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Player Populations for each MMORPG.

Curiousity just overcame me. I would like to know general player populations for each MMORPG. If anyone reading this message might have some info or a link that might answer my question please let me know. Don't get me wrong... I think this website is a good resource for MMORPG players, but I think it would be helpful to know the demographics. I know that some of the more extreme fanbois give every game but their own zeros on this forum... so it would also be helpul to have some concrete statistics (if the numbers are accurate, they never lie).

fraudemonax

Comments

  • ElapsedElapsed Member UncommonPosts: 2,329
  • Aarni_JoakimAarni_Joakim Member Posts: 9

    Nice site.

  • windbagxwindbagx Member Posts: 3

    Interesting data. One has to ask about the accuracy of the charts though. Traditionally gaming companies are not quick to publish data about their subscription numbers.

    The site gains some credibility in my eyes because the numbers published matched pretty close to some I had already heard.

  • joejccva71joejccva71 Member UncommonPosts: 848

    Looks like Lineage II and WOW are still on the top for server populations. I wonder if I even gave Lineage II a try. I can't even remember now. LOL. I'm sure I played it sometime or another.

  • weedyftweedyft Member Posts: 5

    I wonder why the field is overwhelmingly dominated by Fantasy genre. Is it because players prefer it or because producers think the players prefer it?


    My personal feeling is players love MAGIC.

  • joejccva71joejccva71 Member UncommonPosts: 848


    Originally posted by weedyft
    I wonder why the field is overwhelmingly dominated by Fantasy genre. Is it because players prefer it or because producers think the players prefer it?
    My personal feeling is players love MAGIC.


    I think it's because the fantasy genre was how it all started. What was the very first online PVP game? Neverwinter Nights on AOL? It was an excellent game even though the graphics were horrible, the pvp engine was incredible. I still miss that game.

  • ianubisiianubisi Member Posts: 4,201


    Originally posted by windbagx
    Interesting data. One has to ask about the accuracy of the charts though. Traditionally gaming companies are not quick to publish data about their subscription numbers.The site gains some credibility in my eyes because the numbers published matched pretty close to some I had already heard.

    Read the FAQs on the site.



    An Analysis of MMOG Subscription Growth

    FREQUENTLY ASKED QUESTIONS

    1. Why isn’t <MMOG_NAME> listed?

    There are four main reasons why a particular game isn’t listed in the charts:

    a) The game in question isn’t really a MMOG, at least by my reckoning. Games like Diablo II and Phantasy Star Online fall into this category. Guild Wars developers say in their own FAQ that they do not consider their game a MMOG; in addition, it doesn’t charge a monthly fee (see below). Please don’t email me trying to insist otherwise; I’m not likely to be convinced.

    b) The game in question is free and/or doesn’t charge a regular monthly fee. Games like Furcadia, Magic: the Gathering Online, and Project Entropia are good examples; these games are normally free to play, but some players can also pay a variable amount to access additional content in the game. This makes it almost impossible to come up with a number comparable to monthly subscribers in other games.

    c) The game in question is too small to chart. This would include games like A Tale in the Desert, Blade Mistress, Gemstone IV, and Meridian 59. In the past, I’ve been reluctant to chart games below about 10,000 subscribers, mainly because they made the charts very crowded, and it was not my goal to list every game that came along. Still, I have made exceptions for some smaller games that are making an impact, and it is possible that in the future more of the smaller MMOGs will be represented – but only if I get data for them.

    d) I don’t currently have good data for the game in question. This is the most likely reason why a MMOG you are looking for is not listed. This includes many Asian MMOGs like Legend of Mir and Ragnarok Online, as well as games like The Matrix Online. These games are certainly popular, but I simply do not have access to monthly subscription figures at this time. If you have any data on these or other games not listed, feel free to drop me a line!

