EA's Sims Online Is A Flop And Other MMORPG Musings 70
Ignorant Aardvark writes "Wired has an article out about the upcoming Multiplayer Games Summit at E3. Some of the interesting parts of the article: 'The Sims Online has sold 125,000 copies retail, has been discounted from $50 to as low as $20 on Amazon and has 97,000 active subscribers.' Compare that to EverQuest, with 470,000 subscriptions. Investment analyst Michael Pachter says of TSO: 'They took a very popular franchise that's a single-player game in which you play with dolls, and when you play with dolls, they follow rules and behave in predictable ways. With The Sims Online, you're playing real people, and real people don't behave the way you'd expect them to.' And here's the gem of the article: 'Consumers might not be responding well to paying individual subscriptions for single online games, but might react better to cable TV-like pricing in which they get access to a number of offerings for a flat fee.' Does anyone see this pricing system as being more successful?"
Re:Fuck MMORPG (Score:4, Interesting)
" The worst part about these games is their difficulty to pirate. Subscription? F that. Give me a free ISO and a CD crack."
Although you may be better known for your frequent trolling activities you have a very interesting point there.
I know this isn't necessarily the case in the USA, but in many many countries piracy is the standard way of getting a game and most people never bought a single box! People who buy games are actually mocked: back in 92 when I was in high school, there was this guy who always bought every game he wanted. We sort of had a love-hate relationship with him, we laughed at him for wasting so much cash on a couple of floppies plus a crappy black and white manual when he could buy a dozen floppy boxes for the exact same price, and just download the game off a BBS or get it from a friend.
Nevertheless, we loved the fact that we could get new games off of him for free, and to this day he is still the only person I ever met who actually bought most of the games he ever played.
There is no such thing as Everquest addiction around here, and I wonder if it isn't exactly because of ubiquitous, socially-condoned software piracy.
Re:Fuck MMORPG (Score:3, Interesting)
This is why PC gaming is not taken seriously. (Score:2)
With console gaming, the piracy problem is greatly reduced. You still have people who don't like the idea of paying to support the games that come out, but at least they can rent it from Blockbuster.
That's also why the console revenues always outpace the PC revenues, and why consoles have more
Re:This is why PC gaming is not taken seriously. (Score:2)
Re:This is why PC gaming is not taken seriously. (Score:1)
They lack strategies.. (Score:2)
Plus, with the exception of strategy games and possibly some 1st person shooters, the keyboard/mouse combination isn't the ideal.
Re:They lack strategies.. (Score:1)
Could you please specify which first person shooters arent better on a mouse and keyboard. How is it not better to be able to just move your hand and be instantly looking in the right place. Also by using 2 different control methods for the two different planes of movement (instead of 2 sticks) control is made easier; due to them being further sperated in your brain instead of left hand, right hand.
You the
It's not a matter of better. (Score:2)
Even if you don't agree, the Dreamcast (huzza
MMORG Bundles (Score:2)
I expect you'll see this as the MMORPG portfolios start to saturate.
It'll take a few years.
Easy to charge per game when you've only got 3 titles.
The strive for customers brings innovation and then multiplication.
We have to wait for the supply / demand curves to cross.
Or maybe they'll die a death.
so : catch the wave or wait for a bigger one
don't insult role-playing. (Score:4, Insightful)
Correction: It's hugely successful medieval chat room game EverQuest.
Re:don't insult role-playing. (Score:2)
Re:don't insult role-playing. (Score:1)
Re:don't insult role-playing. (Score:2, Insightful)
Correction: 'Its' (Score:1)
Haha, that one was just too easy. Wayyy to easy.
Could be.... (Score:4, Insightful)
Maybe people have had enough paying for every aspect of the experience. I pay for the hardware, software and bandwidth. O/S the server and let people run them themselves....
Re:Could be.... (Score:4, Interesting)
"Maybe people have had enough paying for every aspect of the experience. I pay for the hardware, software and bandwidth. O/S the server and let people run them themselves...."
Exactly. We really need to tell the powers that be that distributed computing is the future. In a world where end-user resources are rapidly becoming superfluous, someone's bound to come along that will notice that the client-server model is obsolete, for the usual centralized view of client-server interaction assumes that the clients have far less resources than the server, which just isn't true anymore.
Anyone can run a server. Most people don't use any of their bandwidth, because all they do on their multi-megabit internet connection is download email off a POP server and browse the web.
Turn the usual protocols into P2P already!
Why should I have to rely on my crappy ISP's slow email server and faulty DNSs when I could just do the same job myself?
Why can't we just have everyone run a server?
Bundle the damn things, activated by default, make them invisible with automatic updates and the millions of end-lusers will never even know that they're running a mini-ISP.
