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MMORPG: Money, Money, Money

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."

7 of 288 comments (clear)

  1. Re:Is 5 million a lot ? by Anonymous Coward · · Score: 1, Informative

    it's 40% of 5 mill
    but why quibble.
    "$5 million a month for the Japanese entertainment giant. Given the 40 percent gross-profit margins"

  2. FYI by Goon+Number+1 · · Score: 2, Informative

    Sony didn't invent the CD, Phillips did.

    --
    http://radio.weblogs.com/0103443/
  3. Re:FYI 2 by Anonymous Coward · · Score: 2, Informative

    CD standard was developed by Sony and Philips together.
    Specs are in the Red Book. Read it and be wiser.

  4. Re:But, is $5 million a month worth... by thasmudyan · · Score: 2, Informative

    The kid who died because of playing EverQuest? Link [jsonline.com] Shawn Wooley, we miss you! RIP!

    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.

  5. Re:Is 5 million a lot ? by Latent+IT · · Score: 4, Informative

    Okay, I'll scare the hell out of you.

    St. Petersburg Times

    ZDNet

    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.

  6. MMPs, Money & Free Software. by Lejade · · Score: 5, Informative

    Finally a subject where I feel I can safely contribute. :)

    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, where I initiated the Ryzom RPG and the NeL 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. 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 ! ;)

  7. one comment on your last part by Stalcair · · Score: 5, Informative
    I agree that as they evolve, MMG's are fostering more of a community aspect of gaming than what we are familiar with currently in interactive games.

    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.

    --

    I seek not only to follow in the footsteps of the men of old, I seek the things they sought.