Part of the problem here is that people justify their claims of "WoW being the best" purely on its subscription count: that's not a good way of measuring things, otherwise Wii Sports is obviously the world's best game, ever. I mean, some crow a lot about "12 million players!", but that's peanuts compared to WS's whopping 76 million. Obviously, this isn't a very good metric.
Rather, I'd suggest that actual profit margin, for one, could be better: all MMOs tend to rake in money hand-over-fist, (as the subscription formula brings in tons of profits for little expenditure) but some games get LOTS of advertising. How many MMOs did Mr. T advertise for ASIDE from WoW, after all? And how many companies have the clout on the PC that Blizzard has?
[citation][nom]dark_knight33[/nom]The game was still fun, but is not what was (or even close) when the player base bought the game. It still worked as a game, but SOE had to learn the hard way you can't just ignore your audience and expect them to keep sending money every month. FFS, they should have learned something from Revolutionary war. Any company/Gov't/Entity that thinks they will keep taking resources from somebody, then continually ignore them has a rude awakening due to them.[/citation]
That "failing to listen" was basically what they did on the initial release of SWG: everyone was asking for the #1 I listed there. Heck, they'd been asking for it since even before SWG was announced.
As for continuing to take money... They all know that they can get away with it if they somehow keep people placated/distracted. And hey, for a business, if it eventually falls out from beneath them, they've got their golden parachute! In the world of MMOs, that means that they've made their billion dollars in profit, so why should they care? They just build another cookie-cutter MMO and start the cycle over again.
[citation][nom]XZaapryca[/nom]Anyone who played UO in 1997 knows how much better WoW is in comparison. There are tons of MMO's out there that are different, but how many have even a million subs?[/citation]
This line of yours screams that you've never touched the game, and instead just looked up the release date on Wikipedia. Even post-Cataclysm, one can see the phenomenal difference and how vastly above and beyond UO was in terms of content, gameplay, etc.
The reason it didn't hit as huge a base is because of a few factors:
The first was that it was the outright pioneer of its field: it wasn't an established genre, so there wasn't any prior exposure to it that it could take from. (similarly, exposure was weak, otherwise Everquest would've hit 12 million too; instead it became a stepping-stone so WoW could make that)
The second was from the first: EA wasn't willing to commit a large amount of resources advertising the game: WoW has had more money spent on marketting than any single game, barring potentially the Halo franchise. Outlandish, expensive ads like the night elf Mr. T get millions of people talking about the game, which can convince many to pay for it.
Lastly, and partly as a side-effect of its age, the game was 2D. Graphics DO matter, at least when it's the difference between 2D and 3D: while outright ancient by today's standards, World of Warcraft's graphics are above basic 3D, and enough to more or less pass as "sufficient." (and further expansions starting with WotLK) have built this up a bit.
The above kept the game from being as phenomenal a success, even though it HAS been successful; all the resources were spent in developing an incredibly balanced, well-rounded game. It only peaked at a mere quarter-million subscribers, but at the time it was massive, and plenty enough to make a huge profit. (even though Origin only charged $10/month, not $15) Even today, its decline has been very gradual (owing partly to its growth being similarly long-winded) and it still appears to maintain 40% of its peak subscribers, (100k) a whopping 13.5 years after its release. What percentage of its former subscribers will WoW keep through 2018?
[citation][nom]sykozis[/nom]Exactly what "Death Spiral" are you referring to?[/citation]
Basically, it was a more eye-catching way of describing what you more or less just repeated, since it seems people had ignored it the very first time I posted it at the very top of the comments. Subscription numbers are already on the decline: this started not long after it first hit 12 million. It's only back up at 12 million (from 11.5) because of the release of Cataclysm. As people go through and finish the new content, the number will resume/continue declining; we'll soon see the predicted 1-2 million/year drop, with perhaps a similar 500k "bump" for each expansion release.
[citation][nom]davewolfgang[/nom]There's two things here that I'm seeing that made WoW as successful as it is. Rig Specs: Especially for Vanilla, BC and the beginning of Wrath - you did NOT need a $1k+ rig to play.[/citation]
I would note that this is actually pretty typical for MMOs: it's just that SOME try to go higher-budget with them.
The zone-free game world does really help, though. It's annoying enough in a single-player RPG, (think Oblivion) but in an MMO is generally unacceptable. A number of other MMOs have zone-free worlds as well, though. Anarchy Online comes to mind, but it failed to become big for its own reasons. (namely its very, very un-polished code)
As for being a fantasy game... That alone DOES NOT excuse cartoony appearances: some people like 'em, and a lot don't. Just take a look at the mixed reception for Windwaker and the other Legend of Zelda spin-offs that went with cel-shaded graphics. (like Phantom Hourglass and Spirit Tracks) Sometimes (a lot of the time) people want a realistic-looking fantasy. That's why most fantasy titles, including offline ones that rival WoW's sales figures, go with more realistic appearances. This also includes a few MMOs that achieved a certainly respectable fraction of its userbase, such as Aion and Lineage.