The MMO Numbers Game
Terra Nova has an interesting discussion going, talking about what really matters when we talk about a virtual world's population. Total registered accounts? Accounts logged in since last month? Concurrent users? Interesting stuff. From the article: "In a similar vein we discussed Second Life's 100K+ members, a figure which I and others have questioned here on TN. Cory Ondrejka said that SL's 'concurrency numbers are rapidly approaching 4500, about 17,000 residents were in SL in the last 24 hours, and 50,000 in the last 30 days... If you go back even 90 days you get about 90% of the accounts having logged in.'"
Well it's true but let's not forget that a lot of people are COERCED into registering for something when they actually want something else. This IMHO makes the whole "registered users" idea completely useless UNLESS the registration serves only one purpose, which is to play the mentionned MMO.
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Pfff, 4500 concurrent users? Thats nothing
Eve online recently broke 22000 users on the same unsharded server!
Since most subscriptions are on a monthly basis, I'd say only the number of accounts that have logged in within the last 30 days "quantifies" an MMO's popularity. Afterall, these are the people willing to pay for it.
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You could easily find yourselve on a server with no Image Designers for instance. It always seem that the most imaginative players who organized all the fun things were on servers that I was not on.
The reason for splitting the userbase over different servers is off course obvious if you ever played SWG, everyone centered on one city and that meant that the central hub could become unplayable.
Of course SWG was never supposed to have a hub, just that some bad design decissions and an unwillingness to update the game meant that coronet became the unofficial hub. Now that the NGE has happened coronet is in fact pretty much deserted. What I am complaining about them not updating and then I complain about the update? Well all I would have wanted is for them to make sharnaffs hit with disease to reflect them being overhunted. Disease was bitch and critters that had it were extremely unpopular to hunt. It could have helped spread people out across the universe. Simply make any overhunted critter go diseased and voila, the end of everyone hunting the same. NGE cured that but in the same way decapitation will cure a headache.
Anyway back to the problem of splitting the userbase up among servers. It means you could easily find yourselve on server with a total population of perhaps 10.000. Substract the people who already given up or for whom the character is an alt while they are playing most of the time on another server and you soon realize that the real population on a server is at best a few thousand.
Guild Wars does something similar and like WoW splits the users among continents but does allow you to vist an international hub where everyone from all the continents can meet (usually a pretty empty place). WoW of course does not allow european users to play with american users. Neither does it give european customers a free trial but europeans are used to being screwed.
But the small populations are not just a distortion, they make the games far more vulnerable when a group decides to leave. It can easily mean that a small guild leaving suddenly pulls the rug out under the player run economy. On the SWG I played there was one crafter player who made good stuff for an good price. She (not sure if she was a real female but I always judge people by their avatar unless their behaviour is a complete mismatch) was also easy to sell to offering an okay price with no hassle and not always demanding you rattle of every stat.
For many of us she was the supplier of food buffs and later also armour. Then she left and I was for the first time forced to start looking for my essential supplies. God what a mess that was. Still is.
Same with other proffesions, we had 1 image designer. If he was on holiday or something that service was removed.
If SWG had been one big universe with the game enforcing users to spread out across the planets I think it would have been a far greater success. To many new players on free trials choose the recommended least loaded server and found themselves in ghost towns.
An MMO is hardly massive when you got a max of a few hundred people online at the same time.
The revenue per player may be intresting for your bank, it is the number of people online with you that matters to users. WoW showed us that people who believed the market had topped out were very very wrong. Now remains to be seen wether WoW itself has topped out the market or that another MMORPG game with a different approach might rival its success or even leave it behind.
I still think there is room for a complex deep MMORPG that SWG tried to be. It will be extremely difficult but the simple fact is that people are still hanging on to the complex MMO's even with the lure of WoW. Successfull as WoW is it is not everybody's cup of thee. To much fixatio
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.
What matters is how many people you can interact with at one time. It doesn't matter if the game has 1 million players if I can't see an army of 500,000 taking on another army of 500,000 at one time. The important limit if how many I can see and interact with at once.
For subscription games, the number of people paying for a subscription is a good number. Even if someone hasn't played in months, if they still have an active subscription, that says something. Example: I quit City of Heroes and cancelled my subscription immediately. It's not that it was a bad game, it's just that I knew that I was done with it when I stopped.
On the other hand, when I quit Everquest, I let my account stay active for about 6 months just because I thought I might want to go back. I was attached enough to the game that I was willing to keep paying for it even though I wasn't actively playing. Quite a lot of people do this, and I think those numbers are important. Important enough to not throw them out, anyway. And the fact that those accounts are still generating money for the company is no small thing either.
