Ghost town on some servers yes that is always the case with every new MMO that comes a long after a few months running.
Not all the servers are ghost towns, I'm on Far Shiverpeaks EU server and I see people in every zones, some zones there is more people then other but I hardly can call Far Shiverpeaks a ghost town server.
Ganadra, which isnt one of most populated has quite a few people in zones i leveled in recently.
But what is great is that pretty much any event there has been 2-5 people involved even if its "escort the mule" one.
OTOH, events like Harathi Hinterland would start with 3-5 people but end with 20+ (done it few times) and thats what i find great about it, people just joining in along the way and battle grew bigger and bigger with each part of the chain. It surely beats any questing ive done in MMO so far.
People can call it bad, or insufficient, but if ANet is determied to work on it and expand it, it surely has lot of room for improvement.
And thats the kind of content i like to call inclusive and what MMOs are about, opposed to dungeons/instances which are exlusive.
Dunno. Black Ops 2 sold 11M copies in one week. GW2 sold what, 3M in 5 months? Easy to see which of those two games was the successfull one.
And before someone says "but Black Ops 2 isn't neither a mmo nor a RPG" - GW2 wasn't even neither the best mmo nor the best RPG of 2012, as the most reputable sites (mmorpg and IGN) have shown and confirmed through their users and expert critics respectively.
No it just won PC game of the year on IGN... I don't like IGN much but I think that's pretty important lol
Who voted in the IGN poll?
Or any Game of the year poll?
Ahh .. those people who would vote, and felt stronfly about a game.
Lets consider other sources... but also, only those those inclined to vote at IGN will contribute.
See the similarity ??
GW2 is a non-#1 award as far as I'm concerned. It might be #1 to you .. but the metrics are off. Works both ways.
It was #1 on a ton of websites, most notably MMO sites. The metrics aren't off, just your bias.
Also, um.. the staff voted it PC game of the year. I don't know who you thought it was.
Well I have had the opposite experience, my server on GW2 - Sea of Sorrow has heaps of players at all levels. My old SWTOR server The Harbinger was dead outside of the fleet. And that Karteli guy did mention Xfire but it's been edited or deleted.
Just logged off. I saw people doing things wherever I ported in a lvl 30 zone. I saw the same amount of people in WoW at this hour.. so forgive me if I'm not seeing the doom and gloom.
hmm, so far its sold exactly half as many copies as diablo3 did on the first day xD, Which is a pretty good indicator, leveling alts, item hunting and acheivments in D3 just seems to be far more gratuitous.
Guildwars2 is neither an MMO nor a standalonge RPG resulting in a game that isnt very very good at either. Great if your a person who is deeply conflicted about these gamyplay styles but not me. I rather play either a thorough-bred MMO or a thorough-bred RPG.
The only people in my friends list that still play it are just people determined to prove the game is as good as they convinced themselves it would be during the hype.
The reality is, it was fun for a month but now is the time to accept it will never be the wow-killer, will never live up to the hype and look for something else.
That's the best summation of GW2 I've seen so far. It lacks the immediate appeal of Diablo while exuding none of the depth of a good MMORPG.
I wonder though when a developer takes a huge financial risk like this if the extra million box sales early on are better than longterm sub revenue. Are they obligated to maintain the game when player retention isn't necessary?
hmm, so far its sold exactly half as many copies as diablo3 did on the first day xD, Which is a pretty good indicator, leveling alts, item hunting and acheivments in D3 just seems to be far more gratuitous.
Guildwars2 is neither an MMO nor a standalonge RPG resulting in a game that isnt very very good at either. Great if your a person who is deeply conflicted about these gamyplay styles but not me. I rather play either a thorough-bred MMO or a thorough-bred RPG.
The only people in my friends list that still play it are just people determined to prove the game is as good as they convinced themselves it would be during the hype.
The reality is, it was fun for a month but now is the time to accept it will never be the wow-killer, will never live up to the hype and look for something else.
That's the best summation of GW2 I've seen so far. It lacks the immediate appeal of Diablo while exuding none of the depth of a good MMORPG.
I wonder though when a developer takes a huge financial risk like this if the extra million box sales early on are better than longterm sub revenue. Are they obligated to maintain the game when player retention isn't necessary?