Re:Could be.... (Score:3, Insightful)
Re:Could be.... (Score:1)
Just assign a given region to each server... that's how Second Life works.
When you have a lot of servers, you can just make regions smaller. Dealing with edges is not an issue since the adjacent servers could very well decide among themselves that when two players on different servers begin to interact they are automatically put on only o
Wouldn't work.... (Score:2, Interesting)
Do you want to trust 'joe user' to have an SMTP/POP server installed, configured correctly, and patched? The average person doesn't/can't patch their system as is, even when they aren't running a server. Activating things by default as you propose is what gets systems hacked.
Also, most people do not leave their computers on all the time. Where would their e-mail go then when the computer is off?
Re:Wouldn't work.... (Score:1)
For god's sake, do you use TCP/IP? I'll just assume you do
At the router level, IP is exactly like a P2P application. Works, doesnt it?
Of course, it doesnt guarantee reliability and stuff like that, but who cares? You have TCP on top of that to take care of the retransmissions that guarantee reliability.
You seem to not have read my post. I said, it would be invisible to the user, and self-updating. If there was only one person on e
Juggling between games with a flat fee? (Score:4, Insightful)
As an example, imagine trying to play everquest, ultima online, sims online, a tale in the desert, and a few others all at once. (neglecting the fact that it is different companies and a flat fee wouldnt work too well).
Re:Juggling between games with a flat fee? (Score:3, Insightful)
I'd much prefer a flat cable fee scheme, and they'd make more money from me at least that way. I'm a current EQ player, but can't justify to myself (or the wife!) more than one $10/month time and money sink. When SW:G or EQ2 or whatever else comes out, under the current pricing I'd have to switch completely (and they'd still be getting $10/month from me). With a cable scheme they might
Re:Juggling between games with a flat fee? (Score:2)
Re:Juggling between games with a flat fee? (Score:2)
"Having multiple games would make each player less enthusiastic about each individual game, and consequently the community wouldnt be anywhere near as thriving."
I don't think this would happen. People tend to find a game or two that they like most and then play that. This is because of two factors; there are only so many hours in a day and the games are goal oriented. Me, personally, I'm going to concentrate on Planetside (and drop Army Operations) because I'd rather have a really good char
Re:Juggling between games with a flat fee? (Score:2)
You have to get them to play it, first (Score:2)
The flat rate system would get people into more games. I don't want to have to pay $50 up front and $9 a month to find out if EverQuest is full of camping teenagers who have nothing to do but spend 40 hours a week leveling up. But you're right, under that system people could leave more easily too.
Of course that will be better (Score:5, Interesting)
I can see one big "gotcha" with this plan. Cable sells access to the stations but then (most stations) run advertisements in with their programming. So you still pay, by watching commercials, and the individual stations can still make money from ad revenue. It isn't clear how online gaming, as an ongoing revenue stream, pays off for the developers. We don't know how much, if any, of the Xbox Live fees go back to individual developers; my guess is that none of it gets back to them. So that means they make money off the initial sale of the game, and that's it. This doesn't seem to work as well for games as for cable.
They may be able to layer premium games (like MMOGs) on top of the ho-hum online games (like shooters or Tetris) and charge extra for those, as cable companies do with HBO, but it isn't clear that they've got a strong enough user base to support such a move. After all, they're already in uncharted territory trying to charge regular fees for online gaming. Maybe in a year or two, but by then we're looking at a second generation of hardware waiting in the wings, which could keep people from jumping.
Also, Xbox Live will, for the short term, have to compete with the choose-your-own-adventure world of Sony's PS2. Sony's haphazard approach has made it a platform on which anyone can make a game and charge whatever they want. This seems good for the developer, if they have a hit game that pulls in regular subscribers, but then they also have to bear the brunt of the infrastructure costs. It's like network television where you don't put much into it and you don't expect a lot out of it either, but you also don't have to pay monthly for it if you don't want to.
Re:Of course that will be better (Score:2)
However, Cable channells need to pay to keep their station up and running. They need to always be producing or purchasing new content. An online interactive game
Re:Of course that will be better (Score:2)
I'd be cautious before I said that online service could be added at no cost to them, since Microsoft seems to be pushing for additional work after a game's release.
Re:Of course that will be better (Score:1)
There is no doubt that online services will cost extra for the developer (just the development costs alone are substantial) but I guess I feel that online play is a feature that wi
125,000 copies - 97,000 active subscribers = ... (Score:2)
Can you even play Sims Online in single-player mode?
Also, I'm not sure if this has anything to do with game quality or the fee structure; maybe people are all Sim-ed out after the seemingly endless number of expansions? I mean how many times can you trap your Sim in a doorless room and watch him pee himself, before it gets tired?
