[QUOTE="jhalter1"][QUOTE="Ravenshout"] It is because MMOs generally make more money than your one-time-purchase single-player games. None of Bioware games has ever reached 10 million sales.
While The Old Republic has only 1.3 millions subscribers, such a number is huge if they are able to retain it for a year or two.
Remember, the key phrase is this: Monthly subscription.
Mazoch
This is something I've been wondering for a long time. MMO's can't be THAT profitable. Think about it. With an MMO you have to first, develop the game, then sell it and continually provide updates to keep everybody interested. On top of those two things, you have to maintain the servers and employees in order to keep everything running smooth. does anyone know anything about this? I think I'm going to google it.The flip side is that if the game is subscription driven, $15 a month means that the player spends $180 a year on that game. That the equivilent of three full cost titles every year (in addition to the initial cost of the game and any additional expansions).
To expand a bit on this. When a publisher sells a retail game through GameStop or online through STEAM, the game will normally sell for $60. However the retailer takes ~25% of that money so suddenly the publisher gets more like $45 pr. game. (If it?s a console title, remove another $10-12 to the console company).
Revenues collected from subscribers or through micro transactions go 100% to the publisher running the game.
For example; imagine you release a 'normal' game and sell 1.000.000 copies on the PC @ $60. That means that you'd get approx 40 million in revenue. On the console it would be more like 30 million. Hopefully that should be enough to cover the cost of developing the game.
Now imagine an MMO that sells 1.000.000 copies. It would also earn 40 million in initial revenues. However imagine if just 200.000 of those people subscriber to the game. The first year, the subscription revenues would equal 36.000.000. The second year the revenues would be 72 million, then 108 million after three years. And remember that 200k is not that big a subscription number for an MMO. Now take those numbers again and consider how much you?d make with a million subscribers. In five years you could make revenues of almost a billion dollars.
So sure, you need to pay for servers and a small dev team to continue development and maintenance on the MMO, but it?s not that much compared to the cost of a full scale game development team, and the revenues more than make up for it.
There's are obviously not real world numbers as lots of other factors would play in. It does hoever illustrate why MMO's are so tempting for game developers.
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