Guild wars 1 started off around 1-2 million sales for the first game went on to sell 7 million. i'd say that was worth the risk. Unlike most games, this revenue model sells repectably over time rather than the vast majority at the begining. Wouldn't be surprised for gw2 to sell over 10 million in a fair few years from now over several exapnsion.
hmm, so far its sold exactly half as many copies as diablo3 did on the first day xD, Which is a pretty good indicator, leveling alts, item hunting and acheivments in D3 just seems to be far more gratuitous.
Guildwars2 is neither an MMO nor a standalonge RPG resulting in a game that isnt very very good at either. Great if your a person who is deeply conflicted about these gamyplay styles but not me. I rather play either a thorough-bred MMO or a thorough-bred RPG.
The only people in my friends list that still play it are just people determined to prove the game is as good as they convinced themselves it would be during the hype.
The reality is, it was fun for a month but now is the time to accept it will never be the wow-killer, will never live up to the hype and look for something else.
That's the best summation of GW2 I've seen so far. It lacks the immediate appeal of Diablo while exuding none of the depth of a good MMORPG.
I wonder though when a developer takes a huge financial risk like this if the extra million box sales early on are better than longterm sub revenue. Are they obligated to maintain the game when player retention isn't necessary?
Guild wars 1 started off around 1-2 million sales for the first game went on to sell 7 million. i'd say that was worth the risk. Unlike most games, this revenue model sells repectably over time rather than the vast majority at the begining. Wouldn't be surprised for gw2 to sell over 10 million in a fair few years from now over several exapnsion.
the trouble with those figures are that it includes all the expansions, which in turn means that progressively fewer players bought each expansion. How good or bad player retention has been with GW2 will only really be revealed when the next expansion is released. Though there is also the return factor, which also happens in WoW oddly enough, where lapsed players will return for an expansion release, at least for a little while. Sales of the original GW2 game though, unlikely to exceed 4m even if you take that over the next 10 years, chances are, except for maybe a few stragglers, anyone who wanted it, has probably got it by now. So like GW1 before it, further sales will probably be solely reliant on expansion packs, which means the existing GW2 owners.
How good or bad player retention has been with GW2 will only really be revealed when the next expansion is released. Though there is also the return factor, which also happens in WoW oddly enough, where lapsed players will return for an expansion release, at least for a little while.
doubt it
if GW2 follows the sales model of GW1
when the expansion is released -- I assume there will be bundled packages including the base game too
if you cannot differentiate new players from existing ones, you wont be able to assess retention
GW1 only had 1 expansion
all the other GW1 chapters w new content were standalone games that did not require the orginal game
hmm, so far its sold exactly half as many copies as diablo3 did on the first day xD, Which is a pretty good indicator, leveling alts, item hunting and acheivments in D3 just seems to be far more gratuitous.
Guildwars2 is neither an MMO nor a standalonge RPG resulting in a game that isnt very very good at either. Great if your a person who is deeply conflicted about these gamyplay styles but not me. I rather play either a thorough-bred MMO or a thorough-bred RPG.
The only people in my friends list that still play it are just people determined to prove the game is as good as they convinced themselves it would be during the hype.
The reality is, it was fun for a month but now is the time to accept it will never be the wow-killer, will never live up to the hype and look for something else.
That's the best summation of GW2 I've seen so far. It lacks the immediate appeal of Diablo while exuding none of the depth of a good MMORPG.
I wonder though when a developer takes a huge financial risk like this if the extra million box sales early on are better than longterm sub revenue. Are they obligated to maintain the game when player retention isn't necessary?
Guild wars 1 started off around 1-2 million sales for the first game went on to sell 7 million. i'd say that was worth the risk. Unlike most games, this revenue model sells repectably over time rather than the vast majority at the begining. Wouldn't be surprised for gw2 to sell over 10 million in a fair few years from now over several exapnsion.
the trouble with those figures are that it includes all the expansions, which in turn means that progressively fewer players bought each expansion. How good or bad player retention has been with GW2 will only really be revealed when the next expansion is released. Though there is also the return factor, which also happens in WoW oddly enough, where lapsed players will return for an expansion release, at least for a little while. Sales of the original GW2 game though, unlikely to exceed 4m even if you take that over the next 10 years, chances are, except for maybe a few stragglers, anyone who wanted it, has probably got it by now. So like GW1 before it, further sales will probably be solely reliant on expansion packs, which means the existing GW2 owners.
