Yes! There’s a reason Microsoft bought Activision-Blizzard-King
Comment on Parents Sue Gaming Companies Over ‘Video Game Addiction’, Because That’s Easier Than Parenting
d3Xt3r@lemmy.nz 11 months agoIt had nothing to do with WoW, smartphones were basically to blame. 2007 was when the iPhone came out, Android followed next year, and by the early 2010s, smartphones became ubiquitous. Both the App Store and Google Market exploded exponentially in the number of apps, and mobile game makers eventually figured out that microtransactions brought in more money than upfront payments - all the popular games started exploiting this model, such as Angry Birds, Temple Run and of course the infamous Candy Crush.
King, the company behind Candy Crush, generated over a billion dollars of revenue within just an year - their turnover exceeding that of several traditional PC/console game makers. They had a staggering 1000% growth in just an year. And that was the trigger. That was when everyone looked at them going, “tf, why the hell are we wasting so much time and money developing AAA games, and making way less money than some cheap mobile game?”
And the rest as they say, is history.
Sineljora@sh.itjust.works 11 months ago
hellothere@sh.itjust.works 11 months ago
WoW is a stepping stone, it’s used as a frequent example in Reality is Broken, which is good place to start if you want to understand where all this comes from, as well as the rather utopian hope psychologists had at the time.
d3Xt3r@lemmy.nz 11 months ago
I was there, and it didn’t “come from” WoW. Mtx were already popular in South Korea and China, with games like “MapleStory” (2003) and “ZT Online” (2006) being early examples, which predates mtx in WoW. Farmville also had them back in 2009, around the same time WoW started selling pets. And back then Zynga were making like a $1mil a day from Farmville mtx, and this was before WoW pet sales really took off.
Yes, WoW did play a role, but it wasn’t as big as you think - after all, it had a very niche audience, whereas games like Farmville, Candy Crush, Angry Birds etc had a much wider appeal. WoW appealed to the hardcore MMO gamers who were already used to paying a subscription fee, whereas games like Farmville normalized mtx across for the general public, and then Candy Crush tweaked the formula even further. In comparison to some of the shady psychological designs games like Candy Crush implemented, WoW was nothing.
hellothere@sh.itjust.works 11 months ago
I absolutely agree that Farmville had a bigger impact, especially as it was geared towards a more casual market. Showing that people who would not describe themselves as gamers would spend a lot of money on games was a huge thing that a lot of people set out to copy.
Soggy@lemmy.world 11 months ago
I worked at GameStop when Farmville was big. Regularly had older women come in and spend $40 to $100 dollars on Farmville cards. A couple of these women came in every week, outspending almost every “traditional” gamer I knew.