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Blizzard has lost almost 29% of its overall active playerbase in three years

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Re: Blizzard has lost almost 29% of its overall active playerbase in three years

#81

I can't say what's driving all the playerbase losses but: They stopped development on Diablo 3 a long time ago. It doesn't have the staying power of more modern online games where new content is added continuously. They stopped development on HotS, which never achieved the same level of pull as League of Legends. Overwatch faces stiff competition from Valorant and other competitive small team FPSes, and also has over…

In terms of WoW, I'm sure a lot of it is focusing on the top raiding guilds and leaving the casual player with few rewarding activities.

Further, one of their most cherished metrics is how much time people spend doing a certain activity. Instead of making those activities more fun and rewarding, they made them take longer to complete and with fewer rewards.

To top it all off, they are nearly completely deaf to their player's concerns, and instead focus on metrics instead of gameplay or fun activities.

People at Blizzard certainly have forgotten that games are supposed to be fun.

They try to cloak their declining userbase by saying they have the highest number of logins ever, but they quit reporting individual subscribers a long time ago. One of them is a completely worthless metric and the other keeps the lights on.

The last of the original WoW dev team quit Blizzard last year, and they are running with a crew that don't have the chops to make engaging games.

Re: Blizzard has lost almost 29% of its overall active playerbase in three years

#82

I can't say what's driving all the playerbase losses but: They stopped development on Diablo 3 a long time ago. It doesn't have the staying power of more modern online games where new content is added continuously. They stopped development on HotS, which never achieved the same level of pull as League of Legends. Overwatch faces stiff competition from Valorant and other competitive small team FPSes, and also has over…

> I can't say what's driving all the playerbase losses but: "The Blizzard Way" doesn't work anymore. Fortnite releases content monthly/quarterly. Massive updates with huge out-of-game tie-ins, changing worlds, in-game events, etc. Other games have changed to match/compete. CoD and Valorant both implement similar season-pass style systems. Blizzard, on the other hand, insists on delaying/cancelling games, releasing "o…

This analysis is probably correct, but it's also depressing as hell because Fortnite is a shallow, money-hungry game. Nothing like Blizzard's best work from the past (Diablo 2, Starcraft) that could be played for years with no "season passes" or other MTX.

Re: Blizzard has lost almost 29% of its overall active playerbase in three years

#83
post #9

Blizzard has released only the WoW expansion and some minor hearthstone expansions in the last 3 years. They have not really pushed any major IP releases. Acti-Blizzard is as profitable as ever though largely because of the MTX they've baked into COD and other games, their mobile games, and things like their overseas market penetration working out for them. That combined with the fact they've lost a significant amoun…

Hearthstone actually gets regular, huge updates now days. Far more than it did in the first few years. Just today they dropped a surprise update for Battlegrounds. It's clear there's a major, constant effort going into developing new expansions, new game modes, etc. They've figured out a clever model of rotating out the old content to make room for more new stuff. No doubt Hearthstone is very profitable for Blizzard!…

That's true, and I love Hearthstone and play regularly (I really prefer the rule sets in HS to MTG:Arena, for example) and have played since Beta... But, Hearthstone is also monetized like crazy today, as well. Especially as compared to 3 years ago.

Re: Blizzard has lost almost 29% of its overall active playerbase in three years

#84
post #51

Earlier quoted context omitted.

I've tried a bunch of MMOs since WoW... and despite newer engines and some neat features, they often end up just being... mostly WoW once the sheen wears off. I occasionally revisit WoW because if you're going to play a WoW clone, you might as well just play WoW.

You should try playing some older MMOs: EVE, Anarchy Online, Ultima Online, Runescape. All stuff fundamentally untouched by the WoW design - and they are much better for it IMO. When I've played these games, even 20 years on, I am completely stunned. Makes me realize how psychologically kneecapped we are by WoW.

eve online's formula is... controversial. the significant IRL time grind (doesn't necessarily need to be actively played, your skills train even when offline like an idle simulator...) was always a controversial game design point since it meant newer players were permanently less skilled than older players, they could never catch up... but CCP made it so you could just pay to get higher skill points, which isn't great either.

dust failed and it seems like CCP pivoted towards trying to monetize EVE Online harder. And it was already a fairly heavily monetized game (real-money trading was sanctioned even 15 years ago, the game basically required multiple accounts for high-level play, etc)

Re: Blizzard has lost almost 29% of its overall active playerbase in three years

#85
They are trowing their traditional player-base under the bus and focus on milking the whales. While player numbers are dramatically tanking, ARPU and revenue is up.

