Ekim's Gamer View: Putting
a Price on MMORPG Players
Michel
"Ekim" Veilleux
2003-04-19
How many players does an MMORPG need to be profitable?
If the rumors flying around about Earth & Beyond shutting
down in July are true, it seems that 30,000 paying customers
on a monthly basis isn’t enough. So what’s the magic
number? And how do these 30,000 players feel about the possibility
of losing their game eventually?
Player’s worth
Unlike any single-player RPG, the MMORPG community is pretty
scared whenever the words “shutting down” are uttered
by the publisher. Think about it. You’ve invested dozens,
if not hundreds of hours in a game and someone comes up to you
one day and says: “Buddy, you’re losing your character
in two months.” That has to be difficult to swallow. It’s
as if someone said that starting in July no one could ever play
Morrowind again…. The fact that you’ve invested
so many hours in it wouldn’t make a difference. And no
plea to the publisher would change a thing
Publishers put a value on each gamer. That value
is the price they pay to play the game. In terms of single-player
games, that value is the exact price of the box. A single player
will never be worth more than that price, and perhaps that of
an eventual expansion. In the case of MMORPGs, it’s quite
more complicated. A single player is worth the price of the
box, plus the monthly fee he will be charged to gain access
to the game. Usually it’s around $10.00 USD, more or less.
30,000 players paying an average of $10 a month makes for a
lot of money. But not enough.
So, how many players does an MMORPG publisher
needs to think that it’s worth extending the life of a
game? That’s got to be tricky… With some MMORPGs
out there averaging over 500,000 subscribed players at any given
time, you have to wonder where this lowly 30,000 ranks in, and
it must be far down the list. So, in this regard, if any one
of us were in EA’s shoes, would we allow the game to continue
breathing, allowing the few players that are still loyal to
happily go about their daily virtual lives? Do you risk losing
money to keep them happy?
Take a number
The fact of the matter is that players’ feelings don’t
factor at all in these equations, and that is the very heart
of the problem with new MMORPGs. As players, it so happens that
sometimes we like games that no one else like. We become part
of a marginal group of people. When that game is single-player,
I guess we have to be happy playing that game knowing that there
will probably never be any follow-up, or any expansion to it,
and maybe even minimal support for it. It’s too bad, but
we can still play the game. The MMORPG circus is much more heart-breaking
than that. If you love a game that no one else seems to enjoy
for whatever reason, you’re stuck. Any time investment
you might consider with such a game is in danger. And if the
game disappears you’ll be left with nothing but memories
and a few screen captures.
Considering the amount of pride that sometimes
goes into building up a single character in an MMORPG, the disappearance
of any one title is dramatic and filled with consequences. It
would be frustrating for the players, and rightly so. But the
publishers don’t care about that. They can’t actually.
Business is business, and there are no friends in business,
regardless of what some companies out there might try to make
us think. We are not people, we are money, we are simple digits.
Can we hope for a day when all publishers will
truly care about their players and give a second chance to the
games that they put on the shelves? I doubt it. Each new MMORPG,
apart from a very few specific exceptions, is doomed to be extinct
in a matter of months, especially in the coming years when so
many publishers are trying to milk the cow. And the sad part
is that milking this cow renders some players’ efforts
totally pointless. I’m sure that there are people avoiding
some of the titles out there simply because they fear that it
won’t survive long enough to make it worthwhile. Most
experienced players of MMORPGS will start a new game expecting
to have to invest quite a lot of time into it. So why would
they even take a chance on a game that might shut down sooner
than later?
What this will create is a status quo in the
general player community. Casual players will probably wait
a few months, if not a year to see if a game is popular enough
before getting into it. But then what happens if no one ever
shows up? What happens if everyone always decides to wait on
every new title? I guess then the genre crashes and burns…
Survival of the fittest
Why do the “old” titles (EverQuest and DAoC to name
a couple) still fare so well while their new (and supposedly
improved) counterparts fail so miserably? Because they’ve
been there for a while, and because they already have large
player-bases, and because of that they won’t shut down
any time soon. Even today there are new players flocking to
these games, and their player-base is continually renewed, while
newer games are hard pressed to attract more than a few thousand
players.
So, what’s the magic number? I don’t
think any publisher would consider their MMORPG successful unless
they have at least 100,000 subscribers. Anything below that
and the game is doomed to disappear within a year of its release.
I think this year we’ll see the playing field being leveled,
and many titles will bite the dust, proving my point. Up until
now even the “unsuccessful” titles had a chance
because there were still only a few of them. But this year the
MMORPG scenery will start changing drastically.
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