Posts Tagged ‘Blizzard Entertainment’
How to Hide Name Plates in WOW
How to Remove a Nameplate in “World of Warcraft”
“World of Warcaft,” Blizzard Entertainment massively multiplayer online role playing game (MMORPG), allows players to participate in large scale battles against .
In Blizzard massively multiplayer online role playing game “World of Warcraft,” players can modify the appearance of their User Interfaces, or UIs, to best give .
How to Find the Owner of a License Plate
Online search companies enable you to find a. How to Find a Car Owner by a License Number. A license plate number.
Making Acrylic Name Plates
How to Hide Name Plates in WOW; . How do I Make a Name Plate on Plaques? How to Decorate Paper Plates.
How to Make a Nameplate
Name plates or table tents are used to help identify attendees at luncheons, . Show More. Instructions. 1. Open . How to.
Globalization of Gold Farming
Due to economic globalization, outsourcing has become a modern business norm. Goods are now often manufactured in developing countries and shipped overseas to be sold in industrialized markets. This practice, however, is not limited just to the exchange of concrete items. Today, even virtual goods and services are outsourced.
MMORPGsMassive Multiplayer Online Role Playing Games, known as MMORPGs, is one of the fastest growing sectors of the entrainment industry. Every day, tens of millions of people login online to play with friends from all over the world. Of the hundreds of titles currently available, the most popular is the World of Warcraft (WoW). Wow is produced in Irvine, California, by Blizzard Entertainment, and it is one of the most profitable computer games in history, earning over $1 billion a year in monthly subscription fees alone.
Much like in the real world, MMORPGs have a form of currency that players need to acquire in order to achieve social and gaming success. In the popular Korean game Ragnorak Online, the currency is known as the “zeny.” In the Japanese produced Final Fantasy XI, it is the “gil.” And in World of Warcraft, it is simply, “gold.” In order to earn this virtual money, players must partake in a variety of income generating activities, such as kill monsters, collect herbs, craft materials, and provide enchantments (a service that uses resources to improve a player’s equipment), etc. The process for virtual currency generation can be very repetitious and time consuming. For players who lack patience or doesn’t want to grind (labor for money), there is another way to earn digital money: exchange real money for it.
Gold FarmingGold farming is the process in which an individual plays an MMORPG for multiple hours a day for the sole purpose of acquiring virtual currency to be sold for real currency. Gold farming is a lucrative industry because it takes advantage of basic global economic inequality and labor value differentials.
Most gold farmers are from developing countries such as China and Vietnam. According to World Bank estimates, there are currently over 100,000 people working as full time gamers in China. They toil away for 12 or more hours a day in internet cafes, abandoned warehouses, and small offices, making about 25 cents an hour, or roughly $75 a month. There are quotas in place and work performances are heavily evaluated. The workforce is dominantly made up of migrant teenagers and young adults who come to the cities looking for work. These “virtual sweatshops” resemble the thousands of toy and appliance factories that have opened in China in the past several decades to take advantage of China’s abundance of cheap labor.
While the practice may be somewhat exploitative, when compared to other forms of hard labor, gold farming is considered less strenuous and relatively safe. Moreover, the exchange of virtual currency is now an industry that yields up to $3 billion dollars annually, with 80% going directly into China’s economy and 20% going to other less developed regions of the world, including Mexico and Eastern Europe. The report contrasts the $3 billion dollar figure with the market for coffee, which was $70 billion globally in 2009, but only $5.5 billion of it went to the countries that produced the beans.
For much of the late 1990s and early 2000s, most real money trading, or RMT, were done through eBay, Yahoo, Craigslist, and other online trading platforms. After a consumer makes a purchase, he or she will then provide character and server information to the seller, and typically within a few hours, the player’s gold will be delivered to their in game mailbox. A hundred WoW gold coins could be sold for as little as $20. Most buyers are from the United States, Western Europe, South Korea, and China itself. The reason why gold farming is so prosperous is because consumers often valuate their time. A common rationale behind conducting a RMT transaction is that 100 WoW gold coins during “Vanilla” (the WoW game before any expansion packs were introduced) could easily take players over 20 hours to acquire; therefore, a western player who earns even just minimum wage could essentially exchange the value of 3.5 hours of real life work for 20 hours worth of virtual work.
Recognizing the economic potential of RMT, many game developers have recently started to partake in the practice. Blizzard Entertainment, ArenaNET, and Sony have all started to regulate their own sales of digital money. This has dramatically shifted the direction of real funds globally. Less money is now going to the gold farming countries and more of it is being allocated domestically. Legal RMT also provides jobs and is subject to taxation, which makes it especially valuable to local economies. Zynga, which employs over 2,000 employees in the United States, is a social network gaming company that was developed based on the RMT business model. It is now a multi billion company that trades publicly through the New York Stock Exchange.
With gold farming now on the decline, many of the virtual sweatshops have started to convert their operations to item farming, instead. For most MMORPGs, the best items in the game cannot be purchased with gold. They can only be obtained when players complete a difficult quest or defeat strong monsters. Rather than exchanging real money for virtual money, some players now pay farmers to help them complete in game objectives. Although there is demand for this newer RMT venture, it is still not nearly as profitable as traditional gold farming used to be.
