If sub numbers aren't how Blizzard measures WoW's success, what do they use instead? There has to be some sort of metric. The answer to that question is the key that unlocks the logic behind most if not all of the design decisions
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So question is what best drives that kind of spend from people - I’d guess strong bursts of hype over slow & steady burn.
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So, when i got alpha i got the feeling of a wod 2.0 ish. Legion was the good expac and bfa is gonna be a meh one. Turn out it was kinda true. i have 3 characters over 370 + , everyday i log in i think to myself.... what do i do today.
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But aren’t those systems you just mentioned tied directly to people being subbed to sink money into them? So in the end it all ties back to subs.
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Imo both of those should be a focus point if you wish to create something that can stand the test of time, if we argue that at first it was sub numbers and changed then the current woes of wow becomes more apparent.
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I’m the end if no one is subbed no one will buy micro transactions. And if potential subs equal potential micro transactions then subs to translate to revenue
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Disagree here. Like any online ecommerce business the most wanted metric is the lifetime value of a customer. Their monthly sub fee each month isn't representative, but when you factor in sub cost x years played you'll get a metric that is the best performance indicator possible.
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Best in terms of something tangible that shareholders will understand and something Blizzards marketing teams can track declines or increases in lifetime avg value of customer subs, store purchases or faction/race changing services.
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So basically loot boxes.... so basically activison policies. People don’t like this. If subs aren’t important go F2P. Like he says they don’t want a game just a gambling simulator
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I would say playtime shows how much customers are invested in your game/product and willing to spend on MTX, showing investors how reliable it is.
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Leveling is miserable right now, drives up sales of boost tokens. Gold is harder to come by and raiding is more expensive. Repairs went up as well. This drives sales of gold tokens. RNG and titanforging promotes longer play time. This increases subs. Its all planned it seems.
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