Actually that's not quite correct it depends entirely on the expansion format for example all wow games required Wow in order to play and even the previous expansion. GW1 aside from 1 were standalone so the amount of people that actually bought the game could be a lot closer to the total sold than as potentially none of the people that say bought the original guild wars bought factions and vice versa of course that's not the case we don't know the break down but I know many people who have only bought one game from the series, or two. So the total number of people that actually bought gw1 is up in the air we only know an upper and a lower limit. It could be near the top of just under million or near the bottom of 1.75 million
Glad they are having success. Game dissapointed the hell out of me though. I liked the concept but sadly the execution just wasn't there. It's not about empty zones or faceroll easy dungeons...it isn't about generic homonogized Spvp or the no skill zerg. Nor is it about end game pve essentially being barbie time dress up. I could overlook all those facts if it wasn't for attitude of the devs...I might come back at an expansion like someone else said...depending what direction the game goes.
potentially none of the people that say bought the original guild wars bought factions and vice versa of course that's not the case we don't know the break down but I know many people who have only bought one game from the series, or two. So the total number of people that actually bought gw1 is up in the air we only know an upper and a lower limit. It could be near the top of just under million or near the bottom of 1.75 million
How good or bad player retention has been with GW2 will only really be revealed when the next expansion is released. Though there is also the return factor, which also happens in WoW oddly enough, where lapsed players will return for an expansion release, at least for a little while.
doubt it
if GW2 follows the sales model of GW1
when the expansion is released -- I assume there will be bundled packages including the base game too
if you cannot differentiate new players from existing ones, you wont be able to assess retention
GW1 only had 1 expansion
all the other GW1 chapters w new content were standalone games that did not require the orginal game
GW2 wil NOT follow the GW1 model. They are for all intents and purpose, different games. GW1 was barely a mmorpg. GW2 is a full blown mmorpg even if people here disagree. And with that notion of GW2 being a flown blown mmorpg you WILL have to have the original to play any expansions that will directly add to it's existing base. In GW1 the cities were shared while the world was instanced. In GW2 the cities are shared as well as the world.
"Small minds talk about people, average minds talk about events, great minds talk about ideas."
Didnt Diablo III sell like 9 million copies? I know it isn't an MMORPG but the payment model of the two are similar and both are action RPGs which do not have an offline component.
So for me 3 million copies is nothing special for a triple A RPG. If it was subscription based then yeah but it is not.
Didnt Diablo III sell like 9 million copies? I know it isn't an MMORPG but the payment model of the two are similar and both are action RPGs which do not have an offline component.
So for me 3 million copies is nothing special for a triple A RPG. If it was subscription based then yeah but it is not.
using the same argument - could say 3 million is nothing special for PC gaming
D3 made world history for all PC Gaming with their millions
regardless, as I posted earlier,
what is special is GW2 is still selling well
GW2 sold over a million from October 2012 forward --- 6 weeks after release
I really like GW2 though I started playing it late and didn't expect it to be as good as it is... See what I appreciate are some of the little touches. For instance: it promotes playing with friends; as in you don't have to have equal level characters to play with friends. It also has the best character customization features of any MMO I've ever played. So though the game plays like most other MMOs, except maybe Tera, in regard to combat. I still enjoy it.
By comparison the Secret War is a buggy PoS. It features regular, frequent, disconnects from the server during prime time. Where it puts you in a different instance from your team-mate/s. I has an abundance of "solo only" mission instances. And in an attempt to "Make you Think" it features some of the most obscure mission elements of all time (which backfires and makes you alt tab out to go check google for a walkthrough...). Eventually I decided it was completely lacking in content. Such that it became a true exercise in frustration. Because completing every mission in a zone does not really prepare you for the difficulty of the next zone. So after struggling with it for about 6 weeks I'm happy retreat to GW2.
I guess my point is that none of these games live in a vacuum. In light of that statement I'd say that some people will prefer the glamor of a full tilt theme park like SWTOR (I know I thought I would...). Others want lots of difficulty to stimulate some "sense of danger". And others still want some sense that they have nothing invested in a game, except time played. No game is likely to be all things to all people. I'm just glad a game like GW2 is available for me to enjoy.
Still playing...not every day. Still find new places and am leveling up alts...slowly. Don't game as much as I used to. The game has no sub fee so I don't feel I have to play every nigjht.
Didnt Diablo III sell like 9 million copies? I know it isn't an MMORPG but the payment model of the two are similar and both are action RPGs which do not have an offline component.
