Having amassed over $10 billion adjusted July 2012, World of Warcraft may be the highest grossing computer game of all time. Over the course of the game’s 10+ year lifespan, players are coming up with more than 100 million World of Warcraft accounts, as well as in November 2014, the MMORPG boasted a lot more than 10 million subscribers. For years, WoW may be the bar where all other MMOs are measured. But now, in excess of a decade on, World of Warcraft is beginning to show its age… at the least a little.
For one, World of Warcraft’s business design is a relic of the different some time to a very different gaming marketplace. For most MMOs, the monthly subscription fee went the way of the dodo, but World of Warcraft persists as the few major MMOs that still hasn’t made the transition to free-to-play, buy-to-play, or freemium. While developer Blizzard may never entirely abandon World of Warcraft’s subscription-based revenue stream, the company’s monetization scheme is beginning to show its flaws. Quite simply, World of Warcraft subscription numbers are dropping, and they’re dropping quickly.
Activision Blizzard updated shareholders for the state of the company's finances during an earnings ask for Wednesday, and chief one of the revelations was what is this great that World of Warcraft has lost nearly three million subscribers before three months. As mentioned above, Blizzard had10 million World of Warcraft subscribers near to the end of 2014, but also for the quarter that ended on March 31, that number dropped to 7.one million. A loss of 2.9 million subscribers has to be red flag in a situation, but it’s much more alarming considering that the drop occurred over this kind of short span of
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