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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."

18 of 288 comments (clear)

  1. Money, money, money indeed by jukal · · Score: 4, Interesting

    In Ultima Online, you can now change your character name, which was previously fixed. But, quess what, it costs $29.99. Can you believe it!! A simple DB query, I believe. Sheesh.

  2. Turned down! by standards · · Score: 4, Interesting

    Yeah, a lot of projects are initially turned down for business investment ONLY because they suck.

    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".

  3. Sony and ideas... by MosesJones · · Score: 4, Interesting

    Ideas that have "almost" been turned down by Sony are legend, the point about Sony has always been that they tend to take a punt on this "possible" cases rather than doing the standard corporate drone concept of "doesn't look like something we've done before".

    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".

    --
    An Eye for an Eye will make the whole world blind - Gandhi
  4. Re:Is 5 million a lot ? by NexusTw1n · · Score: 3, Interesting

    Once the game is developed 5 million is a lot per month.

    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.

    --
    It has become appallingly obvious that our technology has exceeded our humanity. --Albert Einstein
  5. Wired Magazine's Article by The-Bus · · Score: 3, Interesting
    50,000,000 Star Warriors Can't Be Wrong This article on Wired is pretty neat --- it mostly talks about the cultural effects of SWG on both the world culture and the Star Wars canon. The amount of work and detail that they've put up is amazing.

    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!

    --

    Small potatoes make the steak look bigger.

  6. Re:Is 5 million a lot ? by tolleyl · · Score: 2, Interesting

    I agree that most of the MMORPGs are going to start competing for the same small group of people. Though new worlds and themes will bring in some people who don't currently play, I can't see this ever being more than a niche market. In the article it states that "one third of players 18 and over spend more time in the game world than at their paying job". I don't see that this type of commitment is possible for the majority of game players. One possibility for them to attract new people is to have a tiered pricing structure like ISPs do with dial-up access. If I'm paying $14.99 a month for playing Star Wars Galaxies then I would want to play as much as I could to get my money's worth, but if I pay only $5.99 for 20 hours or so then it might be more palatable.

  7. A little more history on Everquest by DirkDaring · · Score: 2, Interesting

    989 Studios actually started in 1995, working on a project called 'Turret Syndrome' - a tank-combat RPG. In 1996 they shifted to work on a MMORPG concept - Everquest.

    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.

  8. Re:More MMORPGs == less bucks for EQ by CBNobi · · Score: 3, Interesting

    This becomes much more of an issue as the market becomes riddled with next-generation MMO-Games (I believe we're at the 3rd or 4th gen. right now).

    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.

  9. Re:Then there's Blizzard.. by LordYUK · · Score: 2, Interesting

    Blizzard will sell on name alone. Personally, I hate the whole massively online genre, but will purchase this and play it for at least a month or two, just because its Blizzard, and they have a proven track record. I am sure that other people will, too. I see its only real competition being SWG, as people longed to be padawans long before they were at home in Azeroth.

    --
    This is my sig. Its pathetic.
  10. Re:More MMORPGs == less bucks for EQ by mshiltonj · · Score: 4, Interesting

    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.

    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.

  11. Annoying by Luminous · · Score: 5, Interesting

    I find MMPORPG's really annoying. I find the people annoying, I find the experience annoying, and I find paying for the annoyance annoying.

    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.

    --
    This is not the way to build a lasting empire.
    1. Re:Annoying by Maul · · Score: 3, Interesting

      Exactly one of the reasons EQ is not "fun," is what you mentioned. Everyone around you is an adventurer. There are very few "commoners" in the game. What makes it worse is that no matter if you kill the evil orc king (or whoever), he'll just respawn for the next guy. Nothing you do affects the world. Infact, to build your character, you might have to sit around and wait for that evil orc king to respawn. Lame.

      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).