Non-subscription games are a totally different ballgame. "Registered accounts" isn't a useful number, unless you're trying to track how many people have tried the game. For non-subscription games, I think you need to look at how many people have played in the last 30 days, or maybe how many have logged in multiple times in the last 30 days. That gets you a fairly good number of how many people are playing the game, even if it's just to try it, and it also avoids ridiculous statements like Internet Pong has 400 million users!
My script don't crash! She crashes, you crashed her!
I'd like to take a moment to remind everyone that numbers are not always best. You can play the most crowded, popular MMO, but it you may find your quality of play degrading as more people arrive. It all comes down to game design and the quality of the environment you play in when determining game quality. I've had some of my best gaming fun on small MUDs with a userbase of only 200-500 or so. That's largely because the environment was well crafted, the players were of good quality, and so were the admins. I've also had a good bit of fun on underpopulated servers on World of Warcraft, a notoriously crowded MMO.
So while I'm definitely not answering the question posed by this thread, please consider the above when comparing your MMO's to one another.
Currently our max concurrent users is around 4300, and our estimate is that about 60,000 unique players log in 30 days time. So that's very much in the same ballpark as Second Life, with 4500 peak and 50,000 in the last 30 days as their estimates. I'd tend to believe those numbers. We don't have analysis on how many have been on in the last 90 days for comparison to that figure - might be worth us looking into.
I agree with the person that commented that subscription based games & free games need to be counted differently. We've actually had nearly half a million email addresses registered and millions of characters created in the last 9 years - it's easy for people to try out a free game for 5 minutes and then never come back, something you don't see in the subscription based games.
I also agree with the comment that having "shards" is, in many ways, not as desirable as having a single massive world the way that Second Life does (and Furcadia also). Both being user-created content worlds, I think they follow Bob Metcalf's law of networks - the "value" increases as the square of the number of nodes (or in this case, users). It is interesting too that in Korea, the subscription model has already largely given way to games that are free to play, but have optional things to pay for. Might become the dominant model in the US in a few years?
Note to Zonk - when's there going to be a Slashdot article about Furcadia? There's been a bajillion about Second Life already. Not that they don't deserve a lot of news coverage, but I'd like to get a smidgen too someday! Furcadia's been a user created content world where people own the copyright to their own creations since 1996, it was made by 2 people on a $50,000 budget, the programmer (me) met his fiancee' in the game (she's now our producer too), our 10th anniversary is coming up, our scripting language is cool... Do I have to hire a PR guy to send out press releases? We could use a good slashdotting someday, followed by lots of people posting here why they didn't like the game. :)
Furcadia - A free online game with user created content, DragonSpeak scripting, & more.
Like most statistics, the numbers can mean what you want them to.
For a number of months (?) 2nd life was offering free lifetime memberships. Of course I signed up. It was Free (as in beer)!
I haven't logged on for probably a year, does that mean I'm still counted as a 'subscriber'?
-Styopa
Obviously, the number you pick depends upon what you are looking to measure. For subscription games from the company's perspective, the only number that matters is the number of paying customers. This is clearly a good measure of how well they are doing. For a non-subscription game like Second Life, they really need to look at how much the average player gives to the company per month, and how many registered players there are. So, Second Life might have 100,000 'registered' users, but if 90% of them never log in, and 97% of them have never spent a cent on the game, they will be making an average of (random number) 50 cents per registered user. Obviously, this is pittance.
From the gamer side, the number that matters is the number of people that can be online at once, and how steady those numbers are throughout the day. A game like EVE ranks very high in this regard. They have 22,000 players at peak hours and due to their international market maintain a very high average because the game is well covered from both the US and Europe (less so from Asia though). WoW on the other hand does not score as high as it splits its mass of users up into separate shards and has separate servers from different time zones. This results in a smaller online user base per shard and sharp dips and peaks in user numbers.
Current users online is a pretty important number IMO. The fewer shards you have, the greater ability you have to tell a divergent story line.
This was shown pretty clearly in Asheron's Call. Asheron's Call was the first MMORPG to really make it a goal to tell a story. I recall early on years back when during one month's events players were tasked with retrieving a certain item in a PvP area. On all the shard's but one, the players quickly retrieved the item clearing the way for the next month's events. On one shard though, a group of players defended the area and prevented fellow players from retrieving that item. In effect, they created a divergent story. On all the other shard's the story moved forward according to the developer's plans. On one server though, the story diverged in a different direction. So what happened? Exactly what you would expect to happen. Not wanting to maintain multiple different stories at the same time, the development team congratulated the players who had defended the item, but told them that they lost anyways. The story moved forward the same on all servers.