So for me 3 million copies is nothing special for a triple A RPG. If it was subscription based then yeah but it is not.
That is like saying Ronaldo isn't special because Messi is better.
And of course triple AAA RPGs you have Diablo and erm, Diablo.
Yeah, when you talk about GW2 you have to compare it to the most successful PC Games in history.
One doesn't need to do that when talking about crap.
Currently playing: GW2 Going cardboard starter kit: Ticket to ride, Pandemic, Carcassonne, Dominion, 7 Wonders
hmm, so far its sold exactly half as many copies as diablo3 did on the first day xD, Which is a pretty good indicator, leveling alts, item hunting and acheivments in D3 just seems to be far more gratuitous.
Guildwars2 is neither an MMO nor a standalonge RPG resulting in a game that isnt very very good at either. Great if your a person who is deeply conflicted about these gamyplay styles but not me. I rather play either a thorough-bred MMO or a thorough-bred RPG.
The only people in my friends list that still play it are just people determined to prove the game is as good as they convinced themselves it would be during the hype.
The reality is, it was fun for a month but now is the time to accept it will never be the wow-killer, will never live up to the hype and look for something else.
That's the best summation of GW2 I've seen so far. It lacks the immediate appeal of Diablo while exuding none of the depth of a good MMORPG.
I wonder though when a developer takes a huge financial risk like this if the extra million box sales early on are better than longterm sub revenue. Are they obligated to maintain the game when player retention isn't necessary?
Guild wars 1 started off around 1-2 million sales for the first game went on to sell 7 million. i'd say that was worth the risk. Unlike most games, this revenue model sells repectably over time rather than the vast majority at the begining. Wouldn't be surprised for gw2 to sell over 10 million in a fair few years from now over several exapnsion.
I wouldn't use GW1 as a metric for anything in today's market. In it's day there were practically zero F2P MMOs and they capitalized on that. Things are MUCH different now.
Didnt Diablo III sell like 9 million copies? I know it isn't an MMORPG but the payment model of the two are similar and both are action RPGs which do not have an offline component.
So for me 3 million copies is nothing special for a triple A RPG. If it was subscription based then yeah but it is not.
You are comparing one of the most beloved action RPG IP of all time with millions upon millions of Diablo and Diablo2 fans across the world with Guild Wars 2?
With your logic then many facebook games are FAAAAAR better than any PC game ever made due to how many play them
hmm, so far its sold exactly half as many copies as diablo3 did on the first day xD, Which is a pretty good indicator, leveling alts, item hunting and acheivments in D3 just seems to be far more gratuitous.
Guildwars2 is neither an MMO nor a standalonge RPG resulting in a game that isnt very very good at either. Great if your a person who is deeply conflicted about these gamyplay styles but not me. I rather play either a thorough-bred MMO or a thorough-bred RPG.
The only people in my friends list that still play it are just people determined to prove the game is as good as they convinced themselves it would be during the hype.
The reality is, it was fun for a month but now is the time to accept it will never be the wow-killer, will never live up to the hype and look for something else.
That's the best summation of GW2 I've seen so far. It lacks the immediate appeal of Diablo while exuding none of the depth of a good MMORPG.
I wonder though when a developer takes a huge financial risk like this if the extra million box sales early on are better than longterm sub revenue. Are they obligated to maintain the game when player retention isn't necessary?
Guild wars 1 started off around 1-2 million sales for the first game went on to sell 7 million. i'd say that was worth the risk. Unlike most games, this revenue model sells repectably over time rather than the vast majority at the begining. Wouldn't be surprised for gw2 to sell over 10 million in a fair few years from now over several exapnsion.
I wouldn't use GW1 as a metric for anything in today's market. In it's day there were practically zero F2P MMOs and they capitalized on that. Things are MUCH different now.
Also as a comparison, GW1 sold 7 million total - but that included ALL expansions.. which again, meant that since they release what.. 4 copies total? Even and including that they packaged them all in after factions for the same price as the standalone... the sales revenue decreases per sale over time.
Thats why the B2P model is a little misleading the way GW does it, as with subscriptions, you could say "I have 200K subscribers" and GW2 would say.. "We sold 7M boxes" .... who comes out ahead in this scenario? Could you imagine the difference if WoW touted boxes sold instead of active subscribers?
Comments
Ganadra, which isnt one of most populated has quite a few people in zones i leveled in recently.
