harder to quantify is potential player loss as a result of the downtime. Close to half of World of Warcraft's 11.5 million users are Chinese -- but analysts such as Lazard's Colin Sebastian have estimated that, due to the Chinese business model and licensing structure, the region accounts for just 6 percent of WoW revenues.

Interestingly, Netease and Blizzard's relaunching of the service appears to be tied to a change in Chinese government responsibilities announced late last week, with the Ministry Of Culture taking over some game-related approval processes. However, post-launch reports claim that not all Government departments are aware of the game's relaunch -- though it is unclear whether jurisdictional issues make this necessary.
 
 
Top Stories

image
Blog: We're indie, we like Microsoft. So what?
image
Xbox One preowned rumors batter GameStop shares
image
Blog: Theme and craft, games and art
image
Xbox One: A flawed plan, well-executed


   
 
Comments

Andre Gagne
profile image
"Blizzard Entertainment switched Chinese operators on June 7th from The9 to rival NetEase, hoping to earn a higher royalty rate on the game."



Probably means the subscriptions are the same (or similar) but that Blizzard gets less than 100%.

Simon Ludgate
profile image
Gaming Steve went through The9's license agreement with Blizzard and explains how WoW runs in China (in 2005):



http://www.gamingsteve.com/archives/2005/11/with_all_the_ta.php



22% royalties, so you can see why Blizzard wanted to switch.



Also, this post from a WoW player who lived in China explains how the system works:



http://forums.worldofwarcraft.com/thread.html?topicId=116252979&sid=1



Subscription: In WoW China, you must activate an account through a website much like on the American servers, however the main difference is the paying method: in China, you must buy game cards that allow you to play WoW for 60 hours. You can buy these cards on the street, in shops or even in game (usual price is about 450g! at first this seemed like a huge number to me, especially since TBC came out just last week in China. However it turned out to be quite reasonable considering the amount of gold circulating on the servers) and these cards are priced at about 4 dollars (quite expensive for China).



Note that, in China, until you use up your 60 hours, you're considered to have an "Active" account, so there's a great deal of speculation about what the number of "active accounts" really means, since it could mean 5 million people who bought a single 60 hour card for $4. This represents a mere $20 million, 22% of which is about $4.4 mil; in comparison, at about 4 million subscriptions in NA/EU at $15 a month each, that's $60 million EACH MONTH.



Thus I add my hat to the ring of people who complain about Blizzard lumping NA/EU active account numbers with Chinese active account numbers, since the two represent extremely different sources of revenue.


none
 
Comment:
 




 
UBM Tech