player-base

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  • Riot claims 27 million daily players for League of Legends

    by 
    Mike Foster
    Mike Foster
    01.27.2014

    It's no secret that Riot Games's League of Legends is the biggest MOBA on the block, but just how big might come as something of a surprise. Riot has revealed that the League playerbase has now reached 27 million players daily. Player concurrency hits about 7.5 million players during high-traffic hours; for comparison, Valve's Dota 2, which most would consider League's primary competitor, sees about seven million players per month. The high numbers have done wonders for Riot's pocketbook, helping League to generate over $624 million in revenue in 2013.

  • DC Universe Online boasts 1000% playerbase growth

    by 
    Matt Daniel
    Matt Daniel
    11.07.2011

    DC Universe Online has been free-to-play for just under a week now, but SOE is already reporting huge spikes in player population. SOE president John Smedley has been tweeting constantly since the transition, with the most recent tweet announcing that population is up 1000% from its pre-F2P numbers. It's not all sunshine and butterflies over in DCUO-land, however. Players have been experiencing a number of issues with the F2P transition, such as astoundingly long server queues, endless loading screens, and other gameplay-inhibiting problems. Smedley says that the team is "on it," though. If you want to be part of the game's booming playerbase, just head on over to the game's official site (or download the game on Steam) and jump on in.

  • Riot CEO Brandon Beck on forging success with League of Legends

    by 
    Mike Schramm
    Mike Schramm
    07.26.2011

    Riot Games has announced player numbers for its extremely popular League of Legends title, and they're pretty phenomenal. With over 15 million registered players, the Defense of the Ancients-style online multiplayer RTS can now brush shoulders with games like Blizzard's World of Warcraft (12 million players), Call of Duty (13 million players on Xbox Live), and The Sims (16 million copies sold), as one of the biggest PC games in history. Granted, as a free-to-play title that relies on microtransactions for revenue, League of Legends has more access to a wider audience than games driven by retail sales or subscriptions. But there's no question at all that this is a huge and exceptionally popular game. Joystiq got to talk with CEO and co-founder of Riot Brandon Beck about today's announcement, and he says that even the company was surprised by how big LoL (as it's called in shorthand) has gotten. "The growth of the League of Legends community far exceeded our expectations," he tells us. "We are proud of the numbers we are hitting on our platform and are confident our fantastic team can continue to grow and evolve our PvP.net technology to handle even greater numbers."

  • The WoW Factor, page 2

    by 
    Lisa Poisso
    Lisa Poisso
    12.22.2010

    Correct answer: d – older men Men are 4 times as likely as women to gender-bend in WoW. The older a male player is, the more likely they are to gender-bend.

  • The WoW Factor: How much do you know about the players behind the avatars?

    by 
    Lisa Poisso
    Lisa Poisso
    12.22.2010

    How much do you think you know about your fellow WoW gamers? WoW Insider brings you this exclusive quiz designed by MMORPG researcher Nick Yee, based on actual U.S. data from the PARC PlayOn 2.0 study linking player survey data with their armory data. Think you know what players are really like? Come find out what your WoW Factor is. (Answers and conclusions following the quiz.) 1. The average age of WoW players is: a. 18 b. 24 c. 30 d. 36 2. Which of these groups of players is most likely to be gender-bending? a. younger women (<30) b. older women (>30) c. younger men (<30) d. older men (> 30)

  • World of Warcraft reaches 12 million players

    by 
    Adam Holisky
    Adam Holisky
    10.07.2010

    Blizzard has just announced that WoW has reached another significant milestone, and that the player base is continuing to expand after nearly six years of existence. World of Warcraft now has 12 million people playing it. That's a lot of Deadmines runs. Vaneras Today we announced that World of Warcraft has passed another major milestone and now hosts more than 12 million current subscribers around the globe. Check out the press release for the full announcement, and thank you to all of our players for making this possible -- we're grateful for all of the support and enthusiasm you've shown over the years, and look forward to continuing to provide you with great entertainment experiences for a long time to come. source For those wondering exactly what constitutes a subscriber, check after the break. Otherwise, know that Blizzard has pretty strict accounting practices, and this number isn't blown up by some cheap trick.

