Exort said:
Tin foil hat time?
I didn't remember Diablo 2 popularity drop, and even so it was a 5 years ago game. Any proofs?
And more importantly Diablo fan HATE WoW, just go to any Diablo fan site.
and how is Diablo and WoW competing for the same market? they are two different gernes.
You can keep your tin-foil hat jab. My argument is perfectly rational.
First, I must posit an alternative statement: The REMAINING Diablo fans hate WoW, but WoW's original target market was aimed squarely at the Diablo 2 playerbase. I would know because I'm one of them, and played Diablo 2 online for years. Those that stuck around after the mass-exodus despised WoW on principle, and most of those who stuck around
were those who had all the gear they wanted already (remember this, it will come up again later).
Back in 2003, I recall the Bnet servers reporting over 2 million users online. It would flat-out tell you when you entered the general Bnet chat channel.
2 years following WoW's launch, that number dropped to about a 10th of that. I personally knew dozens of players who left Diablo 2 for WoW on launch. Most of my Cisco class back in community college among them.
Of course, it's nearly impossible to provide the data now; nobody kept track of that sort of thing. So I guess I'll have to take your jab on the chin.
However, you would have to be in denial to not see the similarities between the two games:
1) Class based system. Skill Tree -> Talent Tree
2) Grind. Motherfucking metric tons of grind. You do boss runs for gear in Diablo 2. You do raids/instances for gear in WoW. They are virtually identical in practice.
3) Massive online community (though relegated to only 8 player games due to the lower bandwidth and processing allotments at the time. In 2000, there were very few MMORPGs out there because very few people had real broadband)
These are not idle similarities, but core points specific to each game. Items, more than anything else, ultimately determine how valuable you are compared to your peers.
Diablo 2's main difference is that it's effectively a rogue-like. Of course, in practice (via Maphack) it's no different than WoW when you go online (instances are static, and with maphack, the random-generation is completely thwarted).
Taking that all in; WoW was essentially built on Diablo 2's skeleton, and made improvements on its own.
So what does that mean today?
Well, if nothing else, Diablo 3 would be directly competing with WoW if only because of the matter of TIME.
WoW makes money hand over fist because it deliberately wastes your time (and not in the "I'm playing a game" sort of way; but with endless amounts of boring busywork), while charging a monthly fee.
If they release Diablo 3, then one of two possibilities happen:
1) WoW's subscriptions slip as people freeze their accounts to play Diablo 3
2) Fewer people buy Diablo 3 because they're too dedicated to WoW
Unless you have all the time in the world, you cannot feasibly play both, just due to the amount of grind required. MMORPGs monopolize time; which is why so few people leave WoW for other MMORPGs for long. They have too much investment in their WoW character that even if a vastly superior game came out, they still might not leave.
So you'll pardon me if I don't believe your "they are entirely different genres" theory one bit.