MMORPG: Money, Money, Money 288
JTacomis writes "There's an
interesting
article up at Business 2.0 magazine about Sony Online and EverQuest.
It says that EverQuest makes Sony over $5 million a month. Star Wars
Galaxies is expected to make even more than that. It's a long and in-depth
articles that takes us through the whole back-story to EverQuest. One
interesting fact: EverQuest almost didn't get made. According to the
article, the idea was originally turned down inside of Sony."
The truth why George Lucas introduced Ja-Ja Binks (Score:2, Insightful)
Re:The truth why George Lucas introduced Ja-Ja Bin (Score:3, Insightful)
Re:The truth why George Lucas introduced Ja-Ja Bin (Score:2)
I swear to god it drives me nuts! You get assholes at all ages but damn if I have to see another player named "AzZRapEr" I'm going to yarf!
Re:The truth why George Lucas introduced Ja-Ja Bin (Score:2)
Re:The truth why George Lucas introduced Ja-Ja Bin (Score:2)
One catch: The only Gungan you CAN'T kill is Jar-Jar... the purpose of the mission is to resuce him. Well.. you CAN kill him, but then you fail the mission. Over and over and over again.
Is 5 million a lot ? (Score:4, Insightful)
Re:Is 5 million a lot ? (Score:2)
A cash cow of 30 or 40 million a month with large profit margins is very attractive.
Re:Is 5 million a lot ? (Score:2, Insightful)
Seriously though, the market will only expand if it offers differing types of online game. If they are all D&D/Star Wars type universes, they'll be competing for the same market. The Sims looks like a promising idea for tapping a different section of the online population.
Re:Is 5 million a lot ? (Score:2, Insightful)
- Lnr
Re:Is 5 million a lot ? (Score:3, Interesting)
Development costs are covered by the sale of the game+manual+first month subscription package, day to day running costs (coders doing bug fixes, server system admins) are pretty negligable, considering companies like Blizzard and the EA can afford to do it for their customers for free, and newbie helpers/game testers/Wizards/Gods whatever, tend to be players prepared to do the work for free.
So all those Evercrack subs are sheer monthly profit, a nice little earner, even for a megacorp like Sony.
As for Starwars or whatever the MMORPG of the month is stealing custom, well that will happen, but a lot of their customers will be ex Evercrack addicts, looking for a new fix. There's plenty of burnt out players who while never wanting to touch Everquest again, won't be adverse to trying a new game out.
Remember kids, Choose life, or rather than MMORPGS choose Heroin, or crack cocaine, at least those drugs get you out of the house, meeting people now and again.
Re:Is 5 million a lot ? (Score:5, Insightful)
$5 million is quite a bit as it comes out to $60 million a year. Keep in mind that most games are LUCKY to break 100,000 copies sold (x$50 = $5 million), and thus Everquest makes Verant as much in a month as most games do in a year.
However, a solid chunk of this goes to upkeep of the servers, bandwidth, and salaries for the shoddy-at-best support staff. IIRC, slightly less than 50%. So that leaves $30-35 million a year to play with a year. But wait, let's assume I'm way off base and those fees rack up 80% - that's still $10 million a year net.
Guess how much it takes to develop a good MMORPG? Between 8 and 11 million dollars. EQ has been running a few years now, which is why Sony/Verant can afford to develop four new games simultaneously (EQ2, SW:G, some MMOFPS I believe called Planetside, and some MMORTS).
Frankly, the whole business makes me sick. Everquest is terribly unfun to anybody not hooked on it, yet it's like crack to the poor souls addicted to it (many dropping out of college, ignoring their marriages, and in one case neglecting their newborn to the point of death). In exchange for making a shitty game Verant reaps ungodly amounts of money as far as their industry is concerned. Perhaps worst of all, though, is the way Verant hits new heights in censorship of its playerbase - going so far as to remove the accounts of players who post 'objectionable material' in message boards, or those trying to write their own software to act as third-party servers for the game client (DMCA, anyone?). While they're certainly entitled to write any crazed demands into their EULA that they wish, they'll never see another cent from me again.
For a story about a relatively sane MMORPG company that built its game cheaply and (for an MMORPG) fairly bugfree using a mix of licensed proprietary client software and open source software on the backend (smart combination, that), check out Postmortem on Mythic Entertainment's Dark Ages of Camelot [gamasutra.com] (free login required).
--Ryv
Re:Is 5 million a lot ? (Score:2)
They baby (almost?) dying smells like an urban legend. Do you have a published news story reference on that?
Re:Is 5 million a lot ? (Score:4, Informative)
St. Petersburg Times [sptimes.com]
ZDNet [com.com]
So...
Yeah. I think that bad fathers will be bad fathers. If it wasn't EQ, it probably would have been *actual* heroin.
The kid who committed suicide is true too, according to Wired. [wired.com]
Does EverQuest make money (Score:2)
About six months ago, Sony On-line Entertainment *laid-off* almost half its staff. Hardly the act of a company making too much money from on-line gaming. At EA, Ultima Online 2 has been canned.
Video game vendors have no experience in running server centers with guaranteed up-times. They need to constantly patch offerings to prevent cheating (Sega's PSO has reputedly been spoilt by hacks which allow players to crash other players' boxes.)
EQ Free for almost 1 year now (Score:5, Insightful)
My personal addiction to EQ lasted 2.5 years - from launch in March of '99 to 9/11 of last year. Yes 9/11 was the event that made me realize what EQ really is: a banal, empty escape from reality.
I played on Mithaniel Marr, which is home to 'Afterlife', one of the most powerful guilds in the game. I wasn't in AL, but I used to visit Afterlife's website just to check out their accomplishments.
Afterlife is for hardcore addicts only, the degree of their addiction must be mind boggling considering most of them play every single day 6 to 8 hours a day(or more). They literally have thousands of hours 'invested' in addiction, and it wouldn't surprise me if some of their characters had a 'played' time of 300 real world days or more.