But what is great is that pretty much any event there has been 2-5 people involved even if its "escort the mule" one.
OTOH, events like Harathi Hinterland would start with 3-5 people but end with 20+ (done it few times) and thats what i find great about it, people just joining in along the way and battle grew bigger and bigger with each part of the chain. It surely beats any questing ive done in MMO so far.
People can call it bad, or insufficient, but if ANet is determied to work on it and expand it, it surely has lot of room for improvement.
And thats the kind of content i like to call inclusive and what MMOs are about, opposed to dungeons/instances which are exlusive.
It was #1 on a ton of websites, most notably MMO sites. The metrics aren't off, just your bias.
Also, um.. the staff voted it PC game of the year. I don't know who you thought it was.
Just because you edited this post, 1 hour after you originally posted it, to remove the xfire line, it doesn't mean you didn't bring xfire up.
But between that an not knowing how many servers GW2 has plus your posting history, there isn't much to say about why you post around here.
Currently playing: GW2
Going cardboard starter kit: Ticket to ride, Pandemic, Carcassonne, Dominion, 7 Wonders
MOP was the first WOW expansion where Blizzard *did not* report day 1 sales
for WOW Cata, Blizzard did report a new sales figure - a month after
1/10/11 WORLD OF WARCRAFT®: CATACLYSM™ ONE-MONTH SALES TOP 4.7 MILLION
12/13/10 WORLD OF WARCRAFT®: CATACLYSM™ SHATTERS PC-GAME SALES RECORD
I hope MOP hit 4 million for 2012 but maybe it didnt
EQ2 fan sites
That's the best summation of GW2 I've seen so far. It lacks the immediate appeal of Diablo while exuding none of the depth of a good MMORPG.
I wonder though when a developer takes a huge financial risk like this if the extra million box sales early on are better than longterm sub revenue. Are they obligated to maintain the game when player retention isn't necessary?
Really just was not the game for me.
Loved the PvE grind.
WvW was super fun for a few weeks.
Dungeons were the worst design ive ever seen in my life (16 years of mmorpgs)
Art style- mixed emotions.
End game (farming forever with a horrible loot system that keeps you from farming for to long. just silly)
Overall. I give it a 7/10. I will most likely never log in again because i do not feel Anet tests any content for "fun factor".
Hero Evermore
Guild Master of Dragonspine since 1982.
Playing Path of Exile and deeply in love with it.
Guild wars 1 started off around 1-2 million sales for the first game went on to sell 7 million. i'd say that was worth the risk. Unlike most games, this revenue model sells repectably over time rather than the vast majority at the begining. Wouldn't be surprised for gw2 to sell over 10 million in a fair few years from now over several exapnsion.
the trouble with those figures are that it includes all the expansions, which in turn means that progressively fewer players bought each expansion. How good or bad player retention has been with GW2 will only really be revealed when the next expansion is released. Though there is also the return factor, which also happens in WoW oddly enough, where lapsed players will return for an expansion release, at least for a little while. Sales of the original GW2 game though, unlikely to exceed 4m even if you take that over the next 10 years, chances are, except for maybe a few stragglers, anyone who wanted it, has probably got it by now. So like GW1 before it, further sales will probably be solely reliant on expansion packs, which means the existing GW2 owners.
doubt it
if GW2 follows the sales model of GW1
when the expansion is released -- I assume there will be bundled packages including the base game too
if you cannot differentiate new players from existing ones, you wont be able to assess retention
GW1 only had 1 expansion
all the other GW1 chapters w new content were standalone games that did not require the orginal game
EQ2 fan sites
Actually that's not quite correct it depends entirely on the expansion format for example all wow games required Wow in order to play and even the previous expansion. GW1 aside from 1 were standalone so the amount of people that actually bought the game could be a lot closer to the total sold than as potentially none of the people that say bought the original guild wars bought factions and vice versa of course that's not the case we don't know the break down but I know many people who have only bought one game from the series, or two. So the total number of people that actually bought gw1 is up in the air we only know an upper and a lower limit. It could be near the top of just under million or near the bottom of 1.75 million
can read the old press releases from 2005 forward
http://guildwars.com/events/press/releases/
guild wars announced 2 million after factions released - what that means for old or new players is unknown
we do know accounts created by quarter for a 2 year period back in 2009
showing that many new players were buying the GW1 franchise
from Feb 2009 financials - is a summary of accounts created (not boxes sold)
http://www.guildwarsguru.com/forum/ncsoft-releases-quarterly-report-guild-t10355520.html?s=03c4de217efb063cd387c2af2fa6ac77&t=10355520
QTR / Accounts
Sep 2006 / 2,447,000
Dec 2006 / 3,122,000
Mar 2007 / 3,555,000
Jun 2007 / 3,917,000
Sep 2007 / 4,500,000
Dec 2007 / 4,878,000
Mar 2008 / 5,159,000
Jun 2008 / 5,377,000
Sep 2008 / 5,589,000
Dec 2008 / 5,803,000
EQ2 fan sites
GW2 wil NOT follow the GW1 model. They are for all intents and purpose, different games. GW1 was barely a mmorpg. GW2 is a full blown mmorpg even if people here disagree. And with that notion of GW2 being a flown blown mmorpg you WILL have to have the original to play any expansions that will directly add to it's existing base. In GW1 the cities were shared while the world was instanced. In GW2 the cities are shared as well as the world.