World of Warcraft the
What’s going on? Why isn’t it dying?Many recent MMO’s are probably asking the same question deep down. No matter how hard these competitors try, they can’t get WoW subscribers to quit.
World of Warcraft was released on November 23, 2004 by Blizzard Entertainment. Since that time there have been 4 expansions with a 5th on the way. It’s been almost a decade for World of Warcraft, with a current 7.7 million subscribers roaming about the lands of Azeroth. It has survived a few so called “WoW killers”, which claim that once released will literally destroy WoW’s massive following. A bit of a pipe dream I’m afraid , because remember WoW has 7.7 million subscribers who are willing to shovel up $15 a month just to play WoW. This stares the other MMO’s straight in the face who have chosen the F2P route. Let me stress this point: to get and keep 7 million players on average to keep paying and playing a game like World of Warcraft has never been accomplished by any other MMO. The EA Star Wars game,Knights of the Old Republic was a hopeful prospect and it boasted that it could kill WoW. If you look at the numbers however, SWoR only has about 2,500,000 players of which only 500,000 are actually subscribers. This looks like a case of the small dog barking at the large dog. While these other MMO’s who claim to have the secret WoW killing antidote, WoW just keeps on trotting on.
5 Specific reasonsNow here are 5 specific reasons why I think World of Warcraft is so popular and successful. Why it can keep its millions of subscribers.
It Doesn’t get too serious: If you’ve ever played WoW, have you ever noticed the vibe that you get off of the game? Whenever you quest, raid, pvp or do dungeons it never feels so serious that the game feels like a ritual. Sometimes quests can be humorously entertaining. I’ve played other MMO’s like Star Trek online and SWoR, and in those games there seems to be a lack of connection between the player and the game. I believe that there is an emotional connection to the game with a lot of players and that aspect keeps the game alive.
First love syndrome: WoW is popular, because it was one of the first major MMO’s to hit the market at that time. Many players flocked to the game and are unwilling to put down the game just because; that is what they know and they don’t want to take the time to learn a new one. Many of the players that started on the launch date still play today.
Excellent Customer Service: Every time I’ve run into a problem or had a question, Blizzard customer support has been excellent at answering my questions. Even though the queue times are longer these days, you still get the quality answers you need to solve many issues. Furthermore, they do it in a way that is professional and personable at the same time. As a customer this makes me want to come back, because I feel valued. I believe many players feel the same way. Minus the long wait times for a GM ticket
Broad Player Appeal: One of the biggest reasons for WoW’s success. Unlike many MMO’s that I’ve played. World of Warcraft, appeals to the largest fan base in gaming history. How do they this? By creating content for every type of player out there. Most players I’ve met are very casual. They have a job, and are only able to play on the weekends of a few hours a night. Other players are WoW guru’s who play their hearts out for hours upon hours. Then you have the newer players who are still trying to figure out the game. All in all, Blizzard takes the time to cover all its bases in their games, for their players! That is why they are such a successful gaming company as well.
Good Story Telling: If there is one thing that keeps this franchise going, it is the story. World of Warcraft, when it first started had a plethora of story content to work with from Warcraft 3. Throughout out all the expansions, Blizzard has the most memorable and cohesive story telling I can think of. Virtual celebrities have spawned out of WoW’s own Lore, making the game attractive. Who wouldn’t like to fight along side with the likes of Thrall, Arthas, Uther or some of the other major characters.
There are many other reasons why this game is where it is. Some, you can probably think of. These 5 however, I think are very important when it comes to making any game popular. World of Warcraft is for a long time, going to be an example of why certain MMO’s are successful and why some are not. The ones that are successful, are ultimately the ones that cater to a broad base of customers, but can also still please the elite players at the same time. Or maybe they didn’t spend enough time in alpha development, and then they lost their way when the customers started clashing in with their suggestions. Yes that can happen. Fortunately, WoW has not fallen into that trap completely. They’ve come close, but Blizzard put the hammer down when they needed to. Cheers to WoW!
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wowrizer 5 months ago
Awesome read! Though I have to say the story telling in wow has become a bit stale. After running through most of their established Warcraft 3 lore after Wrath of the Lich King the following expansions (especially Mists of Pandaria) have seemed a bit dull. It will be interesting to see what the next expansion brings to the table. I had no problems with cataclysm because deathwing was bound to happen in the Warcraft realm. I’m just not sure if he would’ve created the havoc that Blizzard portrayed in the breakout. The thing we do have going for, is that ghostcrawler is no longer on the wow team. Lol
wowrizer 5 months ago
The problem I foresee with Warlords of Draenor is the fact that there wont be any new races or classes. Which in itself is not a problem, but a lot of people feel that it wont be a true expansion like the others. Reality though, Wow has too many classes and races as is. Creating the monk (which in the vanilla concept was going to be a disc melee priest) was a stretch in itself and honestly it really does not add anything to game play, except fluff. Plus, truth be told, Pandarens as a race aren’t really fleshed out as both a player race and as a race Lore wise. Time will tell though whether blizzard corrects that, hopefully Warlords improves the overall story and adds something meaningful to the game. otherwise it will simply be life support to a 10 year old aging game.