I see no link to the article. How'd they calculate that number?
I'd actually be really surprised if it's indeed in the millions. The "10 million" part is pretty obviously "any account ever created"(probably including giveaway weekends too), 8/10 people who ever made an account probably didn't even complete the first main quest. I think some console people shared some console statistics a while ago and it was like 10% had first mainquest done or something.
"and 2.5m monthly active users" - is that what you're referring to? I wonder what they mean by "monthly active", "logged in >=1 times in the last 31 days"?
Tamriel’s running like a well-oiled machine. Every quarter brings a fresh batch of content for Bethesda’s The Elder Scrolls Online, engaging more and more players each time.
Yet, ESO’s success was not a foregone conclusion, as the MMORPG hit a few bumps when it launched back in 2014 and was met with mixed reviews.
Three years down the road, and with developer Zenimax Online Studios having worked hard to polish the title and provide regular content, ESO just released its eighth piece of DLC, Clockwork City, and reached ten million players earlier this year (and 2.5m monthly active users). A milestone that the studio celebrated last week by offering a Free Play Week and organising in-game events to please its community.
And the ESO community is something Zenimax Online Studio president and game director Matt Firor is really proud about.
“ESO has attracted a lot of players since launch, we announced we had ten million players last June so I think the community has evolved into a very stable group of people that love Elder Scrolls games and online RPGs,” he tells MCV. “We have a lot of crossover of console players, Elder Scrolls players, traditional MMO players and they all kind of mix together in ESO and it makes the game better for that because it’s not just one type of gamer. I was reading the message board and there was a console player who was playing for the first time and was like ‘How do I play this game? I’m used to Grand Theft Auto!’ But that’s why it’s so good, it’s because it has a really diverse mix of different player types.”
Bringing the game to console a year after release is what helped ESO to diversify its fanbase, Firor explains.
“We had a big change when the console versions launched. That brought in all these players who played Skyrim and Oblivion on consoles. That brought in a lot of good energy because it brought in people who weren’t very much tied to traditional WoW-style MMOs. I think that was the biggest change. And it was all for the better because now different types of players mix and everyone learns to play the game they want to play.”
He’s keen to emphasise that knowing who your players are is the key to engagement as it allows the team to aim content at different types of players – and it probably explains why the game has met with so much success.
“You can have three different players who play ESO regularly describe the game and they’ll describe a completely different game because it’s so big and there’s PvP and there’s dungeons and there’s exploration… But, with each of our DLC, we try to aim the content at a different player type so that everyone has new things in the type of gameplay that they like. So in Morrowind, for example, we added a huge zone and a lot of stories and exploration but we also added a new PvP type. We also had the Horns of the Reach, which is a dungeon DLC, so we really try to keep new content coming to each of the different kinds of players.”
WIND WAKER
Morrowind was more than DLC though. It’s what Zenimax Online Studios calls a new chapter: a full expansion pack that released in June and also launched at retail. For Firor, boxed products are another key to maintain engagement, as they act as a reminder.
“Sure retail means boxes but it also means digital sales on PlayStation and Xbox consoles, or on Steam. So it’s definitely relevant. I would say in Europe it’s a little more relevant than in the States or Canada where a lot of people download, meaning mainly digital sales. But it’s always good to have a ‘new product’ [at retail] because it keeps the game very fresh in people’s minds. They walk into the store and they see it like ‘Oh, I remember that!’, so it’s always good.”
It proved to be a smart move as Morrowind had strong physical launch sales in the UK despite being a digital focused title. And there’s more of this strategy to come, Firor tells us.
“Morrowind was the ‘next level’ of our strategy and it’s proven to be very very successful so I think we’ll stick with, hopefully, annual chapters, like bigger things, and then DLC every quarter. We’ll keep up with that.”
Chapters like Morrowind help to expand the community as well, as players are free to start from this point without knowing the base game. As such, Morrowind’s success marked the beginning of a shift of strategy for Zenimax – one that the company will continue to apply in the future, Firor says.
“Part of the strategy we started with Morrowind was when we release a chapter, we want players to start there, right? So it almost feels like a new game and it’s funny cause most single-player console games are 20, 30, 50 hours of content – that’s how big Morrowind is! It’s the size of a full console game. And so if a player wants to buy the game, just play through Morrowind and then stop, that’s fine. It has its own tutorial and it’s a little better than the old tutorial because that was done so long ago.
“So every time we do a chapter, we’ll do that, we’ll have a tutorial and you could just start and play there or you can bring your own character over. And that gives new players the chance to jump in and they don’t feel like they are behind the curve.”