"Small minds talk about people, average minds talk about events, great minds talk about ideas."
maybe im wrong
RIFT had Storm Legions and Storm Legions Infinity edition including base game
I'm expecting GW2 to do something similar
EQ2 fan sites
Didnt Diablo III sell like 9 million copies? I know it isn't an MMORPG but the payment model of the two are similar and both are action RPGs which do not have an offline component.
So for me 3 million copies is nothing special for a triple A RPG. If it was subscription based then yeah but it is not.
My gaming blog
using the same argument - could say 3 million is nothing special for PC gaming
D3 made world history for all PC Gaming with their millions
regardless, as I posted earlier,
what is special is GW2 is still selling well
GW2 sold over a million from October 2012 forward --- 6 weeks after release
EQ2 fan sites
I really like GW2 though I started playing it late and didn't expect it to be as good as it is... See what I appreciate are some of the little touches. For instance: it promotes playing with friends; as in you don't have to have equal level characters to play with friends. It also has the best character customization features of any MMO I've ever played. So though the game plays like most other MMOs, except maybe Tera, in regard to combat. I still enjoy it.
By comparison the Secret War is a buggy PoS. It features regular, frequent, disconnects from the server during prime time. Where it puts you in a different instance from your team-mate/s. I has an abundance of "solo only" mission instances. And in an attempt to "Make you Think" it features some of the most obscure mission elements of all time (which backfires and makes you alt tab out to go check google for a walkthrough...). Eventually I decided it was completely lacking in content. Such that it became a true exercise in frustration. Because completing every mission in a zone does not really prepare you for the difficulty of the next zone. So after struggling with it for about 6 weeks I'm happy retreat to GW2.
I guess my point is that none of these games live in a vacuum. In light of that statement I'd say that some people will prefer the glamor of a full tilt theme park like SWTOR (I know I thought I would...). Others want lots of difficulty to stimulate some "sense of danger". And others still want some sense that they have nothing invested in a game, except time played. No game is likely to be all things to all people. I'm just glad a game like GW2 is available for me to enjoy.
That is like saying Ronaldo isn't special because Messi is better.
And of course triple AAA RPGs you have Diablo and erm, Diablo.
Yeah, when you talk about GW2 you have to compare it to the most successful PC Games in history.
One doesn't need to do that when talking about crap.
Currently playing: GW2
Going cardboard starter kit: Ticket to ride, Pandemic, Carcassonne, Dominion, 7 Wonders
I wouldn't use GW1 as a metric for anything in today's market. In it's day there were practically zero F2P MMOs and they capitalized on that. Things are MUCH different now.
My youtube MMO gaming channel
You are comparing one of the most beloved action RPG IP of all time with millions upon millions of Diablo and Diablo2 fans across the world with Guild Wars 2?
With your logic then many facebook games are FAAAAAR better than any PC game ever made due to how many play them
If it's not broken, you are not innovating.
Also as a comparison, GW1 sold 7 million total - but that included ALL expansions.. which again, meant that since they release what.. 4 copies total? Even and including that they packaged them all in after factions for the same price as the standalone... the sales revenue decreases per sale over time.
Thats why the B2P model is a little misleading the way GW does it, as with subscriptions, you could say "I have 200K subscribers" and GW2 would say.. "We sold 7M boxes" .... who comes out ahead in this scenario? Could you imagine the difference if WoW touted boxes sold instead of active subscribers?