True to form they held a raid on the evening of 9/11, as nothing was going to keep them from their addiction, not evening the most horrifying attack on this country since Japan attacked Pearl Harbor on 12/7/41.
Something about that really disgusted me, as it made it painfully clear for once and for all that EQ is an addiction that's just as harmful as an addiction to alcohol or drugs.
I never mentioned this to anyone on the discussion boards. I just quietly came to the conclusion that for the sake of my own health and welfare I needed to leave the game.
Initially I considered just taking a break for a couple of weeks, but I never played EQ again after 9/11. In early October I logged on for the last time and gave all of my items and wealth to a couple of my closest in game friends. Once my characters were stripped I said my goodbyes and bid the world of Norrath farewell. I immediately camped out and deleted my characters(56 War, 56 Shm, 46 Mnk) to make sure I wouldn't be tempted to come back.
It wasn't easy, but it turned out to be one of the best decisions I ever made.
Its been nearly a year since I left behind the world of Norrath. I don't have too many regrets since I always had a love/hate relationship with the game. In the end I decided the negative aspects outweighed the positive and that it just wasn't worth wasting my time.
Since then I still occasionally play computer games, like Civ III, Medal of Honor, or RTCW, but they don't take over my life like the way EQ did. I started riding my bike again in March for fun/exercise, which helped my lose about 30 lbs of mush that I put on while playing EQ. I'm generally much more social with my friends in the real world, and I've even started dating again. I read a lot more and find it much easier to think clearly now that my mind isn't in a constant EQ induced haze.
Being away from EQ has made me realize that reality is infinitely much more interesting and bizarre than anything I ever did in Norrath. Addictive MMORPGS such as EQ are ultiamtely a poor substitute for 'reality', 'community' or 'relationships'.
This more than anything is the reason why I think MMORPGS will always be a niche category. Americans are already overworked and suffering from a society fraying at the seams. The last thing we need is a mass escape from reality that encourages people to once and for all drop out from society.
Will most people will realize that it just isn't worth it?
I'm not so sure..
congratulations! (Score:2)
Re:congratulations! (Score:2)
I too was addicted - but never to EQ, to UO. It almost caused my divorce (which happened later - but for other reasons).
The interesting thing is that sometimes you may think "God, wouldnt it be great to not have to work and be able to play this all the time" WRONG. I was out of work for a year and a half and just went back to work at the beginning of June. While I was not working I started to play Anarchy Online - thinking that it would be fun as I had no job and I could spend time - lots of time - playing the game. mistake. I liked the game, but man did I feel like a loser wasting the beautiful california summer days on that game. playing for 12 hours at times....
this didnt last very long, luckily I knew that it was not good for me - so I only played for about a month.
I play a lot of video games - I absolutely love them. and I know I will be playing till the day I die (hopefully far far in the future) - but I now see the importance of balancing my cyberspace thrills with meatspace reality. Now I have sert aside Tuesday nights for gameplay. My girlfriend knows this and agrees to it. It is much easier to have one night set aside for it - it causes less stress on relationships and you know what to expect. Some tuesdays a bunch of us get together and do paper D&D (which we recently started playing again - while drinking and playing and its actually more fun that I remember it as a kid) - and on alternating Tuesdays we play neverwinter nights online - same characters as the paper game for the most part....
Since I love FPS games as well (sniping games really) I also recently started doing Paintball... thats a lot of fun as well.
Re:EQ Free for almost 1 year now (Score:2)
These people that have 300 hours logged in are really, REALLY bad examples. Most people that have that kind of time played are farmers, which to non-players means they go somewhere where an uber mob drops and uber item, waits possibly hours to kill it, gets the item, and then goes into a commons/bazaar area and tells everyone they have it for sell until someone buys it. Or they're multiquesters, which means they'll go get one piece of a quest, and then sell it to someone actually doing the quest for a ridiculous amount of money just because the person doing the quest may have ample money, but little time and/or patience.
The numbers are wildly inaccurate for people that actually PLAY the game. If you concentrate on nothing but actual leveling up your character, it will not take this long, under any circumstances. I have a lvl 60 character, maximum level possible, with a total playing time of about 700 hours, over a span of playing him for roughly two years, off and on.
Re:EQ Free for almost 1 year now (Score:2)
I think a large part of the "problem" with MMORPGs is that they're just too slowly paced--it takes too long to get anywhere useful. In an ordinary RPG, a month or so will usually be more than sufficient to beat the game, max out your characters' levels, etc., but in MMORPGs that will barely get you started.
I signed up for the Final Fantasy XI beta on a lark earlier this year (more because I wanted to exercise my bug-hunting skills than anything else), and to my surprise the pacing was faster than I had expected, and in about a month and a half of play I had raised my character's level pretty close to the level cap (35). The final version, however, slowed things down considerably; I haven't been able to make as much progress in three months as I did in half that time in the beta, and it's become more of a chore than anything else. (I've already resolved to quit later this month once I pass my items and such on.)
While I obviously don't know what Square is really thinking, I've heard rumors that they need to keep players paying for a year to recoup their costs, and it seems to me that they're doing their best to make sure players can't progress quickly and have to pour tons of time into the game in order to "enjoy" it. Since RPG players in particular have a tendency toward trying to maximize their stats, it's inevitable that this leads to the sort of addiction we hear stories about.
Ironically, when you click "Play" on the FFXI title screen, a message pops up saying "don't let FFXI affect your real life" (or words to that effect), yet Square publicly congratulated the first players to hit the level cap. Perhaps the right hand doesn't know what the left hand's doing?
Re:Is 5 million a lot ? (Score:3, Insightful)
I was addicted to UO once, for the first six months of its release. I played it a bare minimum of 8 hours a day. One day I saw the light and quit playing it cold turkey and never even felt the desire to go back. It might have been an addiction, but it wasn't a dependancy. Walking away was no problem, just so long as I didn't PLAY it. However, after I quit, I haven't
spent any less time on the computer. I just now spend my time on other things, some of which are more productive.
