Author Topic: The Slippery Slope: Analysing The Decline of World of Warcraft
Spookysheep 
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Subject: The Slippery Slope: Analysing The Decline of World of Warcraft
http://massively.joystiq.com/2011/08/31/the-slippery-slope-analysing-the-decline-of-world-of-warcraft/



GREAT article, includes survey and Greg Streets official "excuse".


Just keeps getting funnier by the day laugh

 

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Dums 
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Subject: The Slippery Slope: Analysing The Decline of World of Warcraft
2800 isn't much of a sample size.

It's definitely, by definition, a decline. I don't agree that it's a huge deal, though, when they've dropped to 11 million and the next runner up mmo has what, 2-3 million?

 

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Blisteringballs 
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Subject: The Slippery Slope: Analysing The Decline of World of Warcraft
Dums posted:
2800 isn't much of a sample size.

It's definitely, by definition, a decline. I don't agree that it's a huge deal, though, when they've dropped to 11 million and the next runner up mmo has what, 2-3 million?


Considering statistical inference and all that, 2,800-ish is a good sample size. Total volume doesn't matter in this case, nor do comparisons to competing products, since it's focused squarely on a single game.

This is the most public display of a company consistently avoiding the obvious that I can personally recall. The last time I saw something like this happening was when Apple fell from grace back in the day, when they decided to focus on company vision rather than customer wishes - and squandered their market share by doing so.

Blizzard will not recover until they change the leadership of WoW development. EVERYONE knows this but them. Shades of 80's Apple all over again.

 

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Fedup23 
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Subject: The Slippery Slope: Analysing The Decline of World of Warcraft
Gdammit ...I keep telling you, I'm just bored after 7 years!!! doh!

 

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Spookysheep 
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Subject: The Slippery Slope: Analysing The Decline of World of Warcraft
Um, 2800 is WAY more than enough of a sample size.

Statistics 101 dudes.

 

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Conceited 
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Subject: The Slippery Slope: Analysing The Decline of World of Warcraft
Which part is the "analysing" part?

Possibly the least informative article I have ever read.

I kept looking for the -next page- link etc.

I hope they don't pay this guy.

 

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Subject: The Slippery Slope: Analysing The Decline of World of Warcraft
Ah, apparently this is the real article? http://www.gamasutra.com/view/feature/6473/world_of_warcraft_and_life_after_.php

 

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GutterSludge 
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Subject: The Slippery Slope: Analysing The Decline of World of Warcraft
Spookysheep posted:
Um, 2800 is WAY more than enough of a sample size.

Statistics 101 dudes.

 

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Arunne 
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Subject: The Slippery Slope: Analysing The Decline of World of Warcraft
Blisteringballs posted:
Dums posted:
2800 isn't much of a sample size.

It's definitely, by definition, a decline. I don't agree that it's a huge deal, though, when they've dropped to 11 million and the next runner up mmo has what, 2-3 million?


Considering statistical inference and all that, 2,800-ish is a good sample size. Total volume doesn't matter in this case, nor do comparisons to competing products, since it's focused squarely on a single game.

This is the most public display of a company consistently avoiding the obvious that I can personally recall. The last time I saw something like this happening was when Apple fell from grace back in the day, when they decided to focus on company vision rather than customer wishes - and squandered their market share by doing so.

Blizzard will not recover until they change the leadership of WoW development. EVERYONE knows this but them. Shades of 80's Apple all over again.


I hear Steve Jobs has some free time now, maybe he can come and turn it around.

 

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Tai-Daishar_MT 
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Subject: The Slippery Slope: Analysing The Decline of World of Warcraft
Spookysheep posted:
Um, 2800 is WAY more than enough of a sample size.

Statistics 101 dudes.


Well, it's not WAY more but it is more than big enough.

Using 10 million as our subscriber number (nice and easy to make the formula work), a sample size of 2,653 gives you a confidence interval of 99% with a margin of error of 2.5%

 

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JaconKin 
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Subject: The Slippery Slope: Analysing The Decline of World of Warcraft
Very interesting read.

 

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Crafty_ac2 
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Subject: The Slippery Slope: Analysing The Decline of World of Warcraft
Arunne posted:
Blisteringballs posted:
Dums posted:
2800 isn't much of a sample size.

It's definitely, by definition, a decline. I don't agree that it's a huge deal, though, when they've dropped to 11 million and the next runner up mmo has what, 2-3 million?


