It is the time of anniversaries for Blizzard Entertainment, which last weekend celebrated 10 years of World of Warcraft (WoW, whose launch date was in fact November 23, 2004, although the saga of Warcraft was started exactly 10 years earlier with Warcraft: Orcs & Humans). The fantasy world of Azeroth doors pretty well its years as yet since at the end of October 2014 it held more than 10 million subscribers, of which 3.3 million obtained with the launch of the latest expansion (World of Warcraft: Warlords of Draenor) of which has sold 3.3 million copies just in the first 24 hours from the launch, that you have to add to the 6.8 million subscribers reported in late August.
Compared to a virtual world as Second Life, an MMORPG like WoW it proceeds with successive expansions tend to regularly re-expand a user base that over time should instead be to shrink: the previous expansion (Mist of Pandaria) had also reported over 10 million the subscribers in 2012 (but it started from 9.1 million existing).
The peak of popularity are still 12 million touched in 2010. The thing that struck many analysts in recent years it was the ability demonstrated by the team of developers of WoW to keep editing also quite radically the MMORPG without betraying its spirit and even arousing the interest of new players while keeping data intact (and interest in the game) of millions of “old” players.
The success of Blizzard, who developed the game in these years, is also explained by the excellent relationships established with customers, to which subsequent developments have always been adequately explained and motivated, after having been extensively tested to ensure that they could be useful and can be adopted by the majority of players. In a word: Blizzard invested time and money to constantly improve the experience of its members. Exactly what Linden Lab says it will do for years, if it did it or not leave it up to the “residents” of Second Life.
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