At least now though, I don't spend every minute away from the computer eagarly awaiting an opportunity to get back on it. I no longer spend my entire day at work planning strategies and reading message boards for a game. I no longer dream about a video game every night (like I used to).
I'm willing to believe that no matter how hooked on Evercrack or some other game someone is, they could walk away from it and let it go if they really wanted to. The government has no place telling that person what to do with their life. When they can no longer afford internet access, they'll become productive again by necessity.
-Restil
Re:Is 5 million a lot ? (Score:2)
Replace every occurance of "Evercrack" in your reply with "Heroin" or "Cocaine" and the same reads true. Its not WHAT a person is addicted to, its how they relate to it. A normal person could use heroin for 15 years and never become addicted nor have major issues in their life if they did so with a little moderation. Same with cocaine, alcohol, cigarettes, Everquest, etc. Everquest in itself is harmless. So are lots of things. Addicts are addicts, you can't control that.
Re:Is 5 million a lot ? (Score:2, Interesting)
Re:Is 5 million a lot ? (Score:2)
Money shouldn't control you like that. Never think that because you paid for something, especially in a case like that, that you have to make it worth your money. Play for the most fun, and then stop playing again, until you want to play some more.
At that point, if it's not worth your money, just stop paying, and playing.
read the article (Score:2)
The article notes that the consumer electronics market profit margin is around 1% and the online game profit margin is around 40%. That means to match the profit from 5 million in profit from online games, you have to sell 200 million in personal electronics, a month. 200 million in electronics sales in a month is a lot.
Re:Is 5 million a lot ? (Score:2)
Re:Is 5 million a lot ? (Score:2)
-Restil
Re:Is 5 million a lot ? (Score:2)
I'm not sure about that...the addictiveness of the online RPG translates well across all boundaries. When I watched my friend play Ultima Online (I bowed out after the beta test ended...I was like, they want me to pay to play this unfinished game?) I found that UO appeals to the same impulse in people as slot machines do. An online RPG is really nothing more than a slot machine with a positive expectation of gain. You put your quarter in (time), spin the wheels (mob spawns), and you get your reward (item). Because the rewards gained are virtual, the house (Origin) can guarantee gain, whereas a slot machine must take in more than it pays off.
I realize RPG'ers probably like to think of themselves as more sophisticated than slot players, but hey, there are a lot of parallels there.
More MMORPGs == less bucks for EQ (Score:4, Insightful)
Re:More MMORPGs == less bucks for EQ (Score:3, Interesting)
The big three used to be Asheron's Call, Everquest, and Ultima Online. More recently there are challengers such as Anarchy Online, Dark Ages of Camelot and that one space-age MMORTS game. While all have acheived a significant user base due to its hype, they don't seem to have the stability that the "big 3" still manage to maintain.
I've played all three of the big 3, and it is truly difficult to balance between even two of them, playing 8-10 hours daily.
Getting back to the original point - the upcoming MMOers will need to rely on more than hype, as can be seen by the current offerings. Hopefully they've learned the lesson by the launch of Anarchy Online.
As for the current big ones - it's slowly getting to the point where the only players are the dedicated ones, so there shouldn't be much of an "mass exodus" when new ones appear - probably more of a gradual one.
No, I have no idea why I wrote this much at 5am.
Re:More MMORPGs == less bucks for EQ (Score:4, Interesting)
What?! You play a game for 10 hours a day? As a habit?! Good god, man.
I can't believe you ponder the difficulty of "balancing between two games" like pondering the difficulty between balancing work and family.
I remember years ago when the very first Sim City came out. I thought it was great game. I wasted too much time on it. I realized once that had spent 7 hours in one sitting playing that game. I deleted the game from my system and haven't been a game player since.
But, holy shit, to repeatedly play any game, or any number of games for 8-10 hours a day, strikes me as dysfunctional. Is this typical for gamers? How do you get anything else done?
This post sounds like a flame or a troll, but it's not. That post just threw me for a loop.
Re:More MMORPGs == less bucks for EQ (Score:2)
That assumes a static consumer base. By all accounts the number of game players are increasing and 'public acceptability' (whatever that may be) of gamers is also on the increase.
With consoles sporting internet connections and network ports, MMORPGs I'm sure will become inceasingly popular.
I'll agree that people aren't going to be playing more than 1 or 2 at a time, but with more people playing, more MMORPGs doesn't neccesarily mean less popularity per game.
Re:More MMORPGs == less bucks for EQ (Score:2)
Money, money, money indeed (Score:4, Interesting)
Re:Money, money, money indeed (Score:3, Funny)
Re:Money, money, money indeed (Score:2, Funny)
Re:Money, money, money indeed (Score:2, Insightful)
Re:Money, money, money indeed (Score:2)
I agree with this point, but still the cost is rather greedy. If they wanted to just discourage people from changing their character's name, there's other ways to do it.
Then again, a $30 dollars extra is not much, if you buyed an 3l33t account from ebay, and paid $400 for it. And also, I quess the MMMMMMMORPGS are here to make money, I just simply envy them for being able to pull such fortunes out of twiddling with 32 bytes for 1 microsecond. :)))
Re:Money, money, money indeed (Score:2)
There are some issues with guildstones and other things that require a GM to be available in-game when you do the change. I personally think people needing to change thier name are stupid. What is so hard about thinking up a really good name when you start? I spent 30 minutes thinking about what I wanted to name my character.
Re:Money, money, money indeed (Score:2)
On my current char I started as "Ealarx" and managed to slip "Crackforhead" through the surname filter, then I petitioned to get my name changed to "Moor Crackforhead", it's quite amusing if I do say so myself
Turned down! (Score:4, Interesting)
You see, a business project needs to be shown to be profitable (in the short or long term), and if the original business plan didn't drive that point home, well, it'd be rejected by management. Plus the original business plan would have had to fit into Sony's core business model. If not (and this plan did not!), the plan would have to be much more detailed and robust.
It isn't that management is always stupid - most executives get dozens of business plans thrown in front of them every week. They have to pick and choose the most likely to succeed.
