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Tonight on GeekNights, we nominally talk about passwords and cheat codes (e.g., why PAKING PAKING PAKING PAKING and 8uuuuu uuuuuu uuuuuu uuuuuu work the way they do). We also talk at length about why World of Warcraft is fading so quickly, the Stanley Cup playoffs, and a new Adventure Time game is coming.
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1) Blizzard just cleared out a ton of gold farmer accounts and made it harder for them to make new accounts.
2) Changes to the rules of certain areas (namely, PvP Battlegrounds) have made multi-boxing (and thus, multiple accounts per person) basically useless.
3) It's the middle of an expansion, so we're seeing a natural drop before the next one picks up steam again.
Consider that World of Warcraft has more paying subscribers than there are people in the entirety of New York City. All five boroughs put together just barely equals WoW's subscriber base.
Trust me.
I agree with Scott, I don't think LoL is pulling people. I do know some people who used to play WoW who now play LoL but almost everyone I know who plays LoL are not people who played WoW. I agree that people still want that coordination, but I think that LoL is only the current facet because its the most popular. If NS2 was more accepted they would just as readily engage in that.
I bought every expansion and played for a shorter and shorter time after each one. The first expansion I did not buy was Pandas, but that's because I was given beta access for free and I realized I was done with it before I got out of the beta.
I don't know if this is personal bias or not, but I also see friends of mine doing the same thing. It's just that after this many expansions, that magic that you get from being in the WoW experience is just straight gone. I know a few stragglers, but for the most part, it just gets old faster and faster.
So, is it just my friends/Rym's Friends/Wow Messageboards that are providing confirmation bias, or is this going to happen as a whole?
I know RPGs, and JRPGs in particular, are supposed to be at least a little grindy. I'm actually okay with that to an extent as I don't mind RPG combat, especially if there's a bit more to it than just "push A" over and over and over again. For example, a reasonable amount of grinding to me means that you get enough money and experience to advance just by cleaning out a dungeon of all its treasures and, in dungeons without random encounters, monsters. In a game with random encounters, the rate in said dungeon better not be too high and still allow for earning enough money and experience to advance. Heck, I'm also okay with spending a little bit (say no more than 30 minutes or so, total) of time per town grinding outside of dungeons in order to get the hottest gear available in said town.
The grindiest JRPG I've ever played was probably Phantasy Star II, although part of that was because you had such a huge cast of characters in it, all of whom start out at level 1 no matter when they are made available to you, and you often needed to grind with some of them quite a while in order to get some crucial stuff (i.e. Shir Gold needed to be at least at level 10, if I recall correct, in order to steal some necessary items like the Visiphone, Star Mist, and Moon Dew). Even here, though, once you get past a certain point, most of the "grinding" mostly consisted of crawling through some of the most insanely difficult dungeons ever committed to ROM chips, a challenge intellectually stimulating enough, IMHO, that it wasn't all that much of a grind, especially when compared to just wandering around outside of a town fighting monsters over and over.
The problem with this iOS game in question is that in order to get the really good stuff in town, you'd need to spend hours and hours grinding per town.