Some MMOGChart Conclusions

SirBruce recently released an updated version of his MMO subscription charts, which are available on MMOGChart.com. I love looking at statistics and trying to draw conclusions from them. I have a few pieces that I wanted to post here, all of which I already knew, but it’s nice to have data to back the conclusions up. Proceed beyond the break for all of the goods.

Major releases do impact existing games, especially if they are in a similar genre. Dark Age of Camelot and EverQuest purged subscriptions when World of Warcraft and EverQuest II launched. Interestingly, Star Wars Galaxies started seeing a steady decline right around the same time, a full year before the NGE.

Niche games tend not to be dramatically impacted by the launch of other titles. They tend to start small and slowly but surely increase, without major spikes in either direction. EVE Online and Tibia are both great examples of this, with EVE probably being the best example given its traditional subscription model.

Marketing amplifies the effect of any release, in both directions. A huge marketing blowout will have a major adverse impact on a game if it doesn’t live up to the hype. This can be seen with Vanguard, but it’s probably even better exemplified by EverQuest II. I’ll admit that the game wasn’t particularly good when it launched (though I assert that it is now). The major hype brought in a ton of subscribers, but a ton of subscribers also left the game very quickly thereafter. I also believe a game cannot ever fully recover from an overhyped but underwhelming launch.

Marketing and hype also dramatically amplify the success of a game that does live up to the hype. This can be seen better than anywhere else with World of Warcraft, which is arguably the most financially successful massively multiplayer game of all time. Had it been so hyped and failed to meet expectations, it would have been the biggest bomb in history.

I’m sure there are some other conclusions you can draw. I toyed with the idea that games that start small have a stronger community foundation and can therefore become prolific for longer, and will generally see an increase in subscribers pretty consistently over time (because nothing is more respected than word of mouth). But, I dismissed that line of thinking because there’s not enough data to back that claim up.

What conclusions can you make from the charts?

  • Print this article!
  • Twitter
  • Facebook
  • FriendFeed
  • Digg
  • Yahoo! Buzz
  • StumbleUpon
  • Reddit
  • Technorati
  • del.icio.us
  • Google Bookmarks

9 Responses to "Some MMOGChart Conclusions"

Leave a Reply

Log in | Register

XHTML: You can use these tags: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>

Return to Nerfbat »