Their developer churn is through the roof, having a huge impact on their capability to ship quality which they compensate with shoveling in low effort extrinsic reward content systems.

Re: Blizzard has lost almost 29% of its overall active playerbase in three years

#86
It's worth noting that this is specific to Blizzard.

They have:

- an MMO (not a growth area compared to other genres)

- a FPS that tried to create a unique twist

- a card game that essentially created a new genre (with a commercial ceiling)

- remastered classics

Compared to the rest of the market that is growing in the following areas:

- large mobile presence

- MOBA (HotS has been discontinued)

- battle Royale

Re: Blizzard has lost almost 29% of its overall active playerbase in three years

#87

I can't say what's driving all the playerbase losses but: They stopped development on Diablo 3 a long time ago. It doesn't have the staying power of more modern online games where new content is added continuously. They stopped development on HotS, which never achieved the same level of pull as League of Legends. Overwatch faces stiff competition from Valorant and other competitive small team FPSes, and also has over…

>Overwatch faces stiff competition from Valorant and other competitive small team FPSes, and also has overlapping audiences with battle royale FPSes.

The competition isn't driving away people from Overwatch. The game is incredibly stale, and IMO, is probably the death knell of full price online games.

There has been little to none new content and changes to the game. The competitive community has always complained about the slow trickle of balance changes and the casual community has always complained about the lack of new content (maps, events, heroes). The communication was decent at first then fell off a giant cliff. A lot of competitive players and streamers burned out of playing boring and/or frustrating metas (for a year or more) and casual players ultimately got bored.

My theory is (I'm stealing this from someone else) is essentially Activision saw they had a huge player base who paid $60 once and never again. The extremely consumer-positive loot box system (you can get ample loot boxes by just playing the game, and loot boxes avoid giving you items you already have) means that most players didn't need to buy loot boxes; in fact if you played the game a lot (as a potential whale) you didn't need to pay at all for your favorite skins.

Activision saw that after Year 2/Year 3 the revenue growth for OW fell off a cliff and deprioritized people who would have been making new art/content for the game. In order reclaim that revenue those people were then moved to "Overwatch 2" and all new content was focused on that game. However that game has been delayed (again, and again) so now the player base is hemoragging even harder.

I say this as someone who loves the game, and doesn't play any other game. The game might have lasted longer if they followed Riot's model and made it free to play with micro transactions.

Re: Blizzard has lost almost 29% of its overall active playerbase in three years

#88
post #37

I've been an off-and-on World of Warcraft player since the Burning Crusade days, and I honestly think that Blizzard is struggling to evolve the MMORPG genre into something suitable for the modern day. There was a great article in Kotaku[1] that illustrated this quite nicely. Essentially, what made World of Warcraft successful when it launched can't really exist today, especially with our hyper-connected world. Blizza…

Blizzard hasn't produced even one single-player-focused game since... Diablo I? Their strength has always been multiplayer, I very much doubt they could deliver a blockbuster single-player open world game.

Re: Blizzard has lost almost 29% of its overall active playerbase in three years

#89
post #17

I am pretty hyped about playing d2 again with "Diablo 2 Resurrected". But I guess it's a bad sign that the most exciting thing they have going is a remake of a 20 year old past glory.

Diablo 4 look good with its trailer but who know if they going to botch it like Diablo III until Reaper fix.

Re: Blizzard has lost almost 29% of its overall active playerbase in three years

#90
post #55

Earlier quoted context omitted.

What about Overwatch is a disaster?

The whole original vision for OWL was teams would travel around the world and play at esport arenas filled with people who bought the ticket. And then covid hit.

Don't forget the weird franchise model with crazy upfront costs to try to fund the thing. It was a wannabe LCS, but worse.
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