As the legions of failed WoW clones have taught us, you also can't just slap a bunch of successful features together, call it a game, and expect any one to actually play it.
Emm...all of those "failed" WoW clones are generating monthly subscriptions from their players and have been since they launched.
... and still haven't even come close to recouping their development costs, and are no longer growing, which is why they're failed.
Wait, what? You obviously haven't done your research on their development costs then. Or for that matter, how good the games were...
Warhammer Online has received the following awards:
* IGN PC: Best of E3 2008-Best MMO
* IGN PC: 2008 Best Persistent World Game
* IGN PC: 2008 Reader's Choice
* Game Focus – Best MMO Game/ Expansion
* GameSpy: Best of E3 2008
* GameSpy: Best Use of License
* GameSpy: Top 10 PC Games – Ranked #2
* GameStooge – Best Massively Multiplayer Roleplaying Game
* G4TV: Best of E3 – PC
* Massively – Favorite New MMO of 2008
* MMORPG.com – Reader's Choice Awards – Best New Game of 2008
* MMORPG.com – Reader's Choice Awards – Most Innovative Feature
* MSNBC – Best PC games of 2008
* Voodoo Extreme: E3 2008 – Best MMO
* Warcry's Editor's Choice: Most Anticipated of 2008
* X-Play: Best MMO
* Ten Ton Hammer: Best Fantasy MMOG
* Ten Ton Hammer: Best of Show
* Beckett Massive Online Game Reader's Choice Award: Most Anticipated MMO
* Warcry's Editor's Choice: 2007's Most Anticipated
* MMORPG.com Readers Choice: Most Anticipated
* MMORPG.com: Best Use Of A License
* Game Amp: Best of Show
* Game Amp: Best Loot
* Game Daily Nod Award
* Voodoo Extreme: Best Massively Multiplayer Game
* Gamespot Editor's Choice: Best Stage Demo
* Ten Ton Hammer Editor's Choice Award
As of September 30, 2008, WAR had sold 1.2 million copies and had 800,000 registered users.
Now its at 300k subscribers and an unknown amount of non-paying perpetual trials.
Also, Warcraft is a clone of the original Warhammer books and tabletop game. ^^
1.2m x 40 + (800k x15) +(300k x Y x 15)= b
Y is equal to number of months running after launch.
It is where a MMORPG should be in terms of subscribers, just above a quarter mil. It may have started out at 800k, probably has over 1.5 million copies sold at 40 USD each by now. It has easily recouped development costs.
Kinda sad that it didn't do so well, especially considering that it launched the same as all other MMORPGS
(you know, buggy and only partly finished.)
As far as AoC goes, it launched for a niche audience: Adults who grew up watching/reading/playing Conan.
It had an expansion in the first quarter of 2010 and is still getting content updates. Edited, Jan 2nd 2011 2:55pm by Uryuu