  • Archetype nets 160,000 players in first week, promises updates and features soon

    by 
    Mike Schramm
    Mike Schramm
    07.14.2010

    We posted about Archetype the other day -- it's an impressively solid multiplayer first-person shooter for the iPhone that brings some hardcore gameplay to Apple's touchscreen platform. And apparently there are a lot of hardcore players out there -- in just one week of release, Archetype has picked up 160,000 players. There have been over 320,000 matches played so far, with over 2 million player kills between them -- that's over 20,000 an hour. Publisher Villian says that it's obviously thrilled with the response, and that "future updates, offerings and new game features" are being worked on. This is interesting for a few reasons: first, most iPhone offerings tend towards the casual. Little pick-up-and-play games often seem to be the norm on the iPhone, as the vast majority of developers seem to be searching for one little interesting gameplay idea and running with it. But Archetype seems to hint that if the experience is done well enough, there's definitely a large audience of "hardcore" gamers on the iPhone. And it's worth mentioning that Archetype doesn't have a lite version and sells for $2.99. Before this game, the most high profile FPS on the store was probably Ngmoco's Eliminate, which went with a free-to-play model in the hopes of garnering a larger audience. But Archetype's success seems to show that (again, if the experience is good enough), there's room at higher price points for a solid player base. We'll have to see where Villian goes with this in the future -- we've heard from other developers that quick and free updates can really make an app grow even bigger, so if they can pull that off with Archetype, they'll really have an iOS juggernaut.

  • Games Day '09: Managing realm vs. realm combat with Jeff Skalski pt. 2

    by 
    Seraphina Brennan
    Seraphina Brennan
    05.19.2009

    On top of that, we are aggressively looking at city sieges. On the RvR team, that's where the big focus is. The last big improvement in the open RvR arena was adding a second ramp to the keeps, but now our focus is on the city. We want to make sure that players know what's going on, like with the stages of the city. It's really three stages -- contested when you enter in, then the attackers can push it to pillaged so the warlord PQs open up, then it goes to captured and you unlock the king's instance for a set amount of time. "Our goal is to make the city siege RvR, not RvE." Our goal is to make the city siege RvR, not RvE. We want to put more focus on killing players, capturing and holding objectives, and we want that to be the front from beginning to end so there's always RvR in the game. So that's what we're looking at right now, working with those concepts and fleshing out those ideas. Any previews or details on that yet?It's really too early to say. We just started meeting with our core testers and explaining to them the ideas we have, and we're throwing things out there while finalizing what we want to do. I can say that for the players out there who are saying, "Oh, make it more epic, make it more epic," well that's what we're focusing on. We're trying to bring the quality of epic up, but at the same time we have many other things going on too. There's always bug fixing and things to work on, so we have to be careful. We want to react quickly and get it done now rather work on it for 10 months and fix it next year.What would you say to a player who holds the opinion that something like Warcraft's PvP is superior to Warhammer's RvR?This is my opinion, but I find when I talk to players who have that opinion that it's about convenience as to why they prefer the WoW model of PvP over the WAR model. We're really seeing a change. So, for you and I, we've been playing MMOs for a while. But there are people out there who have never touched any other MMO except for WoW. That game is all they know. They don't know what EQ was like, they don't know what UO was like, they don't know what MUDs are, so they don't have this broad concept. They just want stuff now and they want to get out quickly. They want instant gratification and they want to be constantly patted on the back with an enthusiastic, "Good job, good job!" "Then we added in the token system because we understand that at the end of the day you just may not get that loot roll." So when WAR was launched, we didn't have anything like the token system. We just took the approach of, "Well, you're just going to have to work for it. I'm sorry, but you have to go out, fight enemies, get through their keeps, and go for it." What ended up happening was the players began taking the path of least resistance. Players even went to lengths to avoid one another, and that really confused us. We thought they had bought our game to RvR, but they're avoiding enemies! Then we had things like keep trading and round robin keeps going on, so that's why we went to zone domination. It's why we took the rewards off of flipping a keep and put it on flipping the zone. That way you're not just hopping from pairing to pairing and going around, and around, and around. Now they want to capture and fight for that zone.Then we added in the token system because we understand that at the end of the day you just may not get that loot roll. I, honestly, have horrible luck. I rarely, if ever, get the gold bag. Now for participating you get this token. Sure, you need a lot of them, but you know you're getting somewhere.We're learning a lot about the player base. We hear all of the feedback from the players and hear what they're complaining about. When I come into work in the morning I have, from multiple sources, the top five issues of the game. And that helps me and the other producers determine exactly what we need to put our teams on. What needs to be hotfixed before the weekend, what needs to be put into the next patch, or whatever.So they game is getting better. The game is better today than it was at launch in terms of stability, performance, and how the systems are working. We have teams dedicated to it and we just keep pushing it. The sands of the Tomb Kings are coming as the final release in the Call to Arms live expansion, the Land of the Dead approaches! Massively has your back with coverage from Mythic Entertainment at Games Day '09, so get your WAAGGGHHH ready for RvR mayhem as Massively re-arms for WAR!