    2. Where do you get your numbers?

    My numbers come from a variety of sources, and some games have more than one source. These sources include the following:

    a) Corporate Press Releases – From time to time, particularly whenever a game reaches a particular subscriber milestone, companies will release a press release trumpeting the success of their game. This was much more common in the early years than it is today, but it still happens from time to time. Origin/EA, Verant/Sony, and Mythic have all been particularly good at regular press releases. Sadly, many of these press releases are no longer kept online, although you can still find them looking through web archives.

    b) Corporate Documents – Generally speaking, these are public documents for the purposes of financial disclosure and/or investor relations. Many people never see these documents so may be unaware of their existence. NCSoft is the best example here, as they regularly release quarterly reports that are far more detailed than what I report here. Not all MMOG developers are public, though, and many that are do not routinely disclose numbers down to the subscriber level. Sometimes a number does slip out, though, and if I find it, I’ll use it. Other times these are disclosed in bankruptcy documents or other court records.

    c) News Articles – From time to time, reporters for both online and offline publications are able to get a hold of numbers that I have not. Care has to be taken, though, as sometimes a reporter can confuse total sales with subscribers, or may simply regurgitate a number that is many months old. Still, if I find a number that appears to be credible, I will generally use it.

    d) Public Comments – Game developers and publishers will sometimes make public comments about their subscriber numbers, even if there’s no official announcement. Rarely, these comments are places like developer mailing lists or message boards; more often, they are related at gaming conferences or press events. Still, if they are not widely reported in a news article, these can be even harder to find out about.

    e) Anonymous Sources – Actually I do not have too many of these, although I certainly wish I had more. These are my own inside sources who are willing to give me numbers on the condition of anonymity. So far these have been pretty reliable – if their numbers are not exact, they are usually in the ballpark. As always, I have to use my best judgment in deciding whether or not a source is reliable.

    f) Educated Guesses – Very rarely, a number will appear on the chat that’s non-sourced and simply my educated guess based on known information. An example might be, “Well, we know they have at least 200K subscribers, and they’ve sold 600K copies, and their revenues are such-n-such, so I’m going to say they have at least 350K subscribers for the purposes of the chart.” I do not do this very often, and if I do, I’ll duly note it in the Analysis section by giving the data an appropriate Confidence Rating.

    3. Your numbers are all made up or are just guesses!

    I assure you, they are not. It is true that many companies keep their subscriber numbers confidential, but others are more open about it. Almost all of the data I use comes from actual sources, although often those sources are insiders who only give the information on the condition of anonymity. If I simply wanted to make up numbers, I’d put out an update every week, and those updates would quickly be revealed as faulty when compared to, say, company press releases. So, while I am the first to admit that the data is not always reliable, it does represent the best research in the industry to date, and it is most definitely not made up – or at least, not by me. In the rare event that an actual “guess” does appear on my chart, you will find the Accuracy Rating for that MMOG appropriately adjusted my Analysis. For more discussion on this point, I recommend you read the Analysis section of my research and draw your own conclusions.

    4. Your data for <MMOG_NAME> is wrong!

    It’s possible; I’ve had erroneous data on the charts in the past. However, if you’re going to offer a correction, please provide some source for your numbers. It is important that the number is representative of TOTAL CURRENT SUBSCRIBERS, not other metrics like box sales, or peak concurrent users. Newspaper and magazine articles are good, but sometimes may be quoting old data that is no longer accurate. In the past, it has usually been the person trying to correct me who was actually mistaken, so do try to double-check your source before getting into an argument with me over numbers.

    5. Can you provide a breakdown of MMOG subscribers by regional territory (North America, Europe, Asia)?

    I wish! Sadly such information is simply not available for most of the games I cover. NCSoft provides regional breakdowns, but most other companies do not, and what I do hear Is usually approximate data and only apply to one point in time; historical territory breakdown numbers are even more scarce. When I do have regional data that I think is particularly interesting, I will note it in the individual game’s entry in the Analysis section.

