A strange thing happened upon the way to Guild Wars 2’s one year anniversary: it became very successful. According to some research,Guild Wars 2 is the fastest selling MMO based in the Western part of the world. Taking a gander at NCSoft’s quarterly reports, and making an idiot’s guess at the numbers, it seems the game is making ANet about 9-10 million a month.
Also, ArenaNet has moved towards a 2-week update schedule for their patches and Living World system.
But perhaps you thought all MMOs failed. Perhaps you heard that the game was dead. Perhaps you are wondering how this happened. So, let’s take a look at why Guild Wars 2 prevailed where other MMOs failed.
Oh boy, a numbered list of reasons!
- Those other MMOs did not fail. This is important to understand. Those other MMOs switched business models, and that’s important to this list, but let’s not continue the chant of “fail”. Many of the subscription MMOs that went towards Free-to-play or Buy-to-play models did so because they could make more money from those models. And guess what? They did. Check out Zenofdesign blog for a look into SWTOR’s tranisition. It’s a good read.
- ArenaNet budgeted correctly. Those that have played Guild Wars 2 know the game doesn’t have grand, impressive cinematics. ArenaNet has changed their story presentation in a way to better accommodate the speed of development, but they never spent as much on cinematics as their competitors did.And despite the hype at launch, there wasn’t a lot of advertising for the game. It carried out its message through social media and word-of-mouth, both exceptionally cheap forms of PR. There was a launch commercial made, but it was awful and quickly and quietly done away with. These sort of decisions reduced the game’s development cost.
- ArenaNet and NCSoft created a fair Cash Shop. The MMO community sometimes finds itself stuck in the world of fools and idiots. “F2P is P2W.” You can still people say this phrase even though many former sub MMOs have gone F2P with little change in the user’s experience. However, it was important for Guild Wars 2 to clearly stand in opposition of this viewpoint. To get around this issue, the GemShop was created. Most of the items in the cash shop are cosmetic items that sell o power advantage. Other items are boosters, and account services. Account services have long been a pay-for feature in MMOs, so that’s nothing new. Boosters are also random drops as rewards from chests, dailies, and can be attained easily through food buffs.The game does have a jackpot mechanic in its Black Lion Chests, but there’s never any source of power advantage within the chests. Not losing money on these items is a matter of self-control.Most importantly, the gold to gem conversion allows any gem shop item to be bought with gold, and many have taken advantage of this.
- They released a quality game and supported it. Recently, Wildstar and TESO have announced that they will be releasing as sub-based MMOs. Carbine Studio’s Gaffney, I believe, said of releasing an MMO that the pricing model isn’t as important as the quality of the game. Well, not exactly Gaffney. Unfortunately, there’s been some decent to good MMOs released that have struggled to maintain because they were over-budgeted and had to live via subs while there was already a fat, behemoth of an MMO swallowing everyone’s subscription commitment and time, leaving little for the competition to scoop up.The truth is that quality is a pre-requisite for MMO success, but not the determining factor of an MMO’s success. It is something that has to exist at launch, but beyond that an MMO must find a way to get player’s time, and to keep player’s engaged. It’s those last two parts that involve the business model, but also involves updates and support. ArenaNet has found a way to make money with their game without fighting for subs and then support the game with a plethora of updates that feature a variety of types of content. So far, it’s working very well for them.
In Closing, yada yada, and banana turnbuckle.
Guild Wars 2 is different. It was different enough to succeed with its original play while others struggled with their own plan. It could be claimed that Guild Wars 2 and World of Warcraft are exceptions to the rule about MMOs. However, I feel there is almost awlays reasons why a thing is so. Does WoW decline in players because it’s too casual? No, it was most successful at its most casual. It’s declining because its an old game facing more competition. It’s declining because F2P and B2P models have shown to offer more competitive environments in the East and those models are just now starting to take hold in the west.
So how do future MMOs not crash and burn? My firs tip: dot listen to the MMO community too much. I’ll get into that in a future blog post though.