It does sound like they took it too far (I've not played WoW after losing a significant percentage of my time as a teenager to Diablo 2).<p>But I was talking about the general rule. I'd say that the opposite mistake is much more common amongst game developers, and it's a big reason why so many crappy games are released.<p>Certainly 0.1% of customers is too low. But I wouldn't call 1% too low - many of the best games ever made include lots of 1% content. And I think that's no coincidence - the mindset that results in developers putting 1% content into a game also results in a fun core game. 1% content only happens when developers care a lot about the game.<p>I should clarify that by 1% content I mean a different 1% of the audience will see each piece of content.