Considering statistical inference and all that, 2,800-ish is a good sample size. Total volume doesn't matter in this case, nor do comparisons to competing products, since it's focused squarely on a single game.

This is the most public display of a company consistently avoiding the obvious that I can personally recall. The last time I saw something like this happening was when Apple fell from grace back in the day, when they decided to focus on company vision rather than customer wishes - and squandered their market share by doing so.

Blizzard will not recover until they change the leadership of WoW development. EVERYONE knows this but them. Shades of 80's Apple all over again.


I hear Steve Jobs has some free time now, maybe he can come and turn it around.


Nah Steve would be bias as he is getting ready to join the undead.

 

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HunterTalon 
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Subject: The Slippery Slope: Analysing The Decline of World of Warcraft
"...a study of 2,865 WoW players across the world, and found that 75% of them had stopped playing the game for at least a month while still being subscribed to it."

Blizzard must be rolling over in their collective graves that people who are still paying them take a break from the game from time to time. Really scary stuff.

Reading comprehension and looking for potential bias is of vital importance when analyzing statistics. That is part of Statistics 101 also. shock

 

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Fedup23 
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Subject: The Slippery Slope: Analysing The Decline of World of Warcraft
HunterTalon posted:
"...a study of 2,865 WoW players across the world, and found that 75% of them had stopped playing the game for at least a month while still being subscribed to it."

Blizzard must be rolling over in their collective graves that people who are still paying them take a break from the game from time to time. Really scary stuff.

Reading comprehension and looking for potential bias is of vital importance when analyzing statistics. That is part of Statistics 101 also. shock


My figures of those that say they have quit vs those that have actually quit are similar. Its all scientific facts.

 

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Sociop 
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Subject: The Slippery Slope: Analysing The Decline of World of Warcraft
This is from one of the messages below that article and says it pretty good;


posted:
To sum it up-

Blizzard allowed the game to become whack-a-mole. What is the easiest and most importantly fastest way to get the rewards?

Problem is, everything became so stream lined and so much about efficiency and speed the "soul" of the game was completely lost.

There is literally NO point to the game anymore except to accumulate gear.


GC really has really tried to turn WoW it into some kind of progressive liberal utopia complete with welfare epics, where everyone should be equal regardless if you bust your butt for what you want or AFK in a BG.

This delusional thinking does not work in real life and sure as hell is not going to work in a MMO.

 

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Conceited 
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Subject: The Slippery Slope: Analysing The Decline of World of Warcraft
Game developers have lost sight of what games should be.

Gamers generally play games for the enjoyment of playing.

Example: I PvP'd in WoW in the first year or 2 because it was awesome, I enjoyed it. When Battlegrounds/PvP Gear/Arenas started coming out PvP seemed to lose a lot of the "fun" for me.

You see a lot of people in WoW PvP simply trying to get the gear, they don't care about how they get it. That's why you have a tonne of AFKers or people "just f*cking around" in battlegrounds etc.

Back in DAoC(for those who played, and liked it) you went out into the frontiers for fun, for a challenge. Not for "l33t epix!". Sure there were incentives to do it, Realm Points, Relic/Keep bonuses. But those were rarely the reason you went out there, those were just a bonus.

WoW has one of the worst communities of players I have ever seen. There's very little community, if at all. I'm sure there's the odd server where everyone knows everyone, and is mostly friendly. But that's probably pretty rare. Games like UO, DAoC, even Diablo 1 had amazing communities.

Which is one of the best parts of online games. If Blizzard was smart they would encourage community building, but they inadvertently discourage it(server transfers, name changes, and the like).

Online Games should be about the Community, great Gameplay, not about what the best item is and how to get it, over and over. Improving your characters is an obvious part of it, but it shouldn't be the main theme.

 

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Spookysheep 
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Subject: The Slippery Slope: Analysing The Decline of World of Warcraft
HunterTalon posted:
"...a study of 2,865 WoW players across the world, and found that 75% of them had stopped playing the game for at least a month while still being subscribed to it."

Blizzard must be rolling over in their collective graves that people who are still paying them take a break from the game from time to time. Really scary stuff.

Reading comprehension and looking for potential bias is of vital importance when analyzing statistics. That is part of Statistics 101 also. shock



Only a complete retard would think blizzard is not extremely concerned with losing a million customers in less than year.

You might want to actually educate yourself in statistics before trying to participate in the discussion wink

 

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