Re:125,000 copies - 97,000 active subscribers = .. (Score:4, Interesting)
More like 28,000 that played for about a month and realized what a terrible game it was. No time-altering means if your sim has to read a book to learn something, and that book takes 5 minutes to read, expect to twiddle LOTS of thumbs while trying to up their skills in a particular area.
Can you even play Sims Online in single-player mode?
*Notes the "Online" in the title, as opposed to the lack of such in "The Sims"
Valid question. (Score:4, Informative)
*Notes the "Online" in the title, as opposed to the lack of such in "The Sims"
It's a valid question. Phantasy Star Online has an offline, single-player mode (as well as an offline, multi-player mode).
On the Dreamcast, Next Tetris Online Edition worked fine offline as well (it had online features to suplement it, though).
Just because something has online in the title, doesn't make it an exclusively online game. Which is why that question is valid, and should be replied to seriously.
Re:125,000 copies - 97,000 active subscribers = .. (Score:1)
Bad Comparison (Score:5, Insightful)
The retail price for the box is also not really relevant either. That is a one-time sale. The monthly subscription is recurring revenue.
Re:Bad Comparison (Score:4, Insightful)
Re:Bad Comparison (Score:1)
Forgive my ignorance (Score:4, Interesting)
Re:Forgive my ignorance (Score:2, Informative)
Double pay? (Score:5, Interesting)
What other product sells you something that is absolutely useless without paying a subscription fee? Tivo comes to mind but at least you're getting hardware with your initial purchase that can concievably be used for other purposes. I can't think of another example of this type of system where you don't get something for your up front money. Anyone?
Re:Double pay? (Score:1, Insightful)
There's lots of stuff where you buy the "equipment" or software or distributable and still have to pay another (recurring) fee, just to use it. These things are (mostly) useless without the "access" subscription.
Note I say "mostly" useless. You can still use a modem as an answering machine(if you have the software) and the extremely DIY-ish can find something to do with a sat.dish. But generally, without the subscription fee, you
Re:Double pay? (Score:2, Informative)
DirecTV. Dish Network.
AT&T Wireless. Cingular. Sprint PCS. Nextel. (insert your carrier here).
Enough said.
Now, on the other hand, I do agree with the fact that I don't want to pay $50 for the game, then $10 a month. How about $15 for the game, then $10 a month? I'd be okay with that. Hell, make me pay $50 for the game, and include like three free months of service with it. That's okay with me.
EverQuest turned me off at the idea of $50 per expansio
Re:Double pay? (Score:2)
For all these products, you recieve a physical device; the games one could download it for free over the Internet and get the same product, sans manual and other in-the-box goodies. I'm suprised that Everquest, Earth and Beyond, and others don't carpet-bomb the world with their CDs like AOL; the profits from additional users "hooked" on the game woul
Star Wars (Score:2)
It's just silly that some people are claiming that only sword and scorcery style games can be popular as MMOGs. That this has been the case is an accident of history. Someone could have said the same thing (and probably did) about SF themed RTS games until Warcraft came along.
Re:Star Wars (Score:2, Insightful)
Re:Star Wars (Score:1)
Re:Star Wars (Score:4, Insightful)
Yes Star Wars Galaxies(SWG) will be very successful right out of the gate (once they get past The-Never-Ending Beta). However, it won't be successful IN SPITE of being a Sword & Sorcery game. SWG IS a sword (lightsaber) and sorcery (The Force) game. If anything, its success will build on that sword and sorcery foundation.
Star Wars is very much in the Science Fantasy genre, with heavy emphasis on the Fantasy side. (Most 'space opera' stories are...) Change the starships to sailing ships and you could set it in any pre-industrial epoch.
Regardless, it will be fun to run around dodging Bounty Hunters, fixing droids, and so on when SWG comes out.
Cheers,
I.V.
Flop? (Score:2)
P.S. It's certainly better than Sega's old online model - charge $30-$50 for game with free online play, then make some games fee-based and shut down the servers for others altogether (anybody interested in starting a class action thingy?)
Alien Front Online was online less than ten months, although according to the company the problem was that the s
Re:Flop? (Score:1)
I don't even buy into a MMOG until its been out 6mo or more. Gives them time to fix it and hopefully add some content.
Here, I don't like Sims Online, I was in the beta and the game is not for me. But I have to admit it isn't a flop. In 6 months, less tha
Dialog with the Sims Online (Score:5, Funny)
Consumer: Umm... So I sit around and click on a book for six hours until my character gets reading +3? No thanks.
Sims Online: No really, I will be a great game someday. You will be able to pick your character's color while clicking. Yay! Doesn't that sound like fun? Hey, where are you going? Awww....
