...and yet paradoxically, still a huge failure, due to some truly ludicrous expectations from EA.
These are the 2012 numbers for sub based MMOs. It's not all of them, but it includes most of the relevant major releases of the past few years, and some of yester-year's hits.
(~ - Approx.)
(*) indicates a statistically significant global/Asian player base.
Dark Age of Camelot - ~35,000
Vanguard - ~40,000
Star Trek Online - ~55,000
Warhammer Online ? ~100,000
Ultima Online ? ~100,000
Everquest ? ~ 100,000
City of Heroes/Villians - ~125,000
Age of Conan ? ~140,000
Rift ? ~250,000
Lord of the Rings Online ? ~260,000
EVE Online ? ~350,000-450,000(*)
Lineage - ~900,000(*)
Lineage 2 - ~900,000(*)
The Old Republic - ~1.4 Million
Aion - ~2.3 Million(*)
World of Warcraft - ~10 Million(*)
With "only" 250K subscribers, LOTRO and Rift are hugely profitable. The ones hovering between 50K and 100K are keeping their heads above water. This is probably a good rule of thumb to gauge MMO success:
50K-100K - Sustainable, small profit.
100K-250K - Decent profit. Small hit.
250K-500K - Substantial hit. A very successful game. Extremely profitable.
500K-1M - Extraordinarily profitable game. Genre defining. This was where the original Everquest peaked, and at the time it was consider a smash hit that legitimized the genre and spawned a host of imitators.
1M+ Monolithic hit.
10M+Pop cultural phenomenon.
TOR, peaking at 2M+ subs and currently hovering around 1.4, is an extraordinarily successful game for this genre. Yet, it is widely viewed as a catastrophe, both by casual fans of the genre and to some degree by EA, who were hoping for their own version of WoW. It's the 2nd most successful western MMO of all time, eclipsed ONLY by WoW, which peaked at about 4.5M western subs and currently sits at around 2-3 million.
The biggest failure, by order of magnitude, would be the woeful Star Trek Online, which also has an extremely prominent (and expensive) sci-fi IP and yet hasn't even managed half the sub base of universally derided "flop" Warhammer Online.
These are the 2012 numbers for sub based MMOs. It's not all of them, but it includes most of the relevant major releases of the past few years, and some of yester-year's hits.
(~ - Approx.)
(*) indicates a statistically significant global/Asian player base.
Dark Age of Camelot - ~35,000
Vanguard - ~40,000
Star Trek Online - ~55,000
Warhammer Online ? ~100,000
Ultima Online ? ~100,000
Everquest ? ~ 100,000
City of Heroes/Villians - ~125,000
Age of Conan ? ~140,000
Rift ? ~250,000
Lord of the Rings Online ? ~260,000
EVE Online ? ~350,000-450,000(*)
Lineage - ~900,000(*)
Lineage 2 - ~900,000(*)
The Old Republic - ~1.4 Million
Aion - ~2.3 Million(*)
World of Warcraft - ~10 Million(*)
With "only" 250K subscribers, LOTRO and Rift are hugely profitable. The ones hovering between 50K and 100K are keeping their heads above water. This is probably a good rule of thumb to gauge MMO success:
50K-100K - Sustainable, small profit.
100K-250K - Decent profit. Small hit.
250K-500K - Substantial hit. A very successful game. Extremely profitable.
500K-1M - Extraordinarily profitable game. Genre defining. This was where the original Everquest peaked, and at the time it was consider a smash hit that legitimized the genre and spawned a host of imitators.
1M+ Monolithic hit.
10M+Pop cultural phenomenon.
TOR, peaking at 2M+ subs and currently hovering around 1.4, is an extraordinarily successful game for this genre. Yet, it is widely viewed as a catastrophe, both by casual fans of the genre and to some degree by EA, who were hoping for their own version of WoW. It's the 2nd most successful western MMO of all time, eclipsed ONLY by WoW, which peaked at about 4.5M western subs and currently sits at around 2-3 million.
The biggest failure, by order of magnitude, would be the woeful Star Trek Online, which also has an extremely prominent (and expensive) sci-fi IP and yet hasn't even managed half the sub base of universally derided "flop" Warhammer Online.