Who are gamers? Is there such a thing as a typical gamer any more? Where do gamers come from? In an article in the New York Times, Richard Garriott was quoted as saying the following:"Every year someone writes a big article about how the M.M.O. business has reached a new plateau and won't get any bigger. And then every year we seem to grow 100 percent. World of Warcraft is just the next big step in that process."- Richard Garriott quoted in War of the Virtual Worlds, NY Times. But not everyone agrees with Garriott. The following quote is a from a recent article in the Common Sense Gamer called "Where do they come from." "It was that last bit about what Garriott said about the MMO market seeming bigger than people think it is. This couldn't be more wrong. The reason why the MMO market is this big right now is because of non-MMO players and heck, even non-gamers. I really don't consider these people as part of the MMO market, but as part of the gamer market"- Darren in Common Sense Gamer But this presents an interesting question. Who exactly is a "gamer" then? Where do they come from? We all here the announcements by Blizzard Entertainment at regular intervals telling the world how big there subscriber base has become. The latest numbers put it at 9 million subscribers. Yes, just saying 9 million subscribers can be deceiving. Other questions that come to mind are: how many of those are in Asia? How many of those accounts are long time subscribers? What is the turnover like? Are there more accounts coming in than going out? I found it interesting that Rob Pardo and Richard Garriott agree on this last issue. Recently Game Daily Biz had an interview with Pardo. At one point they asked him what efforts were being made to pull in new subscribers. Here is what he had to say: "I don't think that we need to go through a lot of effort to pull in this new group of players; it's more of that "long tail" of players. You see this with a lot of games that are popular over time like people playing The Sims today are not necessarily the same people that bought it when it launched years ago"- Rob Pardo in Rob Pardo on the Art of 'craft Richard Garriott recently told The Hollywood Reporter something very similar: What is interesting is that gamers only subscribe to one MMOG for six to nine months and then they move on to another one. While "Ultima Online" still has hundreds of thousands of subscribers here in the U.S., those subscribers are a totally different set of people than the game had last year. Gamers tend to move on and look for something new and different to play. So, until there is a great new online game coming out once per quarter, I don't think there can be too many MMOGs.- Richard Garriott If there is one thing that Blizzard Entertainment has done for the MMO Market that is bring it to the attention of mainstream media. It is no longer something that is discounted by media giants. We have entered an era where we even see advertisements within the games themselves. Even with the success of Blizzard Entertainment, there is always more room on the shelf for another successful MMO. When Game Daily Biz asked Rob Pardo about a "theoretical ceiling" on the PC gaming industry here is what he had to say: "I also kind of disagree with the "theoretical ceiling" comment on PC games. I mean, what's the PC install base in this day and age around the world? It's got to dwarf the install base for any of the consoles or all them combined for that matter. It's just that a lot of people don't necessarily use their PC as a gaming machine and PCs themselves... you just have to jump through a lot more hoops to install and play PC games, and consoles are just dedicated gaming machines." - Rob Pardo in Game Daily Biz When there is so much competition in the MMO market, the players always win. It may be a game like WOW that brought someone to this hobby of ours. But it is other games that will keep them there, and bring in new players when they leave. The era when there was such a thing as a "typical" gamer is long over with. There will always be games that address a niche market like Eve Online. But games with a wider appeal like Everquest 2 and WOW have players that jump between the two. It is, as Rob Pardo, and Richard Garriott tell us, the reason why the players that started playing an MMO are rarely the people that still play it. I constantly here from players that I met in one game, when I begin playing another. Just today I heard from someone who simply stopped to help me with a quest back in my days when I was leveling my first character in WOW. Now Trixie and I both are starting to play EQ2 and having a blast doing it. The reason for this is quite simple, and I think Richard Garriott recently explained it best. "You know, solo computer games are really very anti-social activities. A gamer will sit by himself in a darkened room and never see the light of day, much less socialize with other people. The great thing about MMOs is that it is truly a shared experience among real people. That's the attraction for gamers."- Richard Garriott See you online, - Julie Whitefeather |
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