After all, it doesn't make anyone look good if $10 million was "lost" in a business plan that most senior executives would laugh at.
It's kind of like FedEx. We all know that business plan only got a "C" at Harvard Business School. But the fact is, it should have gotten an "F". As a business plan, it sucked. Sure, in the end it turned out to be a wildly successful and profitable business... but the initial business plan could be summed up as "likely to be a failure".
MMORPG's are great, but... (Score:3, Insightful)
Re:MMORPG's are great, but... (Score:4, Insightful)
No. if I start to play some MMORPG, I tend to do it for a long time until there is not much to see, do or try. I will eagerly pay the monthly cost if that makes sure that the server exists also tomorrow. If there is no monthly cost, it usually means that the server gets hosted by a third party, whose main business is somewhere else - and as that third party does not have much incentive to keep the service running, it is easy to shut it down.
What would be best, I think, would be that the game was freely downloadable without any cost, and if you want to develop your characters (play for longer than a few fays test-period), then you would have to start paying a subscription fee.
Re:MMORPG's are great, but... (Score:2)
(Didn't keep playing after the free period though - this isn't meant as an endorsement)
There's probably more out there, too.
Re:MMORPG's are great, but... (Score:2)
Re:MMORPG's are great, but... (Score:2)
Why when I take a 3 month break (big vacation, changing interests, etc) do I still have to pay $15 per month just to maintain the character on disk on the server?
Re:MMORPG's are great, but... (Score:3, Interesting)
Go ahead and do the former. You'll go out of business because too few people will be willing to pony up that much money upfront.
People (and companies) are funny like that -- they'll pay ongoing fees instead of a large upfront fee. Partially because ongoing fees are easier to budget for, partially because there's not such a sense of commitment with a smaller upfront fee.
On the flip side, there's no way in hell that I'd want you to pay a large upfront fee instead of monthly. Monthly gives me an ongoing revenue base, which is great since I probably have ongoing expenses (like staffing, rent, etc). The large upfront fee gives me spikes in revenue - which is hard for me to budget for and isn't viewed kindly by investors.
I played EQ for nearly 3 years, had 2 accounts for a year, and bought the expansions up to and including Luclin. So I guess I spent something in the neighborhood of $700 on the game alone in that time. So yeah, it would've been cheaper for an upfront version. But if I had to pay $200 to just start then I never would've played, and that's a huge stream of revenue gone. (And while I will never again play anything like EQ again, I can't really be too pissed -- without it I never would've met my wife, who also played).
On the flip side, I bought lifetime memberships for both my TiVo's, at $200 each. One has already paid for itself, the other will do so within a few months.
Re:MMORPG's are great, but... (Score:2)
I think this method runs into the same problems as unlimited calling plans or all-you-can-eat bandwidth. There are real costs to the running the service which vary with usage. A pricing model which ignores this invites difficulties and "abuse".
Re:MMORPG's are great, but... (Score:2)
If you pay $200 up front, then as the game matures, there's less of a reason for the company to continue developing the game. Income is based strictly on attracting new players, not maintaining the world for current loyal customres. That's a business model that's bound to eventually fail. For many people spending $200 or more is a much bigger decision than paying the $20 to $60 for the box and seeing how they like the game. They just won't be able to attract the player base at that price.
As for the people who thing the monthly fees are too high. I strongly suggest you don't play. There are many thousands of people who think the monthly fees are very reasonably priced, and the games really don't need more whiners. I used to buy about a game a month. Now I've bought 1 game in the last 18 months. Asheron's Call has definately been a very good entertainment investment for me. If you don't like monthly fees, there are other choices you can make. Maybe try Neverwinter Nights, or Warcraft 3.
Re:MMORPG's are great, but... (Score:2)
Sony and ideas... (Score:4, Interesting)
As the recently departed (as in dead) chairman said of the Walkman "if we'd asked focus groups we'd never have made it". They've also almost not invented CDs almost didn't get into the console market etc etc etc.
Sony are the company that doesn't kick itself years later saying "damn we though of that why didn't we try it".
FYI (Score:2, Informative)
Re:FYI 2 (Score:2, Informative)
Specs are in the Red Book. Read it and be wiser.
Re:FYI 2 (Score:2)
Wired Magazine's Article (Score:3, Interesting)
I think what is interesting is that the flat-fee model rewards playing a lot -- I guess these companies have balanced out server loads with making sure the game is popular. More people playing for long periods of time = better word of mouth, happier players, more $10-15/m in the future.
For the record, I only ever played Ultima Online and I think I got to be a Noble Master Warrior, all on a friend's account and PC. I played so much I made him fail freshman comp sci and drop out of school. So beware! Don't let me play Star Wars, say, at your work, or you'll be fired!
Re:50m star warriors, become half-million players (Score:2)
There are rare rollbacks, scheduled and un-scheduled downtime
Then there's Blizzard.. (Score:3, Insightful)
It reportedly sold one million copies, which means roughly $60 million - about as much as Verant makes in a year with Everquest.
If Blizzard plans to sell Worlds of Warcraft, their massively multiplayer version of Warcraft for about the same retail price, they've got a huge cash cow waiting for them, especially with the current trends of higher monthly pricing for MMORPGS - from $10 to $12.95.
(Assuming they can get it out before the market becomes stuffed with major contenders such as Star Wars, Everquest 2, and Asheron's Call 2)
Re:Then there's Blizzard.. (Score:2, Interesting)
Blizzard's cut (Score:2)
If Sony is raing in about $5 million/month and as the article says, only spends about 40% of that on maintainance, upkeep, development etc..., then they're putting away $36 million/year.
I'm looking forward to seeing what World of Warcraft is like though...!
Re:Blizzard's cut (Score:2)
Granted, they must have huge development/production costs, but so does Star Wars Galaxies.
Re:Blizzard's cut (Score:2)
They can't up their prices on their games. Most People just won't pay much more than $60 to purchase a computer game. With MMORPGs customers are paying monthly fees for updates, and maintence on a persistent world.
