Wednesday, January 16, 2013

Guild Wars 2′s impressive sales prove that the way to win the MMO market

The Secret World, Tera, & Star Wars: The Old Republic are just 3 of the high profile MMOs that have had to drop subscription charges to remain alive. Guild Wars 2′s astounding sales prove that the approach to win the MMO industry is to forego subscriptions absolutely.
Guild Wars 2 is distinct from your average MMO, though it could not turn up to be on the surface. ArenaNet's game is built to steer clear of a lot of the structural complications that have hampered online role-playing games since the late '90s. It opened quests to players of varying levels to allow them to play together. It rewards exploration of the world & encourages you to wander freely rather than restricting you to distinct regions dependent on how much time you've poured into the game. And like its effective predecessor, there are no subscription charges in Guild Wars 2. ArenaNet's forward thinking has been well rewarded; the organization's sold 3 million copies of Guild Wars 2 since releasing the game in August.
The studio announced the sales milestone on Tuesday, boasting recent additions to the game like new PvP and PvE maps along with a whole new dungeon named "Fractals of the Mist."
Guild Wars 2's success is a case study in what's important to succeed in the hugely guild wars 2 gold multiplayer online role-playing game industry in 2013. It was 1 of a number of high profile MMOs to open for business in 2012, including Funcom's The Secret World, En Masse Entertainment's Tera, & Electronic Arts & BioWare's Star Wars: The Old Republic (which technically released through the last days of 2011.) In contrast to Guild Wars 2, those three MMOs all opened requiring monthly subscription fees from players. In the past 6 months, all of them have either dropped subscription fees completely or plan to in the immediate future.
Even at their respective peaks, although, none of those games matched Guild Wars 2's sales. Over 2 million players participated in the Star Wars: The Old Republic beta test, but a mere 1.seven million players were paying to play the game in February 2012 just after its release. That membership shrunk to 1.three million by May and continued to decline across the year. The Secret World has sold just 300,000 copies since opening last year.
ArenaNet's model, even so, proves that a brand new MMO can open & construct a substantial audience on costly up-front sales. The game's also little by little sold over the past few months. It sold two million copies within the first 2 weeks of release (including pre-orders), and its built progressively at a rate of more than 300,000 new players per month.
2013 will prove a momentous year for MMOs as Blizzard is expected to express particulars about its successor to World of Warcraft. Even now, although, we could be guaranteed that that game will not have a monthly subscription fee.
Original:http://www.digitaltrends.com/gaming/a-method-for-success-guild-wars-2-sells-3-million-copies-in-a-changing-mmo-market/

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