Star Wars MMO Estimated To Cost $100M 133
donniebaseball23 writes "EA's BioWare is developing its first-ever MMORPG in Star Wars: The Old Republic, and the publisher is betting big that the project will be a huge success. Wedbush analyst Michael Pachter says development alone cost an estimated $80 million, with marketing and distribution adding in another $20 million. The good news is it shouldn't take much to break even. 'We estimate that EA will cover its direct operating costs and break even at 500,000 subscribers (this is exceedingly conservative, and the actual figure is probably closer to 350,000), meaning that with 1.5 million paying subscribers, EA will have 1 million profitable subs,' Pachter noted."
They're now aiming for a release late this year, but acknowledged the possibility that it could slip to January 2012. If you're curious about the current state of the gameplay, Eurogamer and Rock, Paper, Shotgun (PvE, PvP) both posted write-ups of some recent hands-on time.
Great... (Score:1)
Great, even more people will be camping their parent's basements.
Re:Great... (Score:5, Funny)
Great, even more people will be camping their parent's basements.
What's the big deal? They'll be camping in their own parent's basements - not with you in yours!
You'll still have your parent's basement all to yourself.
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Re:Great... (Score:4, Funny)
I have some. I can mod someone for you as long as I don't post.
D'oh!
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What about his brothers? You didn't think about his brothers did you?
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(My last trip through Rancer/Amamake was spring 2010...)
Oh please... (Score:5, Funny)
Oh please... some of us are well adjusted adults with jobs and all, and can afford our own basement to camp in ;)
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But we still live there out of habit. I mean, who else is gonna fix us hot pockets than good old Mom?
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I mean, who else is gonna fix us hot pockets
The rest of us graduated to Rice-a-Roni long ago.
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Oh please... some of us are well adjusted adults with jobs and all, and can afford our own basement to camp in ;)
I've always said, the difference between a geek and nerd is that a geek lives in his own basement.
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Re:but... (Score:5, Insightful)
You say that like there are people in the world not disgruntled by EA (ex-employees and non-employees [ie: gamers])
EA has single handedly destroyed my will to game. I've been seeking out game publishers that don't treat their customers like pond scum to be able to play decent games and every time I do, EA scoops them up and infects them with viral hate goo.
Re:but... (Score:5, Insightful)
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Not only this, but also "how many months/years of subscription required by these people"?
This is an MMO, if it goes into a classic "many buyers who do not sign up for game time after their trial that came with purchase period is up", I suspect even a several million sales would fall short of paying for it.
MMOs live and die by subscriptions. Not by copy sales. We have a boatload of failed WoW-killers that had a lot of initial sales, but almost no people signing up for more time.
On a personal note, the more I
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Since each class supposedly has its very own storyline, if they're all well done it might have considerably more replay value than one playthrough. I do agree that it doesn't seem to be built for very long-term sustainability, but if they can hold on to subscribers for even six months that might be enough time to construct a compelling end game.
Re:but... (Score:5, Funny)
Since each class supposedly has its very own storyline...
Yeah, so instead of not reading the dialog box about how your carbine soldier needs to deliver 45 wombat hides you can not read the dialog that pops up from the same NPC asking you to collect 45 wombat furs.
Re:but... (Score:5, Interesting)
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Hey! Don't you confuse us with those nasty rodents, womprats. Our hides may not be as nice, but we smell better.
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Hey! Don't you put down us womprats! We're people too! But we're treated like scum. I know a guy who used to bullseye womprats in his T-16 back home, even the poor baby ones that are not much bigger than two meters.
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World of Warcraft is a plot based game as well. And the plot only really moves forward with each major expansion, yet it never seems to have trouble attracting people.
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WoW's plot exists and for the solo leveling it is important, but there are other draws as well. PvP and daily quests keep the game interesting and playable without belaboring the story.
WoW has great balance between plot based and non-plot based content. That balance is critical. And unfortunately, keeping teams of writers and developers on staff to maintain that balance is expensive.
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Why would dailies make you quit? They are always completely optional and just there for people who want to sink time into getting a toy.
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If you're competing with raiders, badges from dailies are utterly useless to you. They're aimed at casual crowd that doesn't do raiding, so that they can get their shinies too (albeit at a much slower pace).
They are also there to grant some bling-bling stuff like mounts and pets and weird items like banners. None of it really matters for gameplay.
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Not only this, but also "how many months/years of subscription required by these people"?
This is an MMO, if it goes into a classic "many buyers who do not sign up for game time after their trial that came with purchase period is up", I suspect even a several million sales would fall short of paying for it.
