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Eq subscription numbersFollow

#1 Sep 05 2006 at 2:37 PM Rating: Decent
EQ subscriptions down again. Its basicly nothing more then an also ran at this point.

Have to wonder when WoW will slow down

http://www.mmogchart.com/Chart1.html

Edited, Sep 5th 2006 at 3:43pm EDT by dracoboars

Edited, Sep 5th 2006 at 3:42pm EDT by dracoboars
#2 Sep 05 2006 at 8:35 PM Rating: Good
I'd still like to see some actual answers about where that place gets numbers =p
#3 Sep 06 2006 at 8:14 AM Rating: Decent
Skelly Poker Since 2008
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Yeah, would be nice to know how legit this is - the guy does give an accuracy rating for his data. At any rate it's pretty interesting - I never realized Lineage was so popular or that EQII failed to ever reach the subscriptions that EQ sees.

Wonder how SOE Station passes are accounted for?



...








Edited, Sep 6th 2006 at 9:21am EDT by Elinda
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#4 Sep 06 2006 at 9:53 AM Rating: Excellent
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MMORPGChart.com wrote:
EverQuest (Accuracy Rating: B)

Launched on March 16, 1999, EQ’s figures pretty much speak for themselves. At one point their growth seemed nearly unstoppable, but the trend began to slow between 2001 and 2003, and after peaking at about 460,000 subscribers, EQ went into decline. SOE’s last official statement regarding EQ’s subscribers in 2004 only claimed “over 420,000”. The latter data points on the graph come not from press releases, but from inside sources, and they show a somewhat different picture, with a high of some 550,000 subscribers in September 2004. It is important to note that the more recent data points represent not just total monthly subscribers, but also subscribers with active accounts on free time, eligible accounts on game time cards, etc. SOE station pass subscriptions are not counted unless they actually have registered an EQ account. It is possible that the earlier figures from the SOE press releases were deliberately conservative, and/or did not count such accounts, thus accounting for this apparent discrepancy. As of May 2005, EQ had fallen sharply to only 200,000 current subscribers.
MMORPGChart also wrote:
B – This indicates that while some of the data points shown may be official, a substantial number come from press articles, unproven inside sources, or other indirect means. The numbers may not be exact for the MMOG in question, but are certainly in the ballpark.
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#5 Sep 06 2006 at 10:51 AM Rating: Decent
The EQ numbers seem a little low. At its peak it had barely over 500,000 subscriptions? That cant be right.
#6 Sep 06 2006 at 11:01 AM Rating: Excellent
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Actually 500,000 peak was the party line from SOE. At the time, a half million subscriptions was like owning the entire MMORPG market.
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Belkira wrote:
Wow. Regular ol' Joph fan club in here.
#7 Sep 06 2006 at 11:04 AM Rating: Good
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I think the WoW numbers are suspicious, I know so many who have cancelled over the past year, yet they seem to go up and up. I suspect WoW may be releasing thier sales to date as subscriptions.



Edited, Sep 6th 2006 at 12:05pm EDT by fhrugby
#8 Sep 06 2006 at 11:12 AM Rating: Excellent
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The secret to the WoW numbers apparently lies in the fact that there's a whole lotta Chinese out there...
MMORPG wrote:
World of Warcraft (Accuracy Rating: A)

Launched on November 12, 2004, Blizzard’s entry into the MMOG market has been a runaway phenomenon, outpacing all expectations. As stated in Blizzard’s latest press release, "World of Warcraft customers include individuals who have paid a subscription fee or purchased a prepaid card to play World of Warcraft, as well as those who have purchased the installation box bundled with one free month access. Internet Game Room players that have accessed the game over the last thirty days are also counted as customers. The above definition excludes all players under free promotional subscriptions, expired or cancelled subscriptions, and expired pre-paid cards. Customers in licensees' territories are defined along the same rules." According to this definition, as of June 2006, WoW has reached 6.6 million subscribers worldwide, including over 1 million in Europe and somewhere between 1.5 and 2 million in North America, with most of the remainder in China.
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Belkira wrote:
Wow. Regular ol' Joph fan club in here.
#9 Sep 06 2006 at 11:28 AM Rating: Decent
And WoW suddenly Quadrupling the whole market?

Guess the game took off in some area of the world that EQ didn't!
#10 Sep 06 2006 at 12:17 PM Rating: Good
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We also know that quality is often times more important then quantity. Sure, there may be a gazillion people playing WoW, but over 3/4 of them are as$hats, so that pretty much puts them on an equal level anyway. :grin:
#11 Sep 06 2006 at 12:39 PM Rating: Decent
Some of the numbers are actually provided by the companies. EVE online, where I went after 7 years of Everquest, provides monthly figures to the MORPG site. I've been told that the games that show numerous closely spaced values are actually direct from company figures.

The numbers shown for WoW are probably correct, but I'm told the turnover is huge. The number of self confessed WoW refugees coming to EVE online seem to be quite large, however they seem to leave rather quickly as well. They outgrow WoW quickly, but EVE is just a bit too difficult. I suspect lots of WoW people are trying lots of different games to find one that suits them. As we all know, WoW gets old rather quickly.

EDIT: EVE online just opened a Chinese language server and the response has been huge. Just like WoW, China seems to be the new market.

Edited, Sep 6th 2006 at 1:47pm EDT by Skua
#12 Sep 07 2006 at 1:02 AM Rating: Decent
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Blizzard has traditionally been hugely dominant in Asia. Starcraft, Warcraft, WoW etc. all were the biggest things ever to his Korea, Vietnam and China.
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