Oh, WoW
Briefly

"World of Warcraft's success took the recurring charge mainstream, helping to legitimize the subscription ecosystem that many modern games now thrive within."
"As World of Warcraft turns 20, its financial success is impressive, but it is its cultural significance that truly stands out in gaming history."
"At its peak in 2010, WoW had 12 million subscribers, demonstrating the game's ability to change how players and studios interacted with subscription models in gaming."
"Despite being part of a larger corporate structure after mergers, WoW continues to be a foundational part of its parent companies' gaming ecosystems."
Read at The Verge
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