  • Forum post of the day: Serious business decisions

    by 
    Amanda Dean
    Amanda Dean
    01.13.2009

    WoW has changed considerably over the years, often for the better and sometimes for the worse. Better and worse are, of course, a matter of perspective. Slovotsky of Turalyon is getting fed up with people complaining about the easing of raids. He's confident that Blizzard made the choice to lower the difficulty on raids because more of the player base can now have a chance to experience them. He disagrees that casual players have ruined the game. Familiarity may also lead to boredom. Some of the guilds that have progressed through Naxx have already done so either in the Pre-BC era or on the PTR.As some pointed out, Blizzard is a for-profit business. The company's job is to sell a product, not to rule with a heavy hand or coddle the incompetent. The switch to an inclusive raiding environment was most likely a marketing decision. Caydence of Draka drove this point home, to rebut the argument that players will quit WoW because it's easier. It is simply a better business decision for Blizzard to alienate the "hardcore" players who make up a small minority. She suggested that the subscriber base has grown with each ease in difficulty.

  • Craig Sherman of Gaia Online: WoW is "not a success"

    by 
    Mike Schramm
    Mike Schramm
    04.10.2008

    See if you can follow this reasoning: WoW has ten million players, which is nice and all, but there are actually 800 million teens in the world. Therefore, since Blizzard hasn't reached even 10% of them (80 million), WoW is not actually a success. That's what Craig Sherman of Gaia Online (a casual, browser-based MMO) said to folks at the M16 Marketing conference in San Francisco this week. He claims that WoW's subscription fee has hampered its growth, and that it would be even bigger if there was a free-to-play model.But his reasoning is unstable there to say the least. Part of the reason WoW is so successful is that Blizzard has had the cash to put up for new servers, new content, and a brand new HQ, and with a free-to-play model, they wouldn't be making nearly as much money as they are. Not to mention the quality of the players -- in my experience, part of the reason WoW is such a good game is that when people pay to play it, you often get a much more interested and involved player base. And of course, while yes, WoW hasn't reached a larger fraction of its "potential" player base (however you define that -- what makes Sherman think that Blizzard is targeting teens at all?), anyone who thinks a 10 million player MMO is "not a success" needs to examine the rest of the MMO market more closely.Will there be a game bigger than World of Warcraft? It sure seems like it -- at some point in the future, there should be a game that does go free to play and does hit on all the marks -- casual, hardcore, serious, fun -- that World of Warcraft does (in fact, maybe WoW itself will someday open up a free-to-play model). But to claim that WoW has somehow suffered from its subscription model is pretty far from the truth.[Via Worldofwar.net]

  • MMO subscriber charts show what's hot

    by 
    Jennie Lees
    Jennie Lees
    04.19.2006

    Bruce Sterling Woodcock of MMOGChart has been tracking the subscriber numbers for a variety of different MMOs for years; version 19.0 of his data was released about a week ago, providing numbers up to January 2006 in a long-awaited update. The chart's coverage isn't perfect; geographic information would be especially useful, but is near impossible to find, and the site explains the accuracy behind the data (there are differences between active subscribers, cumulative subscribers and boxes sold). However, it's interesting to see what this snapshot of the current MMO world is like.The graph above shows the largest MMOs, those with over 120,000 subscribers. The green line leaping towards infinity is World of Warcraft -- the yellow and red curves, declining slowly, are Lineage and Lineage II respectively. Many of the others stop in 2005, so it's hard to get an accurate up-to-date picture, but the light blue line representing Runescape seems to be finally taking off, cresting the 500,000 barrier -- an impressive feat for a game started by a couple of students.