Feasibility and Monetization. A treatise on Legacy servers owned by Blizzard
Hello everyone,
Yesterday, Global chat was held hostage to a large discussion about the feasibility of Blizzard opening Legacy servers. A majority of the discourse was focused on the following arguments:
1. No one would want to pay for Legacy content. (I.e. the reason Private Servers can be successful is because there is no requirement for payment to play)
2. The impact of Legacy servers could negatively affect current Retail versions of WoW.
3. Nostalgia alone is worth the attempt to make the servers. (Subjective argument that I won’t really talk about because it’s been beat to death at this point.)
Instead of thinking about all the reasons why Blizzard wouldn't want to create a legacy server, I brainstormed on how it could be possible. What would Blizzard need to do in order to make this a reality?
I came up with four arguments that would likely need to be considered:
1. Cost. How much will it cost to implement legacy servers? How much staff will need to be transferred? How much for new UI/UX that may be required? How much for overhead?
2. Estimated ROI.
3. What's the impact on the current version of World of Warcraft? How will legacy servers promote the growth of retail versions? How may they detract from retail versions?
4. Implementation. How do we implement legacy? What's the UI/UX for it? What's the flow? How do we include legacy with the launcher?
My comments for cost come from the recent Nostalrius AMA. They claimed that server cost was $500-$1000 USD per month. They did not include the cost of their workers (since they were volunteers) and they did not include an estimate of what those workers may have cost if they were paid a competitive rate in the U.S. market. I’m sure programmers could weigh in on what type of effort would be needed to update the old code to play nice with the new code.
Comments about estimated ROI can come from various sources based on the proof of concept provided by Nostalrius. Blizzard has access to a population of current WoW players that sits around six million (as of last WoD update last year). A market penetration of six million, with suggestions from other private server collections of population being at least near 100k users total, could easily be enough to give an investment toward the project of a Legacy server, but how would it be monetized?
The impact of Legacy servers on retail servers is difficult to provide data for. We can make assumptions and speculations, but most of it is anecdotal and lacks any real empirical data. What can be said about private servers though in relation to retail WoW?
- It’s Free
- It provides access to content that cannot be revisited in the current WoW model
- Leveling experience, lack of Dungeon Finder, talent tree differences, class imbalance, the world over all is regressed, etc.
So why do people play on these servers? Based off of the Nostalrius AMA, a lot of evidence can be provided that players are playing because they miss the sense of community. Does the retail version lack this? Would players actively leave retail WoW servers to join a regressed version simply because of the community difference? Apparently that is an argument for it.
So how do we implement current WoW to retrieve the players that don’t like retail, but still want a quality version of Legacy data?
I have a few suggestions here:
Pay for access - One-time payment of X amount of money gets you a pass for the Legacy server(s). This is now open to your account, so you’ll have the ability to make characters on Legacy servers.
Tie in with current subscription – An account with an active subscription will have access to Legacy servers.
Smaller subscription for Legacy only – This would be a subscription price that is inexpensive compared to the current model for WoW and would give access only for Legacy servers.
With the above models, there are some arguments for them:
Pay for access – Pay for access would give the users an ability to pay upfront, cash-in-hand model, to gain unlimited access to their Legacy server. This would not require an active subscription. Consider this model similar to Guild Wars or The Secret World. Players pay for the game access, and then they can play it from there as long as they like. Since Legacy servers don’t require large amounts of creative updates, only implementation of already existing scripts or existing updates, then this cost would be much smaller and not require a consistent subscription.
Tie in with current subscription – Players who wish to play retail WoW already pay a subscription. A popular reason why players cancel their accounts is because of lack of content. Players clear the content, they get their fill, and they cancel until the next update. With a reprieve from this, Legacy servers offer the player a small vacation. They can keep their accounts active and in the meantime, stay within the World of Warcraft universe while playing Legacy servers. This is especially appealing to me, since I like to keep up-to-date with the retail version while also waxing nostalgia in Legacy servers.
Smaller subscription for Legacy only – This is a cheaper option to keep playing WoW. For X cost, you could keep your Legacy status and get your nostalgia fix, but you only have access to whatever Legacy version is currently being ran by Blizzard.
All in all, Legacy servers represent a unique situation for Blizzard. We understand that Blizzard wants to allow users to have access to older games (updated Startcraft, Warcraft 3, and Diablo 2 recently), so the precedent is set. I feel that if Blizzard implemented unique draws to keep players interested in the retail version, while still allowing old players to come back and relieve their nostalgia, that it would be successful. So how could they do it? What would it take to make you want to pay for Blizzard to open Legacy servers?
For me, I thought that if they had unique achievements / cosmetics / pets that only came from Legacy servers, but reflected in retail WoW. An example would be, if a Legacy server for Vanilla was opened, and you made it to max level. Boom you have an achievement that shows up in retail. You cleared X raid on the Legacy server? “RelytGG cleared Molten Core on Vanilla Legacy server”. Let’s say you clear all content available within Vanilla, well now you get a unique pet and cosmetic for retail version. These ideas allow Blizzard to make the Legacy server appealing to players who don’t care about them, because it benefits the retail version that they do care about. At the same time, it allows a unique experience that may gravitate Legacy players to retail WoW to see how their new unlocks look in game.
Blizzard has many times through its history linked its games to each other. You get banners in Diablo 3, you get avatars in StarCraft 2, you get cards in Hearth Stone, and the list goes on. Certainly they would be able to draw new users to Legacy servers for nostalgia, but with proper brainstorming they could actually bring new players to it who have never experienced it before. With real analysis, they could even bring Legacy players into current retail with the right incentives.
Thanks for reading and I hope constructive dialogue comes from this post.