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In a news story that we’re sure will surprise precisely nobody at all, The9 — China’s previous operator for World of Warcraft — has reported a serious decline in profits for this last quarter. Since last year when The9 still had World of Warcraft in its stable of games to now, they have seen a staggering 94% drop in revenue. Since the split became final in June of this year, there was also a 91% drop between last quarter and this one. Between The9’s lawsuit against Blizzard for (among other things) software copyright infringement and selling nearly 15% of its shares to Activision Blizzard competitor, EA, The9 has pretty well ensured that there’s never going to be any kissing-and-making-up over this whole mess.

Still, not everything is completely negative for The9. In the on-again-off-again World of Warcraft presence in the Chinese market altogether, owing to the squabble between The Ministry of Culture and the General Administration of the Press and Publication (GAPP), they’ve seen an increase in players from when they initially lost World of Warcraft. According to reports, the increase — a modest bump from 3.2 to 3.4 million players — is owing largely to a new update to Soul of the Ultimate Nation, as well as their other games Sword of the New World, FIFA Online, and Atlantica Online. Now, so long as more of their shareholders don’t wind up suing them for making misleading statements about their connection with Blizzard, things might just start looking up for this former major player in the Chinese MMO market.

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The9 sees enormous drop in profits after split with Blizzard originally appeared on Massively on Sun, 29 Nov 2009 12:00:00 EST. Please see our terms for use of feeds.

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Back in the day, there were two ways to play most MMOs — you could form a group with other players, or you could stay inside the cities and wait. Those days are long gone, of course, and it’s a rare game that doesn’t allow a player to do quite a bit without the support framework of a group. But there’s a point to be made about what’s been lost in the process, and We Fly Spitfires has an interesting take on how we now have to be pushed and prodded into grouping. There was a time when people were expected to group to complete tasks, but players are increasingly opposed to the idea as more and more becomes possible to solo and we grow less and less patient for finding a group.

Unsurprisingly, Game by Night brings up the obvious counterpoint: that evolving game design has relegated forced grouping to the past. There are more MMO players now than there were back then, and the majority of them started on games such as World of Warcraft or City of Heroes where grouping was only occasionally necessary, and even then only for specific tasks. By removing the requirement, player expectations become different, and there’s no longer a sense from most of the playerbase that soloing should be possible for a majority of tasks. It’s a debate that’s been had over and over through the years, but as the solo play model becomes more and more expansive, it no doubt will be revisted time and again — and attitudes toward it will shift as the playerbase does.

MassivelyGrouping versus soloing as the genre evolves originally appeared on Massively on Wed, 18 Nov 2009 19:00:00 EST. Please see our terms for use of feeds.

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Gaze on it, and despair! The abomination above is a common sight in the World of Warcraft this week — Blizzard has kicked off their marketing season with another commercial from Mr. T, as well as an in-game item to go along with it. It’s the Mohawk Grenade, an item that, when thrown, makes WoW characters look like T himself. Awesome? Terrible? You decide.

That story and many more from Joystiq’s Warcraft-obsessed sister site WoW.com. We pity the fool who doesn’t check out the roundup after the break.

Continue reading The best of WoW.com: November 10-17, 2009

JoystiqThe best of WoW.com: November 10-17, 2009 originally appeared on Joystiq on Wed, 18 Nov 2009 02:00:00 EST. Please see our terms for use of feeds.

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Right?  Don’t you wish everything in life worked out that well for you.

Extremely lucky knife throw in Modern Warfare 2 [Destructoid]




No one was expecting the current 900-pound-gorilla of the MMO market to throw its hat in the ring regarding microtransactions, but the fact that it’s in the mix has forced a large number of people to take a look at the philosophies and patterns of the business model. Killed in a Smiling Accident recently put down some thoughts regarding the differences, explaining that World of Warcraft’s model is, in their opinion, inferior to the one found in the equally-significant microtransaction model of Dungeons and Dragons Online. The former has a store consisting of fluff items with no equivalent in the game, while the latter largely puts forth offerings that can be obtained in the normal game if you want to take the time.

Of course, there’s the obvious counter brought up in the comments: that it’s better to have microtransactions selling something you can’t otherwise get in the game. Simply take a look at Champions Online and the controversy over retcon pricing to see how the two can be better left untethered. Getting something unique is a nice bonus for a game you enjoy — for example, look at the bonus costume packs that City of Heroes sells. However, with items on sale that can be obtained from gameplay, the game can feel a bit more disjointed. There’s a case to be made for both sides, and with the free-to-play model gaining speed, it should be interesting to note where the majority of MMO players draw the line.

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Microtransactions and the splits in philosophy originally appeared on Massively on Mon, 09 Nov 2009 11:00:00 EST. Please see our terms for use of feeds.

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