Year of the Banhammer?
An observant reader noticed the well-timed delivery of my recent World of Warcraft "Cheaters Survey" here. =]
The thing is, Blizzard is very predictable in regards to their ban waves.
They've been collecting user details for months, but wait until a certain time before banning all players at once. Banning still occurs on a regular monthly basis, mind you, but those are for high visibility infractions (e.g. botting that's noticeable by other players.) They want to keep their customers as happy as possible, so exploits/bots that are more visible are dealt with more expediently.
There's a significant amount of revenue to be made from banning accounts.. for one, the players purchase WoW and the expansion packs again, and they pay for a new subscription. It also looks good on paper because it counts as 2 "active subscriptions" since the banned account was already paid until the end of the month.
Blizzard will have large ban waves when revenue is typically lower than expected. They want to make sure their quarterly returns are as high as possible (to impress their shareholders), so bans typically take place during certain quarters.
This well-timed ban wave takes place right before their first quarter ending March 31, 2011. It's also taking place right before pay day. Coincidence? I don't think so. =]
(Note: It's not a very good sign that this took place so soon after Cataclysm sales either.)
As you're aware, Activision Blizzard prepared their shareholders during their last conference with the knowledge that they shouldn't expect any major game releases this year. With that in mind, they still need to drive revenue as best they can - meaning this year, you should expect either new paid services (or existing services with a twist like special discounts) and/or new virtual pets or other items that can be purchased. We might see some new merchandising, or other cool little things to increase revenue. You can also expect increased banning and re-activation of accounts. =]
This applies to all of Blizzard's games, not just World of Warcraft.
And if that wasn't interesting enough, look what Blizzard just posted (Source):
I'll take that as a confirmation.
Homefront and Game Sales Predictions
So Homefront launched today, I forgot all about it actually. =]
It will be a couple days before THQ releases sales figures information (if it's not doing so well, though, they won't release many details or even make an announcement at all.) The revelation of the Single Player mission being only 5 hours long couldn't have helped matters.
I'm always interested in future predictions made by industry experts, but that sort of information is very difficult to come by. No one wants to make educated guesses any more (for fear of being incorrect), and most analysts wait until the last minute (eg 24 hours after launch to make a "prediction of first week's sales") or wait until they can see Pre-Order numbers before making any predictions.
Here are the most prominent sales predictions for Homefront, for example:
1. Lazard Capital analyst Colin Sebastian predicts 1.5 million sales by the end of this month.
2. Michael Pachter doesn't expect Homefront sales to do very well, but he never provided any figures and kept his comments as vague as possible (he's been doing this more often unfortunately).
3. And then there's "HULIQ", they forecasted that sales figures for Homefront will hit 1.25 million in the first 6 months and 2 million by 12 months. Provided, of course, that they release one high-quality DLC, and offer a stable multiplayer experience, etc. I've never heard of HULIQ before, but the webpage looks a little sketchy and needs some major updates.
Most recent reviews of Homefront have made one thing very certain: the multiplayer experience isn't anything like Black Ops. In BO, an inexperienced camper can just stand in one place and get a 20-kill streak. Homefront is different, leaving brainless gamers very frustrated with the game since they won't survive as long as they could in BO (or earn achievements as quickly). Experienced players are finding the multiplayer experience quite refreshing and fun however. It's like Cataclysm Heroics for FPS players.
So, although initial sales won't be as high during the first week - I think the game can have some real staying power thanks to it's multiplayer experience (the "perk" system looks very cool too).
I wish that there were more industry experts out there predicting this kind of stuff though, even if they're wrong at least they can give a reason as to WHY they made their prediction. The best articles I've read are the ones with figures, past comparisons, trends, and logical reasoning as to why they picked that number.
For example, consider LA Noire.
I make a lot of decisions based on what people are saying about the game, and the general consensus is that LA Noire is going to be an awesome game. But, I'm getting a very bad feeling about what people are really saying about it.
Most are saying it awesome, but they're not saying the gameplay or story is awesome, they're praising the setting and new facial capture technology. It's not, "You gotta play this game, it's brilliant and so fun!", instead it's "OMG. Check out that facial capture technology! Look at their faces, they're so real! The faces! The faces!".
For those fortunate enough to have played the LA Noire demo, they played the best parts: the clue gathering and interrogation mini-games. However, 20 minutes isn't enough time to make a decision about the game.. did they consider that they would be playing the same mini-games over and over and over throughout the entire length of the game?
The game has been described as Rockstar's most adult oriented or "serious game". It's a slower paced game than their other lineups, and a lot of time has been spent on facial capture and voice acting. So, you can anticipate a LOT of cut scenes and player conversations.
From what I've seen, it appears to be a very linear (and slow paced) interactive detective novel, with conversational mini-games, and a lot of cut scenes that could potentially interfere with gameplay. Once the novelty of their faces and voice acting wear off, that's what you're left with.
Word is that it's impossible to fail a case too (all of the cases are pre-determined too, it's not like Clue where there are random killings, random scenarios, and random evidence.)
I know that I'm going to enjoy the game myself, but I'm getting a bad feeling that many players are going to be disappointed after playing the game "for real". Re-playability is also a big concern in it's present state, but it can be solved through DLC.
Bethesda's games for example (Fallout 3, Oblivion, Morrowind, etc.) I absolutely loved, but I _hated_ the same old NPC interactions and vendor menus (which they replicated across all of their games). It's the one thing I never really like about the game, but fortunately they weren't a significant part of the game. In LA Noire, player interactions ARE a big part of the game. When questioning suspects, I suspect that players will start seeing the exact same facial cues and "looks" over-and-over, which kills a lot of the fun in try to determine guilt, innocence, or deception (of course, they need to dumb it down though so as not to frustrate inexperience players.)
