NCSoft's second quarter earnings report is up on their website. It shows WIldstar's sales at about $27 million USD after converting from KRW (South Korea Won). If you assume an average box price of $60, with the folks paying for the deluxe canceled out by the folks who got a 20% discount on the box, that's a little over 455 k subs at launch, if I did my math right. (If I didn't, I know some kind soul will correct me.)
Anyone want to speculate on what the retention rate of those buyers has been? One in two, one in five, one in ten still playing? We finally have some hard population numbers -- do they support the idea that WIldstar is fine pop-wise, or in trouble?
My take: if I did the math right, these numbers aren't too good. Some folks have been suggesting Wildstar is meant to be a "niche hardcore" game like EVE Online, but EVE has 500k subs currently and has been holding steady at that level for a long time. Wildstar started with not quite that many, and has of course lost a lot of early subbers, as MMOs typically do right after launch. So do we think there are currently around 230 k players? (One in two still subbed?) 100k? (One in five still subbed?) or 45k (One in ten still subbed?) And what would those various numbers mean for the future of the game?