MMOs live and die by subscriptions. Not by copy sales. We have a boatload of failed WoW-killers that had a lot of initial sales, but almost no people signing up for more time.
On a personal note, the more I read about this game, the more I think that it's doomed to fail by design. A plot-based game is good for one playthrough - after this, you're done with it. Meaning you'll buy a copy, play through the game and be done with it. You'd have to patch in new content (and by extension, new plot lines) at an incredible pace to keep people interested. I suspect that even blizzard with its incredibly polished development machine could not pull that kind of development speed off.
You're not supposed to make multiple playthroughs unless you are an altoholic.
The game will live or die by its ability to sustain play after max level is reached.
I know that I'll be rushing to get there, and when I'm there, I expect the game to really unfold; multiple instances, battlegrounds, gear that leaves me dreaming for months before obtaining it et cetera. If I get there and nothing happens, I will not pay further suscriptions.
I cannot imagine that this is different for other people. Most of those I'
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I know that I'll be rushing to get there...
This always confused me when I used to play WoW. Why rush? I always enjoyed the exploration and seeing the story (and in WoW effects of the previous games on the world). Half the people I know rush to the end, and once they're there do the same repetitive tasks and grinding over and over and over just for a shiny thing that lets other players know how "awesome" they are, and perhaps unlock other equally repetitive tasks for other equally pointless rewards. You don't even get to experiement with your cha
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You are not alone, at least. This was always my main attraction to WoW... exploring the lore and the places I'd visited or possibly destroyed in old games. I don't have an addictive enough personality to play it for the in-game perks and rewards and shininess, it has to be a personal interest in the content and story. That's actually a reason I'm not that into MMOs, as I like a story with an ending, where the things you do actually affect the world. The cataclysm expansion added a little bit of the world ch
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On a personal note, the more I read about this game, the more I think that it's doomed to fail by design. A plot-based game is good for one playthrough - after this, you're done with it. Meaning you'll buy a copy, play through the game and be done with it. You'd have to patch in new content (and by extension, new plot lines) at an incredible pace to keep people interested. I suspect that even blizzard with its incredibly polished development machine could not pull that kind of development speed off.
Well the Lord of the Rings Online is "plot-based" and is doing alright especially since going free-to-play / micropayments. The plot is a series of epic quests arranged in books & chapters that you can play more or less as soon as your level is high enough. It hasn't even reached The Return of the King yet so they have plenty ways to go and string it out further, probably an expansion or two at least. I imagine a Star Wars game doesn't even that limitation to be concerned about.
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Do MMOs need to be 10 year spanning projects? I'm comfortable with the idea of an MMO being launched and canceled in 2 years. We've already played the game, know its mechanics, etc why keep it on life support via raising level caps and expansions forever?
I'd love to live in a world where new and unique MMOs were launched every year instead of this kind of one-size-fits all Skinner box McDonaldization that Blizzard is so good at.
>On a personal note, the more I read about this game, the more I think that
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Is it really going to be that new though?
I mean... when are MMOs going to ACTUALLY try to change up gameplay? Story-driven missions and stuff are great, but what about some other form of targeting/using abilities? Is this still going to be a click-on-the-target, enable auto-attack, cast spell 1 followed by spell 2 followed by spell 3 and repeat?
Why aren't there more MMOs that mix in puzzles or platforming elements? Wouldn't it be cool if there was a sort of RTS mechanic? This whole "watch your casting
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The puzzles, etc. DDO tried... but they quickly get reported to sites and people go to the web to look up the solution. Sure, you can ignore the web, but you'll find yourself kicked from a group for messing up the puzzle and/or not knowing the answer or methodology for killing that boss.
RTS would be neat. We had a discussion with the Vanguard devs in early beta about the necromancer being a massive number of pet class (zerging necro?) and they later scrapped it because the necro had too much of a chance t
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Sadly, yes. Because other targeting methods don't work well when your clients have pings in the 150-300ms range.
So unless you want to limit your players where they will only get good play if they liv
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Vendetta Online's FPS-style ship combat seems to have handled this issue quite nicely. My latency is usually around 120 to 150 and I have no trouble hitting what I'm aiming at. Essentially, you select your target, and a floating reticule pops up that factors in the relative movements (and in the case of PvP, the latency of both players as well) of both you and your target, and tells you where you 'should' be aiming for your shots to hit; it's then up to you to actually hit that point. Not always as easy
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EA do what they must because they can.
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For the good of all of us, except the ones who are customers/employees/acquirable competitors.
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acknowledged the possibility that it could slip to (Score:3)
This is code for "damn, November 2011 is looking pretty crowded with AAA title games - we might reevaluate the situation and climate - not to mention our customer's wallets - and release at a later date."