Blizzard can likely charge people to play their games online. It would lose them a lot of loyal fans because they are used to geting that service for free. What people are really paying for with the monthly fees is a persistent, evolving world in which their characters can interact with others.
Traditional games don't give developers an ongoing cashflow to continue to develop and evolve the game. After the game is released, they provide patches to fix bugs so that they can keep selling more coppies to more players. But after a while, the game goes on the bargain shelf, revenues drop, and it no longer makes much sense to keep developing that game. They may still do some bug fixes to maintain customer brand loyalty, but the money just isn't there to maintain the game. With a MMORPG, the money is there as long as the customers are there. As long as they can keep customers happy, the game will continue, and continue to be profitable.
Re:Blizzard's cut (Score:2)
Battlenet costs (Score:2)
I think that's why Blizzard is making World of Warcraft. It'll keep battle.net funded.
Re:Then there's Blizzard.. (Score:2)
And all through this they paid the monthly fee.
Re:Then there's Blizzard.. (Score:2)
Ok, by the same measure then, Sony/Verant has had an income of roughly $130 (EQ + Kunark + Velious + Luclin, all bought new at release) * 400,000 = $52M.
Of course, that's wrong too. Far more than 400k people have bought the game, because Sony/Verant has about a 30% cancellation rate. And they didn't reap all of that money in one year, nor did people pay full price for everything.
More importantly, they see nearly none of that money at all -- maybe a third of it. The rest goes to the end store and the middle men. Ditto for Blizzard.
What Sony does see, however, is $9.89 (now $13ish) per month from every active account. Until they cancel. And when Planes of Power is released (end of the year? Hell if I care anymore) they'll sell another expansion to 80% of their customer base at $30 a pop. Sure, half the price and a third of the user base. So what. It's icing on the cake at this point -- the development is already paid for, the servers and maintainence are already paid for, every penny that comes in is pure profit at this point.
A little more history on Everquest (Score:2, Interesting)
They completed Everyquest in just 3 years time, at double the initial budget. $7 million dollars.
About a year after releasing Everquest, 989 was asked to provide copies of marketing research they did before deciding to go ahead with the project. They admitted that they didn't do any research, because if they had, they would not have been able to justify even making the game.
There hasn't been a funny comment yet.... (Score:2)
Where is the 3DMMORPG for Leisure Suit Larry? I want something to tide me over until I get my holodeck (Thanks Scott Adams)
Re:There hasn't been a funny comment yet.... (Score:2)
Drug Dealers Make Lots of Money Too (Score:5, Insightful)
When the whole concept of MMORPGs was explained to me, I thought "Wow, this is pretty cool!" But when I was told that I would have to pony up $10 a month after paying $50 for the game, as long as CS and Battlenet are still out there, I think I'll pass.
Don't get me wrong, more power to these guys, but really, we're talking about the same mentality behind selling heroin, except that the first hit isn't free. Now if the game was a free downloadable, I might consider it. Hats off to these guys for the scam of the century, but my money is going towards something without ongoing expenses.
Re:Drug Dealers Make Lots of Money Too (Score:3, Insightful)
I myself am a relatively new EQ player. At first I balked at paying $12/month for a game I had already purchased, but after I looked at it and put it all in perspective, $12 for a month's worth of entertainment isn't that bad, considering you're going to pay more than that for 2 trips to the movie theatre.
And I know you gotta buy the game (got the whole kit-n-b kaboodle, game and 3 expansions, for $60) but that's just a little overhead.
Re:Drug Dealers Make Lots of Money Too (Score:2)
"We're not drug dealers . . ." (Score:2)
The above was the response of the designers of Magic: The Gathering when I jokingly called them pushers.
They said it in unison; obviously a well-rehearsed line.
Stefan Jones
Yes Re:Is that a true story? (Score:2)
They had obviously been accused of pushing addictive substances before, and had rehearsed a come-back line.
Stefan
Re:Drug Dealers Make Lots of Money Too (Score:2)
GAMES, I'm talking about GAMES.
Dude, take the pills everyday or they don't work.
Shortsightness from the article (Score:2, Insightful)
I think EQ's success has to do more with timing than anything else. They came into the scene right at it's sweet point. Nobody else had a 3D MMORPG out there and Ultima Online, The Realm, and Meridian59 had already paved the road of making the public aware for this type of game. Had EQ not snatched most of the players 6 month before Asheron's Call was released, we could be very well to this day be reading articles on how Asheron's Call is the #1 MMORPG.
SageMadHatter
Re:Shortsightness from the article (Score:2)
Also AC dosen't cater to uber players nearly as well as EQ, and part of what makes a good MUD in lots of peoples opinions (and EQ is just a prety mud, don't kid yourselfs) is the fact that there are some amazingly l33t people killing sleeper while everyone else is out enjoying thier "mundane" groups. Without the uber players EQ wouldn't be what it is today. The tales of waking sleeper etc are what keep level 30's in "Awe" of the game, and what keep the ubers interested in the new content.
Ur MMPORG & U:How to lose money w/o even tryin (Score:2)
Why would I want to play 1984, when I can live it for free? Just rename it to 'George Bush's 1984', it's a little more accurate.
I won't play EQ, SWG, UOL, or any other MMPORG. Don't encourage the giant corporations! The pay-to-play, listen, watch, and do mentality is going to come back to bite you in the ass.
The RIAA and MPAA are hard at work getting this subscription model to work for them. You are a dollar sign. Here is another quote from the article.
"Would you believe we've generated over $1 million in revenue simply from moving characters?" Smedley marvels.
Sure, this kind of stuff will fade as more MMPORGS appear. The $$$ required to play will become less and less thanks to competition between the companies. For now, you're going to see this:
Last April, when Sony raised the monthly subscription price 31 percent to $12.95, it hardly lost a player. In fact, Smedley says the game continues to add 12,000 players a month.
Anything I have to pay to use/see/hear AFTER I buy it, is not going to get a fscking cent from me.