A single server offers a greater deal of freedom in terms of shaping the story. The developers are not bound to keep dozens of different copies of the same story. Nor do they have to worry about divergent stories. I think that this contributes strongly to how WoW has been extremely ineffective at creating a dynamic world changing stories for its players. World changing events are extremely hard to deal with when you have multiple servers.
The downside to a single server game is that it places a MUCH greater stress on expansion, especially if the game does well. In the case of WoW, it means that they would have had to of built their world with at least half of a million players in mind, and then rapidly expand it as their player numbers grew. Further, they would not have been able to expand contact only upwards. They would need to expand not only high end content to deal with the ever increasing number of players achieving higher levels, but also expand lower end content to deal with over crowding as the number of n00bs continues to expand. Dealing with such expansion pressures would require either a complete rethinking in MMORPG design such that a greater emphasis is put on world expansion and design, or innovative new strategies in game play design. EVE for example opted for innovative gameplay. EVE is very sparse in traditional content and instead opts for a sandbox approach where players generate much of the content.
Personally, I want to see MMORPG shoot for single shards. The technical and content challenges that this will create will drive innovative MMORPG design.
That's a pretty good reply, provided they clean the userbase occasionally.
I run my own online game. It's not as big as any mentioned in the article, but the numbers mean something to me:
It would probably be very interesting to run more statistics, but I don't. I can generate a bit of data from what I have, for example I can say that about 6000 accounts or almost half of them were made in 2005, so the game is getting much more publicity than before.
The point I'm trying to make is: Numbers mean nothing. You have to look behind them and find what they mean. I could say I have 13000 registered users (actually I don't, because I clean out inactive accounts) or I could say I have 1500 active players. It depends on whether I want to appear big or have a more honest number. I could also say I have 950 active players (the number logged in yesterday) if I wanted to appear smaller.
(*) Note: "Concurrent users" doesn't have a meaning for my game because it's a web-based game, not a MMORPG and you don't interact real-time anyways. That's another point: In some MMORPGs, you don't have to be online to be able to be interacted with. Your shop in Second Life or some other games may still be open, you can travel or go about automated tasks in other games. It all depends on what the game is.
Assorted stuff I do sometimes: Lemuria.org
No, you're not still counted as a subscriber.
Facts, please.
-Eric
SJW: Someone who has run out of real oppression, and has to fake it.
I think this has to be linked. http://mmogchart.com/ A study on the MMOG subscription numbers declared by the publishers.
1. Your Furry game is to much of a niche product.
2. The Furry sub-culture turns many people off.
3. Maybe you do need some PR people.
4. Your website needs screenshots of the game.
That is all.
If you ignore the other uses of a tool, does that make the tool less useful, or you less useful?
It is hard to guage the real interest based on "subscribed players" for those games that have no monthly fee.
I have Guild Wars. I haven't played it in months. I can log in whenever I want, though. I am sure I am counted as an active user.
To me, a casual gamer isn't someone that logs in to that game once a month. They log into it at least once a week, and probably 2-3 times a week. Hard core gamers are the ones in it every available waking hour they can.
The Second Life numbers are a joke, because there are too many free accounts, and folks have inactive accounts that blow up the numbers.
Also, you have things like "Sony's Station Pass" that gives you access to ALL of their games. I played EQ for 5 years. I played EQ2 for 3 months. My accounts for both are inactive, but they recently offered a free 21 day "Pass" to entice people back to their games. A few of my friends did it. I am sure they will use that for their "subscribed" numbers for all games.
I'd like to see numbers based on "# of active accounts that log in at least twice in the last month" to guage real player interest. My wife's WoW account hasn't been logged in (other than to do the patches) in 4 months. Even that would qualify her for being active under those rules, but she hasn't played.
That is probably why SirBruce stopped updating his chart. It was too hard to get decent numbers from gaming companies. They all lie, so their stockholders buy it.
I am sure Turbine was giving bloated numbers right up until the day they shut down AC2.
You have to put the numbers in context A game can have a fairly large number of active users, however the game can still feel like a deserted wasteland uo, wow were great games, in my opinion, because at least one of the cities was usually populated by a lot of players and also because travelling was short eq2, swg are the opposite, travel is difficult, and boring as hell, and most zones are undifferentiated and have 4 or 5 people in them
Perhaps, some rolling stat of population density would be more appropriate? Maybe a max / average / min per space-that-one-can-"travel" in one hour. That would give you an idea if you are overrun with others in a hunting area (bad) or overrun with others in the city (good). The rest of the numbers in the OP are more important to the lifespan of the game (e.g. Asheron's Call 2) or the company's viability. Ther the basic user we sometimes want interactions (to buy and sell) and sometimes want low to know interactions (while campainging).
Density would also help with EOL or SL problems of lots of people but a HUGE world.