It's hard to say how bad revenue is affected by the drop in numbers as the far eastern market was a pay for time deal, not a subscription.
It was this market that really pushed the numbers over 10m, but in terms of revenue individually they are likely to much less valuable compared to a western subscriber.
In 2007 they paid 0.45 Yaun per hour, with might be completely wrong now, but that's just under 5p now. (And I believe the game also has time limits in china) You'd have to play 5 hours a day every day to match a UK subscriber.
Unless we find what proportion of the 7-8m are subscribers compared to time players, the figures might be a bit misleading.
There was an article that suggested the first 4 years of wow cost $200M to run. If that is correct and say we add a healthy 50% for inflation that's still only $75M to run Wow for a year. Based on that they only need 500-600k subscribers to break even.
So they might not be doing as well as they were, but compared to practically any other game they are still minting it.
It was this market that really pushed the numbers over 10m, but in terms of revenue individually they are likely to much less valuable compared to a western subscriber.
In 2007 they paid 0.45 Yaun per hour, with might be completely wrong now, but that's just under 5p now. (And I believe the game also has time limits in china) You'd have to play 5 hours a day every day to match a UK subscriber.
Unless we find what proportion of the 7-8m are subscribers compared to time players, the figures might be a bit misleading.
There was an article that suggested the first 4 years of wow cost $200M to run. If that is correct and say we add a healthy 50% for inflation that's still only $75M to run Wow for a year. Based on that they only need 500-600k subscribers to break even.
So they might not be doing as well as they were, but compared to practically any other game they are still minting it.