A cheap bastard for over 30 years and counting. :P
Re:Ur MMPORG & U:How to lose money w/o even tr (Score:2)
And, while I'm at it... how did you get your computer? Did you happen to drive somewhere in a car? Did you have to put gasoline in it? OMG! You had to pay for something after you bought it!!!!
Sorry, you probably also have an internet connection of some sort... which you need to make use of your modem, which is yet again, paying to use something you already own.
Yeah, it's called a "service". If you don't want services that interact with other humans (and thus usually cost money for their time), you need to be Self-Sufficient (TM). For examples of this, you could check out http://www.amish.net/ -- although that is itself a rather amusing contradiction and example of yet more interdependant services.
Hmmm, perhaps being a lone trapper in the Canadian wilderness would get you away from those pesky "services"? Let's look at http://www.ranger1.ca/CNTA/issues.html AHHHH! They have a comitte, which means human interaction.. and... NOOOOO! $5/year membership fees.
There is, at least ONE thing you can buy which will not entail any ongoing service contracts or other fees. A cemetary plot. Or is it????
Re:Ur MMPORG & U:How to lose money w/o even tr (Score:2)
If I buy a CD, will I pay the RIAA everytime I listen to it?
If I buy a painting, will I pay the artist everytime I look at it?
If I buy a book, will I pay Simon & Shuster everytime I read it?
The answer? A resounding, echoing NO.
As for as gasoline, electricity, and internet access, yes, they cost money, and yes, I can't use my car, computer, browser effectively without them. Of course, this is a circular argument.
I was referring to the subscription model of entertainment/content that is "hot" right now, and will become a pain in the ass when/if enough people migrate to it. But thanks for the www.amish.net tip BTW - I may have to buy a new hat.
Re:Ur MMPORG & U:How to lose money w/o even tr (Score:2)
Now if I had 30,000 books, and 3,000 CDs, it may be a different story. 'Course if I had all that, I'd be reading and listening to CDs, rather than posting to /. ;)
Yup. (Score:2)
Annoying (Score:5, Interesting)
I loved EQ for the first 3 months of play, but realized I just don't have the time to focus on 'levelling' and after accomplishing my first big quest and getting a nift item, I realized everyone will do that quest, kill that monster, get that item. My actions don't change the world one iota.
So I gave up and waited for DAoC. It at least allowed the world to be affected through the PvP/realm vs realm option, which was a cool concept. I played, found a group of people to play with who played in character and didn't metagame -- but of course they all played 4-6 hours a day while I could only play 4-6 hours a week. Thus they quickly increased in level and I didn't, which means I couldn't join them on group adventures because I wouldn't get any xp.
Now we come to Neverwinter Nights which so far is exactly what I've always wanted. I can create the world, I can play in the world with other people, and our actions can change the world. And I don't have to be annoyed by yet another meaningless online wedding/funeral/whatever.
Re:Annoying (Score:3, Interesting)
Another problem is that to have a group of friends to play with in the game, you HAVE to play as much as they do... because of the persistant nature of the game, you can play it 24/7.
I also tried DAoC for similar reasons you did. The PvP system in it sounded compelling, in that the PvP you did would have an affect on the world in some way. Of course, to get to the point where you can participate in the PvP in any meaningful way it turned out you needed to be high level. Until that point it is just another EQ with a bit better of a story.
Strangely, DAoC is not as "addictive" (so to speak) as EQ. Dunno why. EverQuest has some weird quality about it that makes you feel the need to play, even if you don't want to.
Anyway, Neverwinter Nights is great. The ability for DMs to make their own worlds and change them based on the actions of the players makes it much more fun than EQ. Real roleplaying can occur (rather than loot collecting and camping). Plus it is hard to play 24/7, since the world is not constantly respawning (there are people who have made modules with respawns, etc... but the game is more geared towards single shot encounters).
MMPs, Money & Free Software. (Score:5, Informative)
I've spent a few years in the MMP (Massively Multi Player) arena so I think I know my way around. As founder and CEO of Nevrax [nevrax.com], where I initiated the Ryzom [ryzom.com] RPG [ign.com] and the NeL [nevrax.org] technological platform, I've had plenty of time to reflect on the state of this industry.
First let me say that MMPs are an entirely different class of video games. The technology, the gameplay dynamics, almost everything is different. It just happened that the game industry got its hands on them first because it had the closest ties, but it could have been otherwise.
The most important thing to remember is that MMPs have a radically different business model.
In the traditional game industry you create a game, put it a box, then try to move as many boxes you can in the few month the public stays interested. It's a product oriented business.
The typical business plan for a studio is:
1- Convince publisher to finance the production of a game
2- Try to make a small profit in the process
3- Make some royalties (maybe) if the game is hugely successful
4- Start all over again
This is not very different from what goes on in the music business or in the movie business. Basically to make it simple, the author/studio gets a lousy deal from the publisher/distributor who gets to reap all the benefits.
The MMP industry could - it's not there yet, but it will eventually - be very different.
An MMP producer creates a virtual environment, then sells access to this environment. It's a service oriented business.
A simplified business plan for an MMP producer could be:
1- Create a Massively Multi Player Game
2- Make the client software as easily accessible as possible
3- Sell access to the MMP on a recurrent basis
4- Profits!
5- Keep improving your MMP over time > expand user base > more profits!
This would be the equivalent of a musician cutting the middle man and selling his music straight on the Internet. With one enormous advantage: An MMP producer has no fear of having the client software copied since all that does is expand his potential user base. Whatever you do, you *have* to pay if you want to get the experience.
Which is, IMHO, the reason why so many people are whining about the subscription fees. It's not that it's too expensive (12$/month for 20H of entertainment time in average is cheap compared to say, movies), it's just that they can't freeload anymore.
My guess is, in the coming years, there will be a real distinction appearing between traditional studios (doing regular PC and console games) and companies building MMPs.
Now back to the current game industry.
The hardest part with the model I just described is making "step 1" happen while still retaining the control of your creation. That, from my painful experience, means avoiding to be financed by either game publishers or vulture capitalists, as they will find a way to wrest control from you. The problem, as it has been said before, is that making a professional MMPs is expensive.
