Apples to oranges, LOL is a F2P game, all that you need to play is an Account. I personaly have a main account in LOL and a few smurf accounts to troll and just have fun w/o playing seriously, so do many other players. XIV was a P2P game turned into B2P then returned to P2P.
The 660K number is units that where Shipped not sold, the actual number of people who bought XIV is unknown, but after the first month, the japanese did a sensus, when there was still the option of getting a # of players online at your server, and the population numbers where below 50K. Now are this numbers official from SE ? No they are not, but is very likely they are true, since in the next update, the option to see how many players where online was taken off..... I mean if they had hundreds of thousands of players online.... Why take it off ?
Back when WoW claimed 11m+ subscription, their peak is slightly above 2m concurrent log-in.
Apples to oranges indeed. Well never mind that there are people who play 11 WoW accounts at once.
On a more interesting note, SW:TOR peak was 350,000. Back when they claimed they sold 2m+
I used LOL, because it is now THE game with highest concurrent players. Edited, Apr 5th 2013 1:37am by Khornette
There is a infinitly higher chance of a lot more people having 11 Accounts in LOL, than having 11 accounts in WOW, WOW only counts Active subscriptions, in order for one person to have 11 Current active subscriptions, they need to get Vanilla wow, TBC, Wotlk, Cata and pandaria, that is 100+ dollars w/o counting the 14.99 for each, thats 150 a month, i dont think there are tons and tons of people willing to pay 150 a month on a MMO. As for the rest of the argument, as you have said yourself, this games have 12 Mil and a peak of 2m online, 2M and a peak of 350K online, XIV Peak of players online was 300-400 players...... They did not sold 660K units. nor have they ever had more than 100K players on their game
I don't enjoy telling people they're flat out wrong, but you're flat out wrong. XIV most likely did sell around 600k copies, eventually. It wasn't prior to launch, but it probably wasn't that far off. Only about 1/8th of a total population will log into the game concurrently (statistical average over many platforms), which all said and done, maths out to a bit over 4k per server, or what was actually seen. Numbers will be the highest the first week of launch even briefly exceeding what we'd expect to see, and then naturally die off within the first month for the next 4-6 months until it hits a steady number, depending on multiple factors (seen in other MMO's, seen here as well. Have to exclude WoW, XI, and EQ, outliers at this point in time and not useful for comparison due to how the market has substantially changed). Control for the surge and pop die-off over time, probably closer to 2-3k at launch per server (averaged, and also, seen), with them quickly dying off because of a lot of the issues we all know about. That number is far lower than expected because Open Beta was disasterous for XIV, killing off a large portion of the population before they even purchased a box, which makes all numbers we have to date questionable at best. A lot of these arguments are based off of launch numbers are are heavily deflated due to the poor state of 1.x launch (while wondering if those players will return is a very real concern and a good argument).
People buying and playing 11 accounts are statistical outliers, not the norm, and ignoring them doesn't influence the data we're looking at enough to warrant inclusion. You're straw manning this argument just to be right.
It's a valid question, though. LoL is obviously making enough money to keep going (since's it's approaching four years, a very long life for a F2P MMO), but having 12 million players if only 120,000 are paying for it isn't much of a bragging point.
A quick Google search seems to indicate that Riot has't released the numbers other than their active subscribers.
It's dangerous classifying LoL as a MMO. Granted, there are many similarities between the two, but there are some substantial differences that are worth taking into account when looking at a DOTA/LoL/SC2 style MMO and others on the market. Comparing LoL to other MMO's will give you a lot of false conclusions.