      --

      "You spoony bard!" -Tellah

  12. Losing money? by NPE · · Score: 2, Interesting
    I'd just like to point out that, for a smart few, MMORPG's aren't a money sink or a waste of time. Those of you who have actually played a game or two surely know that there are people in every game who sell in-game stuff (gold, items, etc.) for cold hard cash. Not only can you pay for your monthly subscription fee, you can also make back what you initially paid for the game and still put a tidy sum in your pocket. For example, I played Anarchy Online like a true addict (6-8 hours / day) for about 6 months. For this I paid $60 total for the monthly fees and $20 for the game itself, so a total of $80. At the end of my 6 month subscription, I sold my account for $150, almost double my "initial investment". The only bad things that came from all this was I lost about 10 pounds and my GPA went from 3.14 to 3.12. I know that my example is something of a special case on the whole, but I think it stands as proof that MMORPG's can be better than the hype surrounding them if approached correctly. And now, to completely sound like a hypocrite, I should add that I have completely sworn off MMORPG's, as the addiction factor coupled with the GPA drop scared the hell out of me.

    --
    ~NullPointerException
    1. Re:Losing money? by Maul · · Score: 4, Interesting

      While yo did make money, you only made $70 off of six months of work. Even working at Starbucks for minimum wage, you'd at least make a few thousand with the same time investment.

      --

      "You spoony bard!" -Tellah

  13. my DAOC experiences by Anonymous Coward · · Score: 1, Interesting
    I shared the same frustration as you. The overemphasis on that very artificial idea known as 'leveling' did not sit well with me. I think the RvR was a good step, however the level limitations hit it as well. True tactics and strategy fell to the factor of who had the most play time. Not that I am referring to 'twitchy' prowess, far from it. However just as on one end of the spectrum you have a system/game that rewards only player reactions, the other end is one in which nothing the user does matters except to spend more time building their character. Daoc mixed this, but seemed to mix all the bad parts.

    The idea of sieging is great, I think many will have tons of fun with Shadowbane. I also think that number of realms having impact on the realm is great (and especially the artifacts), but it was poorley implemented here. Due to the problems the dev's have with fixing or adding 'small' elements, it is obvious that the entire technical and non-technial (gameplay) design is flawed.

    I remember about 15 years ago, I saw a tape player deck that did this neato trick to reverse directions. See the front of the deck there was a cylindar in the middle so that you could see through its plastic the tape you were jamming too. When you hit the reverse, after a bit of an audible pop and a noticable wait, it jumped out and flipped around. Very cool. However, this trinket costs entirely too much to justify its purchase so it died out soon thereafter.

    The lesson was that while an eye catcher initially, people (often subconsciously) remembered that it was a TAPE DECK they were after. Had that feature been secondary to good sound, quality interface, etc, then it might have done better. As it was, the flippy thingy was the entire purpose of this deck, the sound was crappy, the price was hefty, there were limited i/o ports and connection types, plus it was heavy and big as a hog.

    DAOC... how the hell can it make sense to say "we are immersive and you have a real impact on the world with RvR" yet your char is a pale cookie cutter that is limited by the uber-level system they have. You have no real impact on the world. What I wanted to see was a marauding band of trolls to loose upon Hibernia and slaughter the stupid NPC's that just stand there day in and out. Wipe clean the map and then setup camp.... oh wait, you cant do that! There is no incentive for real conquest.

  14. Re:MMORPG's are great, but... by Zathrus · · Score: 3, Interesting

    Would you rather pay $150-$200 for a game and not have monthly charges, or pay $40 for a game and $12.95 a month to play it?

    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.

  15. Profit generation in game by trepan · · Score: 2, Interesting

    One MMORPG that is in beta right now, Neocron (www.neocron.com) is considering using in-game advertisements in order to generate revenue. The setting for the game is futuristic (though based on a 21st century environment), so the idea would be to have billboards in-game advertising to the target audience of the users (e.g., hardware / software manufacturers). While I'm not too keen on having my online gaming experience intruded upon by ads from AMD or NVIDIA, I might be willing to overlook the real-world intrusion if the monthly fee is lowered (or non-existent).

  16. Star Wars MMORPG - ugh by Animats · · Score: 3, Interesting
    Would you want to live in a world populated entirely by rabid Star Wars fans? Ones with no life? That's what it's going to be like in there.

    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.

    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.