Sure, they are ways to get the numbers down if you know the trade secrets, but it's still going to be expensive.
That's where Free Software can help.
My initial idea for Nevrax was that Free Software and MMPs were a perfect match.
You get all the benefits of Free Software, but keep a strong business model where you can avoid having a competitor piggyback on your work as you stay in control of all the "data" (art assets mostly).
One of the big cost associated to running an MMP is due to maintenance. Also, having a robust tech on launch helps a lot. Those are things that Free Software can help alleviate tremendously. This is why we created NeL [nevrax.org]. A Free Software engine for MMPs.
As an added benefit, now that I am starting a new company out of the hands of the VCs, I can freely reuse all the tech we did at Nevrax. My software development costs just got divided by a factor of 10. Imagine that...
And the best thing is: you can do it to!
One last thing I would like to say to people who think that Everquest & co are boring and ugly: you are right. But real communities formed around these games, and that's what is truly fascinating about MMPs. As time goes, you will see MMPs that are more and more geared towards fostering these online communities, and less and less "games" in the sense that we understand it today. Just because you don't see the point of playing today, doesn't mean that you won't see the point of playing tomorrow...
And I know I'll be working hard to make that happen !
one comment on your last part (Score:5, Informative)
What I would add is this: first, there are different mixtures if community and game that should be recognized, IMHO. This is an aspect of not just the game but the type of gamer. Many really do play for the community. There are many online chat communities that have an almost occult following, yet there is no interactive gaming. Look at the old BBS's. They added some games as afterthoughts, and when they did good it was usually because of a well designed (or just luck) integration and use of said community into the game itself.
Which leads to my second comment. I feel that many of these games are a horribly made collage instead of a well engineered system of parts. While it is not new for this (movies and single player games) method of plugging in something as an afterthought in the hopes of attracting more people, the aspect of community is just now beginning to dawn on many designers' minds. Again... my opinion. (I feel I have to say that because of lurking trolls and other over sensitive folk :)
To date, I have felt like these games are basically a graphical click fest game, overlaid with a chat room. That is great for many, but what about a true immersive world? Instead of a lame situation of "Hey, lets go raid Dungeon X" to which thousands of raids have already happened, along with current raids yet the environment never seems to acknowledge this, how about raiding a group of orcs that are players (most of them maybe)? They will definitely react to continual raids by dying, leaving or changing tactics like fortifying and having patrols.
Basically, the problem I see is that the MMG's created to date are entirely too inflexible, limited and predictable so as to not work with the community aspect. It seems all the focus has been placed on things like shield symbols, colors of clothes and little cute floaty name things that tell what 'Guild' you are in. However, what about making a real community? I think that making it more natural and cutting back on the 'safety net' of unrealistic protections for players and their property is the main problem. Imagine if you will a mountain that is found to have rich veins of gold and high quality iron. Soon, many miners will settle there. However, where will they keep their stuff when selling unless a trade and logistics system is setup. Those trade carts sure are easy picking for evil characters/npc's! So they will need guards, or even better clear the surrounding areas. Soon, depending on choices and the environment an entire town will emerge that could become a kingdom based on its control of arms and trade in the region.
Now compare this situation to what has been presented mostly to date. You have a very fake system of housing to where once you plop that house down, it invulnerable to harm, intrusion, etc. You just eliminated some naturally occurring quests and fun because of that. Sure you might have some static NPC that besides never leaving the same spot EVER and repeating their dialog/mantra endlessly without change will give a fake quest to find the 'orcish burgler' and return his magic gem of village shielding. Yet when you perform this mission, you are given a coin or two and NOTHING CHANGES. You will come across that orc later, as will someone else.
Making a truly dynamic questing system is hard, but they make it harder because they hard code it all. Instead of just feeling for the game environment, the quests should integrate with it and be a part of the change. Quests should be based perhaps on economy, or security, or such, not hard coded to one particular 'named critter.'
Well that is my rant and raving on this, forgive me if it is too odd or too long.
Re:one comment on your last part (Score:2)
There is nothing that alters a town quite like a battle ripping through it. Shell furrows in the ground, bullet holes in the wall, buildings ruined, oh yes the environment will tell you a battle took place.
And there are no magic powerups or twinkie bazookas- the closest thing to magic is a Char, an 88 or a Stuka and they can be taken down. Life is terrifyingly cheap in WWII, a typical day sees 5000+ deaths per side. You gain in rank due to successful missions but no one is going to have a Ring of Panzer Defense to sell.
And since it is a realistic battle you cannot win on your own. So teamwork is literally built into the game. Many are very passionate about their squad, and work on them like softball teams. And because the company is open to suggestions, the forums are crammed full of history nuts clamoring to get ideas in about how to make a realistic game fun.
So yes I'm sure there are nuts out there, but at it's best MMGs shouldn't be any more disruptive or 'wrong' then your bowling team.
Re:one comment on your last part (Score:2)
Kilemall, 4RCA, ArFr.
Losing money? (Score:2, Interesting)
Re:Losing money? (Score:4, Interesting)
Re:Losing money? (Score:2)
Everquest == 40 lbs gained, lost job and girlfriend, GPA went from 3.25 to 2.27 (stopped going to class, too lazy to withdraw by deadline) I'll never play an MMORPG again...I like my new school, job, and girlfriend.
Profit generation in game (Score:2, Interesting)
Star Wars MMORPG - ugh (Score:3, Interesting)
I suspect this thing will have a huge churn rate. 90% of the users will drop out within a month. Remember the last time Lucas overestimated the fanaticism of his fans? 80 Billion Tons of Jar Jar Merchandise now 70% Off. [theonion.com]
With a movie-inspired game, everybody wants to go to the places from the movie. That's going to be a problem for an MMORPG. Sure, you can have a huge number of instances of the universe (shards), but then, what's the point of having a big shared online universe? Either the world is mostly empty, the world doesn't let you go where you want to, or there are lines like Disneyland on a bad day.