FINDING A BALANCE
Despite 2017 being a troubled time for micro-transactions, ESO’s economy doesn’t seem to be affected by such controversy (though you’d always find complaints about it on the game’s forums), with its business model having found a balance between non-compulsory subscriptions, microtransactions and in-game currency purchases.
“We still have subscriptions and a lot of players still subscribe, it’s just optional, and so our DLC model is that if you subscribe you get access to all the DLC [for free], or you can buy them with in-game currency. So that has been very successful. And, of course, we have the Crown Store which is more for customisation and cool mounts and stuff like that and that’s done super well too.”
Having finally found its pace despite middling beginnings, ESO is now here to stay, as Matt Firor and his teams have ambitious plans for the MMO’s future.
“We have a good thing going, we’re extremely successful, we just want to make sure we keep DLC coming, make sure we fix bugs and polish combat and keep a lot of content coming through chapters,” he says. “We have two years, at least, of things I know are going in and then we have ideas for after that.”
He continues: “Regular content, keeping players happy, that’s all we’re doing. ESO is very much a game-as-a-service, which is a term we don’t use a lot but it really is a service at this point, and so we want to make sure that it works and keep a lot of new stuff coming in.”
With ESO being well on track to keep achieving great things, and having worked at Zenimax Online Studios since day one, we dare to ask Firor if he and his teams will ever work on a new project anytime soon. He smiles: “At some point maybe but we have so much more to do on ESO that it’s hard to think about that.“
Three years down the road, and with developer Zenimax Online Studios having worked hard to polish the title and provide regular content, ESO just released its eighth piece of DLC, Clockwork City, and reached ten million players earlier this year (and 2.5m monthly active users). A milestone that the studio celebrated last week by offering a Free Play Week and organising in-game events to please its community.
"and 2.5m monthly active users" - is that what you're referring to? I wonder what they mean by "monthly active", "logged in >=1 times in the last 31 days"?
ajdawson18ub17_ESO wrote: »This is very curious and enlightening... I had a mind-numbing exchange with some... Person... Who was claiming the active play base was about 100,000 or so and ESO+ members were even less, so we can finally put to bed this much needed Revenue myth used to justify Price Gouging and Crime Crates.
ajdawson18ub17_ESO wrote: »This is very curious and enlightening... I had a mind-numbing exchange with some... Person... Who was claiming the active play base was about 100,000 or so and ESO+ members were even less, so we can finally put to bed this much needed Revenue myth used to justify Price Gouging and Crime Crates.
That I actually would be more willing to believe than 2.5 million. I doubt we will ever know for sure though.
2.5 million active monthly users. A very loose number. If that counts logins per month, it could be a lot less. If everyone logs in everyday, and they count that as 30 logins per player, the real number could be closer to 100,000 UNIQUE players.
dwemer_paleologist wrote: »i play daily, and if i was to give an estimation of how many people i see daily in both PvP and PvE i would have to say is around maybe at MOST about 10,000 people. and that would be an exaggeration and very leaniant amount of people.
now your numbers might be just accounts opened and not actually playing eso, but my numbers are stating people i see daily.
Didn't read whole thread, just a couple of whiny replies. You know that they have never stated ten million people currently playing right? They've always said that that's how many copies they've sold. I believe this is the first time I've seen em say how monthly players there are. Even if they count accounts that logged in for a minute that's higher than what I was figuring.
dwemer_paleologist wrote: »i play daily, and if i was to give an estimation of how many people i see daily in both PvP and PvE i would have to say is around maybe at MOST about 10,000 people. and that would be an exaggeration and very leaniant amount of people.
now your numbers might be just accounts opened and not actually playing eso, but my numbers are stating people i see daily.
Yeah ok I didn't read the whole article since I figured they were just spouting off that ten million copies thing. Dunno if a slip of the tongue happened there or what but ten million active players?? Gonna call shenanigans.
Yeah ok I didn't read the whole article since I figured they were just spouting off that ten million copies thing. Dunno if a slip of the tongue happened there or what but ten million active players?? Gonna call shenanigans.
Yep, me too. That number has got to be copies.
And as discussed above, the 2.5M might be log ins or any other way they came up with that makes the player count look good. If they would focus on working on their game as much as they focus on marketing more people might enjoy the game.
leepalmer95 wrote: »It's likely the 2.5m is misrepresented.
Most 'players' are bots.
I don't know about other servers but my server is pretty dead. Even in peak hours its very notable how much less players there are around the main city's.
We don't even have a full pvp campaign anymore, its never pop locked by everyone, usually 1-2 bar for most of the day and maybe 1-2 alliances will go to 3 bars later on.