I’m really not much of a gamer myself, as I really spend too much time on the net and reading books. I rarely watch a DVD although it was my full time trade earlier this year. I’ve been reading a couple of posts of very serious guys (example 1, example 2) doing * cough * research on something called World of Warcraft, the category killer it seems in the areas of massive multiplayer games. It’s also expanding onto the mobile world [FR].
So, what the heck, I now click once in a while on articles relating to them. Check these quotes on this NYT article, as they are really impressive numbers:
“Since November, World of Warcraft has signed up more than four million subscribers worldwide, making for an annual revenue stream of more than $700 million. About a million of those subscribers are in the United States (with more than half a million copies sold this year) and another 1.5 million are in China, where the game was introduced just three months ago. By contrast, EverQuest II now has between 450,000 and 500,000 subscribers worldwide, with about 80 percent in the United States.
Just a year ago, numbers like that would have classed EverQuest II as a big hit. The original EverQuest topped out at around a half-million players, and many, if not most, game executives came to believe that the pool of people willing to pay $15 a month to play a video game had been exhausted. The conventional wisdom in the industry then was that there could not possibly be more than a million people who would pay to play a massively multiplayer online game.
Now, World of Warcraft has shattered earlier assumptions about the potential size of the market.”