That's odd. (Score:2)
are you joking? (Score:5, Insightful)
Any death is tragic, any death. Are we to now limit our lives because of some that are irresponsible and undisciplined? Look at automobile fatalaties, should we all walk (it would do us fatties some good :)
I don't think that saying anything related to your statement is fair or accurate, as it implies that the existence of the game killed that kid. While sickenly enough it might testify to the power of interactive gaming, the reality is that it did not _cause_ any harm (the game that is). Plus, we are not talking about anything that is inherantly dangerous in and of itself. You take motorcrossing, that is rather dangerous but many do it (it's loads of fun). You have your skydiving, skateboarding, baseball, softball, swimming, diving, hiking, camping, etc.
I think you are making the same mistake many of the gray haired gentlemen on the hill make, that of confusing something new with being a totally new idea instead of a new implementation. Even once we get full immersion (VR and the like) with full sensory i/o, that will be just a new implementation.
The real problem with ideas as yours are that it also implies that humans are incapable of thinking for themselves and acting in their best interest. Perhaps what we should all focus on is teaching our youth the lost art of responsibility and accountability that the baby boomers sold out for orgies and drugs. When a society trully cherishes the individual above all else, then as a consequence it will fight harder to protect the individual. The individual will be stronger (sort of a learned social darwinism) and synergistically add to the strength of the whole society. However if we sell our individuality for rhetoric, sound bites and temporary convenience then we become like the sheep who is stalked by the wolf. The sheep better hope that shepard can be all places at all times.
I seem to remember a case where a mother sued MTV over Beavis and Butthead because of Beavis's constant infatuation with fire (more often the word than anything he himself did). one of her kids set fire to the house and died along with a brother and the remaining brother had severe inhalation and burn damage. Sadly for the kids (and this sets a precedence), the children were left unsupervised OFTEN like this while the mother was either trolling for that week's latest boyfriend, or was busy testing the mattresses with said boyfriend in another room. An avid smoker and drinker, there was not a place in the house that lighters, cigarettes and highly flamable spirits were not easily accessable. The children, whom never should have been allowed to watch the show in the first place, had a short history of near arson accidents before. However that stopped not the flagrant negligence of the gold digging demon that was their mother. Some day she will wake up in her cozy bed, in her well equiped bedroom which overlooks her swimming pool in the lush neighborhood all bought for by the MTV winnings. She will wake up and scream until someone stops her. She will scream because it will dawn on her what a terrible monster she is.
However, back to earth now. The point is self reliance and responsibility. The game is no more at fault for anything like this, than is the drugs at fault for the addict.
Re:are you joking? (Score:2)
Computer games are entering a new level of interaction between reality(you controlling the character)and fantasy(what the character/player experiences). It is my opinion this need serious studying.
TV is a poor analogy, you don't interact with the stories.
I know TV will change someone behavior, I've watched it happen.
If your car is rear ended, and the seat belt fails, should the car company not have any liability because they didn't cause the crash?
Does intensly interactive computer interfaces have an addictive quality? Is there something about how the human brain responds to input that makes someone want to pay attention more?
I don't know, what I do know is people who are usually pretty responsible about there real life seem to loose it if they start playing games to often. I don't mean the person with an addictive personality, or a history of neglect.
I am a first generation gamer, I scoffed when people said dnd is bad, and that doom was addictive, but 2 things have changes, improved gaphics, and with MMORPG, human interaction.
Yes (Score:2, Insightful)
I wouldn't.
If too many people make _your_ choice, life's going to be a lot less worth living for the rest of us who don't have Shawn Wooley's problems.
Re:But, is $5 million a month worth... (Score:2, Informative)
He died because he had massive psychological and physical problems. The article you linked to also explains that his mother basically just wanted to find out what his last moments (he spent them on EQ) where like, and whether other players (whose screen names she found in his notes) might have driven him into suicide. A game cannot make you commit suicide and it cannot make you mentally ill. The poor guy has had a lifelong history of brain chemistry problems. Given his mental state he could very likely not distinguish between EQ/chat and the real world (at least at times). People like that should not be interacting with others over the internet AT ALL, or at least only when supervised.
Re:But, is $5 million a month worth... (Score:2)
So it's absolutely not surprising that at least one everquest player would have killed himself. It makes no sense to blame this on the game. The fact that I haven't heard of any other suicides of everquest players (when there should be 50) makes me suspect that playing everquest is actually negatively correlated to suicide.
EQ allows player=character (Score:2)
Yes, Woolley had some problems. The question, and the reason behind the lawsuit, is whether any of the players Woolley interacted with encouraged or drove him to suicide.
No, GTA3 probably isn't responsible for an increased number of carjackings. However, it does NOT tell you, the player, to go out and rip off cars. It encourages the "game character" to do so. GTA3 and other games rely on the ability of the player to distinguish between the "player" and the "game character".
In EQ there is no clear distinction. It is RPG, so the "player" and the "game character". Some people really role-play. But many do not. Their "game character" becomes an ideal version of themselves. The player basically becomes the character, and there is no distinction between the two.
I've told countless people to "f**k off" or "go sr**w yourself", not as an role-playing from my character to another character, but directed at the other player. Did someone annoyed with Woolley tell him "Why don't you kill yourself" or something along those lines?
That's what the lawsuit is about. In this, EQ isn't the symptom, nor really the cause. Woolley's mom sued to try to find out if there were any players who encouraged or even drove Woolley to kill himself. To find out who he might have associated with online. I think it's a fruitless search, but a mom has to try.
Re:EQ allows player=character (Score:2)
You? First I'd have to attempt suicide and survive. After that, I would have legal grounds to sue
At any rate, the first step would be to sue
Re:Pushers.. (Score:2)
When you're that close, you'll go start attacking light-blue cons just to get a little xp. But light blues actually give so little you probably won't even notice a change in the bar. That's why people are like "I've killed 10 things and I'm barely a blue bub up!". If you're that close, calm down, get full mana, and go kill a dark blue or white con. The bug you mentioned, I've NEVER heard of anyone mentioning it. EVER.