Pachter said that he would never underestimate Rockstar again, so whimsically predicted that LA Noire would sell as many games as Red Dead Redemption had. Problem is, Rockstar is publishing the game this time around.. Team Bondi is developer. The reason he underestimated RDR the first time is because he thought the genre/setting was too limited. I think this is true for LA Noire though, a western shooter has a tremendous market size compared to a detective game.
Is it mostly an interactive detective novel though? Do most people realize that it's not like GTA/RDR in terms of gameplay? I don't know.
What I do know is that I'm getting the same old SPORE-like vibe from this upcoming game release. Screenshots and demos are showing off the best parts (to control perception of the game), there's a huge amount of hype, gameplay videos are limited, players are expecting one thing (but they're going to get something different), and gamers are forgetting about re-playability and repetition (e.g. mini-games) within the game.
Anyways.. I think there's going to be a big explosion of sales during the first month, as people will be expecting the currently promoted game (the perception is RDR in the 1940's), but they'll be getting something completely different out of the box. Once the initial novelty wears off though, sales will decline and I don't think they'll reach the same heights as RDR. Either way, though, first day sales are definitely going to be highly successful for Rockstar.
World of Warcraft Survey
In my earlier post about Subscription Counts ("Revisited"), one reader had asked if I included discounts for 3 month and 6 month subscription plans. I mentioned that on average, most players pay on a month-to-month basis (and those were the figures I used). It was a good question though, and I really wanted to find out what percentage of players pay month-to-month versus other payment plans.
I also was curious if there was a link between a user's subscription plan and what the player did in-game. For example, gold farmers buy accounts on a month-to-month basis because they are banned so often. I assumed that regular players (who bot or cheat) also pay month-to-month due to fear of being banned (e.g. they plan ahead).
So, I created a survey.
Unfortunately, I had to obtain the information under false pretenses (e.g. I'm a noob, this is for a school project, etc.). I did this because I wanted to obtain as many honest results as possible and like most research studies I didn't want the subjects to know what my true motives were.
I ended up getting 1,022 unique respondents - and the number is still growing.
That number is pretty good actually, especially considering that the Daedalus Project surveyed 1,019 players for their WoW demographics study.
Anyways, here were the results:
- 89% of the users were actively playing WoW, the other 11% were no longer playing.
- 85% of the players were from US-based Realms, 14% from EU-based Realms, and the remaining were from China / Multiple Realms.
- 63% of those surveyed had 1 month plans, 15% had 3 month plans, 10% had 6 month plans, 10% used Game Cards, and the other 2% were Free (e.g. Blizzard employees / billing bugs).
- 65% of those surveyed have never cheated in WoW, but 35% HAVE cheated. This was interesting, I thought it might be 25% maximum.
- 71% have never engaged in gold selling, 29% have sold/bought gold.
- 17% have been temporarily banned for some reason. 5% have been perma-banned for some reason (you really have to do something bad to get perma-banned.) =]
- Of all those surveyed, 20% are (were) afraid of being caught, 19% are fearless, and the remaining have never cheated.
- 19% of the total users have cheated in other MMORPG's.
- 91% of the respondents have cheated in single-player games. (No surprises there. I think that most users would probably cheat in WoW though, if they were completely free from repercussions.)
- 78% have witnessed another player cheating (this would have to be pretty obvious - so speed hacking or botting most likely was witnessed.)
And here's some of the more interesting data I pulled from the survey:
Average Game Time
NA/EU users averaged 3.48 hours per day, which is 24.36 hours per week. (8.6% of the total users played less than 1 hour per day which I rounded up to 1 hour per day, and 3.1% of total users played for more than 9 hours per day which I rounded down to 9 hours per day to obtain this total estimate.)
Back in 2005, the Daedalus Project estimated that on average, WoW players put in 22.7 hours per week. I suspect the number has gone up though, especially with the launch of Cataclysm still being recent.
Various studies have put the average Chinese player game time at 4 hours per day (28-35 hours per week in some cases.)
What NA/EU Users Pay Per Month
Excluding players who get their subscription for free,
74% pay $15 per month
16% pay $14 per month
10% pay $13 per month
Subscription Models
69% of the players who have cheated in World of Warcraft had 1 month subscriptions.
59% of the players who have NEVER cheated in World of Warcraft also had 1 month subscriptions.
For those who were afraid of getting caught, 73% had 1 month plans, 11.5% had 3 month plans, and 7% had 6 month plans.
Very interesting.. that's what I was looking for. =]
Players Who Have Cheated
Of all the users who cheated, 32.3% were not afraid of being caught and 67.7% WERE afraid of being caught.
59% have cheated in another MMORPG, and the remaining 41% have never cheated in another MMORPG (or don't play any others).
Summary
So, these NA/EU WoW users on average play 24 hours per week (versus China's 28 per week on average.) 74% of these players are paying the $15 per month rate, and there's a higher percentage of players who cheat that end up selecting the month-to-month payment plan.
There's a ton of other stuff that I could have asked, but I was really only interested in subscription numbers and if there was a correlation with "cheating" accounts. I wanted the survey is to be as short and quick as possible too. One day though, I might make a HUGE WoW survey that's very precise (e.g. how many people stopped playing when Cataclysm came out, what kind of cheating they engage in, how often, how much gold they make from cheating, how much they sell, precise time per week, etc.) Guess we'll see..
Keep in mind that this is just a survey from active /r/wow Redditors, some questions can be open to interpretation or confusion, and there's a margin of error.. but it's all still interesting nonetheless.