    6. Can I use your site as a reference in my <web site/research paper/news article/etc.>?

    Sure! Just be sure to include the current URL, the version you’re referencing, and my name. The whole point of this site is to provide this data for free for use by those interested in the industry. If you’re working on a research paper, an example citation would look like this:

    Woodcock, Bruce Sterling. “An Analysis of MMOG Subscription Growth” MMOGCHART.COM 12.0. 29 November 2004. 1 January 2005. <http://www.mmogchart.com>;

    7. Do you have a mailing list I can subscribe to so I can be notified of updates?

    Not yet, but I am considering it. I try to update the charts every month or two, so in the meantime just check the site regularly! If I eventually add a mailing list, I’ll be sure to announce it!

    8. Can I get previous versions of your charts?

    The charts and the research I do are an ongoing chronicle, so any data I had in the past is always included within the current charts. Indeed, previous charts have sometimes contained inaccuracies, so the latest data should always be used for reference whenever possible. While I do keep personal copies of previous versions, they are not made available for redistribution.

    9. Who are you, anyway?

    I got into Internet online gaming when I was attending college at Purdue University. My first experiences were with text-based TinyMUDs; in fact, I eventually ran the two biggest MUDs of the day, Islandia and TinyMUD Classic, for a while in 1990. After that, I dabbled in a variety of online games, and became particularly enamored with MMOGs with the release of Ultima Online in 1997. Since that time I have played several MMOGs and become involved in a variety of online communities. I became an angel investor in WWII Online back in 2000, and started my research into MMOG subscriptions in 2002. Currently I am an independent MMOG consultant and analyst, and would like to get back into the MMOG field as a game designer and/or quest writer. If you’re looking for one in the San Jose, California area, please drop me a line!


  • KnightblastKnightblast Member UncommonPosts: 1,787


    Originally posted by joejccva
    Looks like Lineage II and WOW are still on the top for server populations. I wonder if I even gave Lineage II a try. I can't even remember now. LOL. I'm sure I played it sometime or another.

    The numbers are somewhat distorted by the fact that the way Lineage II's subscription plans work in Asia is very different. It's really not comparing apples to apples when you compare what Lineage II does there with what WoW has done for example. Lineage II has most of its subs in Asia, and most of them in Korea, and many of those through internet cafes where people play for a certain period of time and pay for it that way. It's really a very different model of subscription plan than the typical Western one of individual users playing in their homes and paying a monthly fee. Against that background, I think that WoW's numbers, regardless of what one wants to say about the game itself, are astoudingly impressive because most of them are the monthly subs in Western countries ... there's never really been an online game that has managed to get that many people willing to pay a monthly sub, even EQ (and again, I would not count Lineage or Lineage II because their sub plans work very differently and are focused on how people game in Korea, which is different from the West).

    In terms of why fantasy predominates, I'm not sure that it is because it is inherently more popular than sci-fi. If you go to a bookstore or flick on the TV or movies, there's really just as much, if not more, sci fi out there as there is fantasy. I think that it is a lot *harder* to do sci fi in an MMORPG setting, however, than it is to do fantasy, because there are established RP models for fantasy (beginning with the grandaddy of them all D&D), with roles and expectations and an entire canon on how things should work, while there really isn't the same thing for sci-fi. As it turns out, it's hard to match people's sci-fi expectations because they are so broad ... a lot of folks like space-based games (and a game like EVE fits that bill or E&B tried to), some like futuristic ground-based environments (Anarchy Online tried that but never got as popular as the fantasy ones, SWG is an example, but that has the benefit of coming with an established "canon" of its own about different kinds of character types and the like) and some like a mish mash of both, but the point is that there isnt the same kind of established canon for sci-fi RPing as there is for fantasy RPing, which makes it easier to match expectations when making a fantasy RPG than a sci-fi RPG ... it's more or less another take on an established model, whereas a sci-fi game has less to work with in terms of an established model (unless you have a model pre-made like SWG has with the entire SW canon behind it), so whatever model is picked tends to attract fewer fans. Take EVE ... it's a great space game, but it turns out that a lot of people like to also have their characters under their physical control, and not just ships, and the people who like games with just ships like to have more manual control over their ships than EVE allows ... so you really can't win with the sci-fi genre. As a result I think a lot of developers have stayed away from sci-fi genre games ... why bother with something risky like that when you could do another take on the established fantasy genre and have a huge market ready and waiting for you, and whose expectations are relatively easy to gauge?

