MMOG Subscription Analysis Provides New Insights
Thanks to jer0 for pointing to SirBruce's updated MMOG Subscription Growth analysis page, which tries to "chart the trend in active subscriptions" for major MMO titles using public and private data. This "major revision" has the "chart separated into three tiers" dependent on subscription size, and shows Lineage as the worldwide MMO leader at "just under 2.7 million" (though this may be reliant on bulk 'PC Baang' subscriptions in countries such as South Korea, and the game has "only 7,000 [subscribers] in the United States.") Other notable entries include City Of Heroes ("surpassed 180,000 subscribers... proof that a well-executed MMOG can still garner substantial numbers even in the current competitive climate"), and the also recently launched, but less successful Horizons ("After peaking at around 35,000 subscribers, they have since fallen to somewhere between 20,000 and 25,000 subscribers.")
Hence all this is just a shouting/boasting game depending on which side of the coin you are. Too many of these companies do not publish numbers and I don't believe the old rule of 5xpeak online is really relevant much.
Take Horizons, their subscriber base in the US is probably less than 10K, but that is in essence a seperate game from the European operations under GN. Artifact Entertainment is in Chapter 11 as we type, they have a big show down with their provider at the end of the month, a provider whom they basically defrauded for many months. Their bankruptcy documents provided a lot of insight into these groups.
As for AC/AC2. Who knows, they won't tell as their numbers have never been good. A company proud of its numbers will tell you. A company with something to hide from players and investors tells a whole different story.
* Winners compare their achievements to their goals, losers compare theirs to that of others.
There is no standard for the data. For example, Star Wars Galaxies is in the habit of reporting the total number of unique numbers in their database. So everybody who downloads a free trial counts as "a new subscriber"
Finally, we have the biggest laugh of them all. "...proof that a well-executed MMOG can still garner substantial numbers even in the current competitive climate." The problem is that "substantial numbers" does not equal success. City of Heroes has been out for about 3 months. Most of the people currently playing CoH are still in the MMORPG "honeymoon" phase where everything is new, the end-game content is still unexplored, and people are trying out new ideas and new play styles. A year from now, we'll see if CoH is still succeeding.
The same goes for World of Warcraft, Everquest 2, and whatever new games come out. The only measure of a game's success is staying power.
City of Heroes is fun, and I commend them for doing something different when too many people are just trying to be Everquest.
It goes to show that there's a lot of different things that attract different people; CoH was my first MMO, despite being a long-time MUDder who wrote 100,000 lines of code to expand the Diku/ROM base for a mud I helped make. (I do have an SWG box still gathering dust that I'll use sooner or later)
I think there's two concepts that are waiting to make a lot of money:
(1) MMORPG for people with money. People are desperate to target the $10-15 range. But I think there's a substantial set of subscribers who would pay a lot more for better service. I think the MMO to exploit this will be two tiered. Much like EQ's premium service, but far more so. It will be at least $75/mo -- or possibly not flat rate. It may be $50/mo + $2/hr or something. I know a lot of players are price sensitive, but I paid $3/hr on weekends to get onto compuserve and move an asterick around in a dungeon at 300 baud. And $2/hr doesn't mean squat to me, and if I can get a party of 6 into some real "DM-controlled" sort of adventures at $2/hr, I'm on it. I'd probably want some perks, but it could be very profitable. I know a lot of people who would do the same.
(2) Skill-based play. By which I mean reflexes. I'm a broken record on this topic, sure; but MMOs are "the same". One needs to implement semi-twitch gameplay... perhaps a Q3 style play, with a level of auto-aim that decreases with level. (or simply easier-to-hit monsters) I don't want to completely twitch-base it, I think anyone should be able to fight and win (at least at lower levels), but I think there should be an in-game effect of "skill". Please don't mention planetside; I still want level progression; I still want it to be playable by people who don't have the reflexes. I just want those that do to get an edge for them.
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On another note, I'd like to pre-emptively predict the utter failure of Dungeons and Dragons Online. They were SURE to get a subscription out of me, until I read an interview, and discover they are MANGLING the D&D ruleset, one of the best things about it... doing things like allowing a +5 attack bonus to let you "perform 5-hit combos with the proper key sequence". What? Are these crack-monkeys making D&D Online or Street Fighter II Online?
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Problem with that kind of system is the amount of content required to keep players playing.
The game would have to be reasonably easy, and reasonably fast paced. Most games these days keep people tagging along by installing longer and more involved advancement methods. If jimbob spends 6 months getting to a high level, then dies to a dragon somewhere, he's going to quit. If he spends 2 days getting to the same level and dies, he'll be just as likely to start over as quit.
There is also the min/maxing problem that many modern gamers fixate on. They see two states for their character: max level/stats, and newbie. The entire point of the game is to be the best they can be. Everything accomplished on that route is considered "work" and is what makes the game "lame".
"Journey" type systems where the point of the game is having fun exploring a world are doomed to failure because of this mindset. Nethack is the best example of this type of game.
I find it a hilarious no-win situation on the part of the developers. I also find it hilarious that players are only happy with a game when they are the highest level, and fail to see that if the "level grind" were completely removed, they wouldn't have played the game to begin with.