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And it s incredible.
Playing video games these days can often feel like a job. No, I’m not referring to my literal work here – over the last ten years more and more games have adopted some form of “live-service” element that incentivizes long term play and commitment. What better way to make money off your game than to ensure butts are firmly planted and playing your one single game till the end of time (or until the servers are shut off)? Crank out the updates, roll out the battle passes, and make loot the star of the show: it’s all about keeping players hooked for that sweet, sweet recurrent player spending!
Hereafter effects. 22 December 2020 A far-out new expansion and major levelling revamp see Blizzard s veteran online world riding a new wave of popularity.
It wouldn t be right to suggest that World of Warcraft had ever, at any point during the last 16 years, been a less than popular and successful game. The days when it was thought the biggest game in the world are long behind it, but it has been reliably raking in subscription revenue and expansion pack sales on a considerable scale the whole time. It s also a fool s errand to mark any one expansion out as a return to form; many WOW players will argue that each expansion is either a disgraceful betrayal or a triumphant comeback, but different sections of the community seldom agree on which is which. (Meanwhile, long-term but less invested casual players like myself tend to think they re all pretty good.)