  • ianubisiianubisi Member Posts: 4,201


    Originally posted by Novaseeker
    Anarchy Online tried that but never got as popular as the fantasy ones, SWG is an example, but that has the benefit of coming with an established "canon" of its own about different kinds of character types and the like

    In further support of this perspective you can also foist up AO's greatest period of success came with their Shadowlands expansion, which drove the game far closer to the classic Fantasy genre than the Sci-Fi genre. Shadowlands was, to paint a broad abstract, EverQuest on Rubi-Ka.

  • joejccva71joejccva71 Member UncommonPosts: 848


    Originally posted by Novaseeker
    Originally posted by joejccva
    Looks like Lineage II and WOW are still on the top for server populations. I wonder if I even gave Lineage II a try. I can't even remember now. LOL. I'm sure I played it sometime or another.

    The numbers are somewhat distorted by the fact that the way Lineage II's subscription plans work in Asia is very different. It's really not comparing apples to apples when you compare what Lineage II does there with what WoW has done for example. Lineage II has most of its subs in Asia, and most of them in Korea, and many of those through internet cafes where people play for a certain period of time and pay for it that way. It's really a very different model of subscription plan than the typical Western one of individual users playing in their homes and paying a monthly fee. Against that background, I think that WoW's numbers, regardless of what one wants to say about the game itself, are astoudingly impressive because most of them are the monthly subs in Western countries ... there's never really been an online game that has managed to get that many people willing to pay a monthly sub, even EQ (and again, I would not count Lineage or Lineage II because their sub plans work very differently and are focused on how people game in Korea, which is different from the West).

    In terms of why fantasy predominates, I'm not sure that it is because it is inherently more popular than sci-fi. If you go to a bookstore or flick on the TV or movies, there's really just as much, if not more, sci fi out there as there is fantasy. I think that it is a lot *harder* to do sci fi in an MMORPG setting, however, than it is to do fantasy, because there are established RP models for fantasy (beginning with the grandaddy of them all D&D), with roles and expectations and an entire canon on how things should work, while there really isn't the same thing for sci-fi. As it turns out, it's hard to match people's sci-fi expectations because they are so broad ... a lot of folks like space-based games (and a game like EVE fits that bill or E&B tried to), some like futuristic ground-based environments (Anarchy Online tried that but never got as popular as the fantasy ones, SWG is an example, but that has the benefit of coming with an established "canon" of its own about different kinds of character types and the like) and some like a mish mash of both, but the point is that there isnt the same kind of established canon for sci-fi RPing as there is for fantasy RPing, which makes it easier to match expectations when making a fantasy RPG than a sci-fi RPG ... it's more or less another take on an established model, whereas a sci-fi game has less to work with in terms of an established model (unless you have a model pre-made like SWG has with the entire SW canon behind it), so whatever model is picked tends to attract fewer fans. Take EVE ... it's a great space game, but it turns out that a lot of people like to also have their characters under their physical control, and not just ships, and the people who like games with just ships like to have more manual control over their ships than EVE allows ... so you really can't win with the sci-fi genre. As a result I think a lot of developers have stayed away from sci-fi genre games ... why bother with something risky like that when you could do another take on the established fantasy genre and have a huge market ready and waiting for you, and whose expectations are relatively easy to gauge?


    Spoken like a true prodigy Nova...well said indeed.

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