Analyist 1: Hmm. The Sims Online is a terrible failure, only raking in one million dollars per month. I wonder what it could be?
Analyist 2: They have a great licence. They're positioned well to get the elusive 20 to 40 year old female market. We spent 20% of the budget on advertising. Yet we aren't seeing the return expected.
Consumer [knocking on window]: Dude, your game sucks!
Analyist 1: The market must not be ready to support online gaming. Everquest, Asheron's Call, and all of Korea must be a fluke.
Consumer [knocking on window]: Dude, take this crappy thing back!
Analyist 2: People just aren't prepared to pay monthly fees. Perhaps if we abandoned the service-provider model and moved to a cable TV model we could see synergies dwarfing those of AOL Time Warner.
Analyist 1: A 50 dollar a month fee to play a catalog of online titles... That just might fly. We just need to hire a college intern to program an emulator in Java and we will have all of the content we need!
Consumer: Dude, this Sims thing is worse than Clippy. Get it off me!
Sims Online: No, just give me one more chance! I swear I can change!
Analyist 1: Yes, the industry is headed for dark times indeed. How's your golden parachute looking?
Re:Dialog with the Sims Online (Score:2)
I don't have a problem with (Score:4, Insightful)
What I find interesting is the recent emerging trend of games charging for online-play that require only minimal hardware company-side. For example, the forthcoming Settlers of Catan PS2 is rumored to use such a pricing scheme (http://ps2.ign.com/articles/391/391005p1.html [ign.com]). In that case, you're basically paying for someone to match you up with another human player, as all the games are transitory, and the PS2's can do all the requisite processing themselves. Somehow, that doesn't seem as compelling a reason for me to be spending $7 a month or more per month to play.
But I suspect we'll see more and more of that -- it's obvious consumers will be more willing to try a game that they can get for free and pay a small monthly fee if they like it as opposed to paying a large up-front cost and then getting the online-time for free. And companies will like it too, as it means potentially wider exposure for a game, and a more steady revenue flow. Not to mention they still get their money when used copies of the game trade hands over eBay or people figure out how to copy it.
Sega Channel (Score:1)
Here's an old article about the service. [emulationzone.org]
P.S. It of course failed in the end even though it gave a lot for very little
Re:Sega Channel (Score:2)
RIP Sega Channel
The "all-in-one" content distribution service... (Score:2)
Profits (Score:1)
Why Sims Failed (Score:3, Funny)
There's nothing wrong with dressing like that, or playing the Sims online. But the game just has this bad blood; a bad reputation. Kinda like the bad reputation Everquest seems to be getting with all these anti MMORPG articles popping up.
Re:Why Sims Failed (Score:1)
I'm not sure that anyone who calls themselves a "regular UO player" is in any position to make fun of someone else, SIMS player or not. The "regular," i.e. daily, UO players that I know personally have all suffered from work-related, financial, and social difficulties due to their game-playing. We know that all people who play MMORP
Re:Why Sims Failed (Score:2)
Don't get me wrong, I'm not going to deny the fact that there are people out there who get addicted to games, but they are quite a minority in comparison to casual players. Personally, I played UO regularly for 2 years and eventually quit because the changes no longer suited me. I remember some people who fit your stereotype, but most people didn't and that was that.
Furthermore, there's nothing wrong with a massively mu
How about NO SUBSCRIPTIONS. (Score:2)
skotos.net has 7 games 1 price (Score:2, Informative)
The first month is free, so you can try all the games before you commit.
-- Herder of Cats
Simple Math (Score:4, Insightful)
Very few people are willing to pay monthly fees for multiple games. Most choose their favorite and become dedicated to that game.
Every online game released since UO and EverQuest has struggled, to some degree, to gain an audience. New games have to either succeed at pulling gamers away from other games, or by bringing its own separate audience. Warbirds can succeed because the hardcore flight-sim audience has very little crossover with the online RPG audience. A game like Star Wars Galaxies will succeed on both fronts: pulling RPGers away from other titles AND bringing in a new audience that had no interest in Rat Hunter 3D but would love nothing better than to play in the Star Wars universe.
At first glance, you would think The Sims would bring its own audience. But take note that the average Sims player is not a Sims junkie. Out of the bajillions of copies sold, only a small percentage are owned by the kind of junkies that might be interested in paying for an online game.
THEN take into account the various problems with the online game. Pushing a shoddy product onto a smaller-than-estimated audience is a good formula for, well, exactly what's happened.
Why The Sims Online Failed (Score:3, Informative)
TSO failed because it eliminated all the things that made The Sims popular:
When I called up to cancel they offered me a free month, but I declined. It was an unrewarding waste of my time.