Not that I blame them. I can think of at least five AAA games coming out this fall, and I don't even follow gaming news all that closely. Christmas titles are getting as much pre-marketing as presidential candidates these years. After Valve has proven with three titles now (L4D, L4D2, Portal 2), a spring release can still be extremely profitable. Sounds like other studios might start caching in on the developing year-round release cycle.
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I never have understood why game publishers historically shoot for a Christmas release date. When I was growing up my parents, friends, nor extended family ever bought me a single video game. It's too complicated to shop for games for someone else, especially when it's a PC game
As a kid I usually took a handful of my Christmas money out the day after Christmas and bought myself a game or two. It is hard to buy games for someone else, but game purchases still increase around the holidays.
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Your family sucks. My family, I'd give my Mom a list of games I wanted in the order I wanted them and my family would work their way down the list.
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No, Mom. I don't have a WII. I have an XBox 360. This is the WII version of the game. See? The list says, quite explicitly, "XBOX 360 VERSIONS ONLY." Now I'll have to exchange this.
And this is a PC game. The only PC here is your laptop, and you don't want me using that any more than I want to try to play this game on that non-gaming piece of crap.
You know what, Mom? Just give me cash next year.
Re:acknowledged the possibility that it could slip (Score:4, Insightful)
After Valve has proven with three titles now (L4D, L4D2, Portal 2), a spring release can still be extremely profitable.
FYI: L4D and L4D2 were both Q4 releases (November 2008/2009, respectively). They often have major sales via Steam in the springtime to boost their numbers, as well as various holidays and seasons as well. Perhaps this is where you got mixed up.
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Whoops! You are correct, sir. My apologies. I think they had a 50% off sale on L4D in early spring and then did a press release about how dropping the price of a game inside of a year can significantly boost overall sales numbers. That's probably what I am thinking of.
100M wtf? (Score:5, Funny)
Who is going to play that? Shit, I always balk a bit at $60 for a game, but, that's at least somewhat reasonable. I don't have 100 million burning a hole in my pocket though, good luck to anyone who picks up that title. Not going to be massively multiplayer with a cost like that!
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Who is going to play that? Shit, I always balk a bit at $60 for a game, but, that's at least somewhat reasonable. I don't have 100 million burning a hole in my pocket though, good luck to anyone who picks up that title. Not going to be massively multiplayer with a cost like that!
They have inside news that the US dollar is going to go like this [wikimedia.org]. You will see 100 million dollars as good value.
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who's saying this one would be $60 game?
With 500000 subs needed to break even the costs of $100M this somehow indicates $200 revenue per customer. Sure, this leaves doubt how this would split between box/download and subscription.
That seems expensive. (Score:2)
I'm not sure I'd that much every month just to play a game.
hm (Score:3)
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http://www.gamasutra.com/view/news/30130/Report_Trions_Debut_Game_Costs_Over_50M.php
100 mio. is probably not enough (Score:3)
Considering the rumors that are and were floating around and the many delays this project suffered already it's hard to believe that it will cost "only" 100 mio. incl. marketing. I heard numbers reaching as high as 250 mio. and it would surprise me if they would manage to stay below 100 mio. for development only.
$100M? (Score:1)
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80 million in development cost and 20 million in distribution and marketing = 100 million total budget
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MMO Fan Since 2001 (Score:1)
So lets quickly look at some MMOS
Eve-online: Great MMO supported by a company that loves it (to a degree) and really tries to make the game better. Driving 80% by player actions and the developers give the tools to the players to create their own content, this is a sandbox game
WoW: They got it right here, the first real user friendly pretty MMO, with a simple mission system and great back story supported by an existing legion of fans who already played blizzard games. Remember that it took 2
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When WoW launched it had plenty of competition, remember Everquest II? Launched at the same time as WoW. Guild Wars launched in April 2005 when WoW was really struggling with hardware issues and over subscription. Matrix Online, same spring '05 time frame.
What content in Eve is created by players?
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What content in Eve is created by players?
Form 35A-2. The Frigate Spreadsheet
This is closely followed up by Form 38B, How to Fly more ore to Station B for Corporation X sheet
</badpun>
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Battleclinic, EVE wiki and alot of secure containers with ads.
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TOR i am not sure about, they are spending huge amounts of money on Voice overs, getting actors in, what i believe they are trying to create is an amazing storyline in an MMO.
Sounds to me like they are trying to make a massive multiplayer single player game.
