GW2 sales are almost unaffected by the SotO release. Not looking good.
NCSOFT - Q3 2023 Earnings Release
Submitted 1 year ago by necropola@lemmy.sdf.org to guildwars2@lemmy.wtf
https://static-brand.ncsoft.com/ncsoft/invest/result/20231109/report/3Q23_PT_ENG.pdf
lulztard@lemmy.wtf 1 year ago
Compared to pre-HoT numbers: i.imgur.com/Vgd7ejp.png
It’s sad to see GW2 being barely able to scratch even the pre-HoT numbers of twelve month of content drought. Never mind the pre-HoT numbers during active content deployment. Took them almost ten years after their bait-and-switch.
necropola@lemmy.sdf.org 1 year ago
I like this/your illustration with colors indicating the exxpansion releases:
Image
It’s also very interesting to look at the quarter after each release which I would read as follows:
lulztard@lemmy.wtf 1 year ago
Yeah, it’s much more interesting that way and a curious thing that you don’t find those numbers anywhere anymore. It’s also from interest that almost the entire 2014 numbers are during a complete and utter stop of content deployment. Almost 12 month of absolute 0 content updates in favour to rush out HoT. And it still had better numbers than everything that came afterwards up to EoD.
Though it’s revenue . Squeezing more out of less players can highten the revenue as well, and Anet got nuked from orbit by NCSoft pre-EoD.
brogrum@lemmy.wtf 1 year ago
lulztard@lemmy.wtf 1 year ago
Yeah, it’s much more interesting that way and a curious thing that you don’t find those numbers anywhere anymore. It’s also from interest that almost the entire 2014 numbers are during a complete and utter stop of content deployment. Almost 12 month of absolute 0 content updates in favour to rush out HoT. And it still had better numbers than everything that came afterwards up to EoD.
Though it’s revenue . Squeezing more out of less players can highten the revenue as well, and Anet got nuked from orbit by NCSoft pre-EoD.
halfapage@lemmy.world 1 year ago
What do you mean by “their bait-and-switch”?
lulztard@lemmy.wtf 1 year ago
Switching from big social open world bosses to strict coordinated instanced content. Drastic spike in difficulty in favour of a shift away from chill casual content. General WoWification like trinity and
questsquest-like achievement-structure. Didn’t go over well with the playerbase, and took them almost ten years to barely recover from it, if one is desperate enough to use the drought numbers as a bar instead of the pre-drought ones.