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(laughs hysterically) Unless CCP has changed their tune in the last year, they're probably still rolling out new content while failing to fix the glaring bugs in the old content. Way too much time spent on the eternal "next year" tech of ambulation and new shinie
In 2001 you were already years late (Score:2)
Incoming disaster. (Score:2)
Its a pity this game looks fucking terrible. That $100M could have been used to make several new Dark Forces games.
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Dark Forces boils down to walking around pressing "a" over and over and over. That and some bullshit Mario 3D style jumping is the entire game.
KotOR on the other hand is a fucking classic.
It Only Takes One Problem or Issue to Doom It (Score:1)
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You petty much nailed it on the head. An MMO has to make a great first impression. STO is struggling after a mediocre release and poor reception. (On the other hand, the devs there are really into the community interaction; other companies could do worse than do that, even if most of it is putting out fires and damage control.)
ugh (Score:1, Interesting)
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KOTOR (Score:2)
Another MMO? (Score:1)
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A couple of fine candidates:
MMO based on some stage of the Battletech universe. There's a lot of scope there for some interesting stuff. Almost everyone would probably roll mech pilot, but still, it'd be way too cool.
MMO based on Starcraft. The usual joke I make is that if the public announcement system in your current town starts screaming "Nuclear Launch Detected", it would be a much more personal experience.
Just wondering (Score:2)
How much of this 'cost' is Lucas getting in licensing fees?
According to my sources... (Score:1)
Lightsaber FAIL (Score:3)
I watched a couple videos of this game. Honestly it's going to fail for one reason:
Lightsabers don't actually cut through stuff.
Who wants to play a game where you have to beat someone about the head a dozen times with your lightsaber before they die of a concussion?
G.
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The problem I see is that I am sure they will have a bunch of races and classes to be, but seriously its going to be like 99% Jedi ratio.
I mean who the fuck wants to be a Bothen Spy or a Clone Trooper when you can be a Jedi with double lightsabers...
Just sayin', is gonna be one big mass of Jedi slashing about...
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Maybe it'll fail because of lightsabers merely existing. Ie, being a jedi in a single player game is great. But it's an awful idea to make this common in vast multiplayer persistent world game. Jedi should be rare. Sure, being uber powerful is great to attract the kiddies, but they'll only stick around a month or two before they see something else that's shiny. If you want long term players you need to have a decent game world and environment. (sort of reminds me about all the people who show up in Lo
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Err, no. It will not fail for that reason - just like Star Wars Galaxies did not fail because Jedi/Sith could not cut through people at one blow. (SWG failed due to the CU and NGE bullshit.)
Who the fuck would want to play a MMORPG where one class could kill the others in one hit? Or when two Jedi or Sith meet, the one who lands the first blow wins? This is a massively multi-player game and all of the people who play it will understand WHY lightsabers do _not_ cut through people (and things) in one hit.
This
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What was Galaxies subscription base? (Score:1)
The only thing "Star Wars" about this (Score:1)
is the use of Light Sabres. Otherwise, it's just some random sci-fi genre game with pretty hairstyles and face paint.
While Star Trek and Dr Who retained/reclaimed their original appeal over many iterations, I find it very strange how Star Wars - at least as ubiquitous and seemingly immutable - so quickly and carelessly mutated into something completely unrecognisable and utterly unappealing to those who loved the original.
One of the great tragedies of modern film culture in my mind.
20 mil on Marketing? (Score:2)
The game could have been 25% better.
Fails Basic Math Smell Test (Score:1)
Breakeven possibly as low as 350,000 subscribers? Spending $100M, that means they expect each user to spend an average of $285.71 on the game. Wha? Even at 500,000, it's $200 per player.
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penis is for pleasure
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NO.
The Penis is Evil. The GUN is GOOD.
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If you only played through a single instance or did a single quest once ever this would make sense for an MMO, but thats just not the way it works. You're going to do the same instances over and over and if you've already been there you probably wont want to hear the story segments again.
This has the added negative effect of making the game inaccessible for people who join later. If you start playing 3 months in everyone is going to insist on skipping all of the cut-scenes in instances because they're sick
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It gets even worse when you do something stupid like Blizzard and put a few random people into your group, who you've never met, don't come from the same server, and who you'll never see again.
(Ugh, I hate random cross-server LFG. Greater Internet Fuckwad theory in action.)
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On the one hand you're saying that TOR is going to awesome becasue you played it for 20 minutes at a con, on the other you're saying that loads of your friends liked Rift initially and got bored when they hit endgame. Do you see the contradiction here? Lots of games have stories, WoW's story is reasonably compelling (not great literature by any means, but reasonably compelling) if you read the quests and pay attention to what you're doing. One of Blizzard's main fiction producers is Christie Golden, who