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The Pub at MMORPG.COM  » What is the obsession with getting an actual sub number?

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73 posts found
  lizardbones

Elite Member

Joined: 6/11/08
Posts: 6670

 
8/19/12 6:09:30 PM#1

I asked this in another thread about a particular game, but I think it applies to many games.

Specifically, what is the obsession with getting an actual sub number, when it's impossible to get an actual sub number? There are a couple primary methods used.

  • Count The Servers - this involves assuming a certain number of players per server, with no actual knowledge of how many players are on the servers. All of the systems or methods used to calculate players are systems provided by the developer, and none of them are confirmed to work in any particular way.
  • Use XFire Numbers (1) - Calculate sub numbers based on the number of XFire players or played hours at any given time, with an assumed ratio between the number of XFire players or player hours and the number of subscribers.
  • Use XFire Numbers (2) - Use another game's sub numbers with another game's number of XFire players or played hours at any given time, then assume a ratio or relation between that other game's numbers the target game's numbers. From there, calculate a subscription number.
  • null


I'm sure there are other methods, but these seem to be the most common. Regardless of the method used, there's always an assumption made and always guesswork done. There's little effort to see if the assumptions work at two points in time, much less over a range of times, and it seems like the assumptions are constantly changing.

When developers release their subscription numbers, this is used to confirm that the assumptions at that point in time are correct, and at the same time the subscription numbers are called into question.

So what gives? Is it really that important to have an actual subscription number? How can the numbers the developers release be correct enough to confirm speculation, but not believable? Why do people go the so many mathematical gymnastics just to make a guess?

Join the League For Gamers.

  StonesDK

Elite Member

Joined: 8/06/11
Posts: 1623

8/19/12 6:39:10 PM#2

People just want to see the object of their hatred fail. Preferably in a pie chart form

That's where the obsession comes from

  laokoko

Advanced Member

Joined: 9/14/09
Posts: 1594

8/19/12 6:43:33 PM#3

It's not impossible if the developers actually release sub number.

And if you are a public trading company, most likely you have to tell your stock holder.  And in that case it is no longer a secret.

  dave6660

Hard Core Member

Joined: 9/26/08
Posts: 1875

8/19/12 6:51:01 PM#4
Originally posted by Starpower

People just want to see the object of their hatred fail. Preferably in a pie chart form

That's where the obsession comes from

It's used just as often for bragging rights as for haters.

"How should I know if it works? That's what beta testers are for. I only coded it."
-- Linus Torvalds

  Tierless

Elite Member

Joined: 7/01/08
Posts: 1587

Ignorance fears, Intelligence questions

8/19/12 6:55:28 PM#5

Simple, its enjoyable to literally watch tortanic sink before our eyes.

mmorpg.com/blogs/Xobdnas

  jackie28

Novice Member

Joined: 6/04/09
Posts: 93

8/19/12 7:57:22 PM#6
Gold sellers want to know too, so they can decide where to put their resources.  If no one is selling gold in your game, its usually a good sign its dead.
  maplestone

Elite Member

Joined: 12/10/08
Posts: 2152

8/19/12 8:04:25 PM#7
Originally posted by lizardbones

Is it really that important to have an actual subscription number?
 

All the world turns on numbers.

MMOs are long-term commitment for me, not just a day-to-day visit.  Business models do influence whether or not I play a game.  So the viability of a game and the stability of its business model *is* a factor in what I choose to play.

Aside from this, as an armchari observer of the industry, I am deeply curious in what is and isn't viable and what models are going to be copied/avoided down the road.  To understand this, I need accurate numbers.

Whether my "team" is currently winning or losing the publisher-vs-publisher battle is far down my list of interests.

  ZombieKen

Advanced Member

Joined: 3/30/10
Posts: 4009

8/19/12 8:12:41 PM#8

It's like being a fan of a sports team.  If you like them, you want them to win.

 

Free 2 Play goofed this up a bit.  Rumors (facts?) were at one point that Maplestory was the #1 most played MMORPG in the world.  That sort of blows the whole, "I'm cool and my game is winning" mentality when it's actually getting stomped by something so "cute".

  User Deleted
8/19/12 8:17:25 PM#9
Originally posted by Xobdnas

Simple, its enjoyable to literally watch tortanic sink before our eyes.

 

Only to children who think "watching the world burn" is cool.  Not to human beings with souls.

  jackie28

Novice Member

Joined: 6/04/09
Posts: 93

8/19/12 8:25:33 PM#10
F2P also enables individual users to create unlimited numbers of accounts for whatever purpose; its a mistake to count those as subs as well.
  Loktofeit

Elite Member

Joined: 1/13/10
Posts: 8681

EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :)

8/19/12 8:51:41 PM#11
Originally posted by lizardbones

I asked this in another thread about a particular game, but I think it applies to many games.

Specifically, what is the obsession with getting an actual sub number, when it's impossible to get an actual sub number? There are a couple primary methods used.

 

  • Count The Servers - this involves assuming a certain number of players per server, with no actual knowledge of how many players are on the servers. All of the systems or methods used to calculate players are systems provided by the developer, and none of them are confirmed to work in any particular way.
  • Use XFire Numbers (1) - Calculate sub numbers based on the number of XFire players or played hours at any given time, with an assumed ratio between the number of XFire players or player hours and the number of subscribers.
  • Use XFire Numbers (2) - Use another game's sub numbers with another game's number of XFire players or played hours at any given time, then assume a ratio or relation between that other game's numbers the target game's numbers. From there, calculate a subscription number.
  • null


I'm sure there are other methods, but these seem to be the most common. Regardless of the method used, there's always an assumption made and always guesswork done. There's little effort to see if the assumptions work at two points in time, much less over a range of times, and it seems like the assumptions are constantly changing.

When developers release their subscription numbers, this is used to confirm that the assumptions at that point in time are correct, and at the same time the subscription numbers are called into question.

So what gives? Is it really that important to have an actual subscription number? How can the numbers the developers release be correct enough to confirm speculation, but not believable? Why do people go the so many mathematical gymnastics just to make a guess?

 

Some people want affirmation that what are doing is popular or right. Some people feel the need to justify that what they are doing is popular or right. Others need to tear things down or, to a certain degree, prove to others the grapes were sour.

None of this has anything to do with the quality or enjoyment of the actual game, btw.

filmoret: One thing I have never figured out is why the game devs hardly ever fix simple problems that arise. It is like they don't care about the pvp community.

Nitth: What makes you so sure its a simple fix?

filmoret: Because most of them are. Sometimes its just changing a number in a code string other times its creating a few variables. However none of them should take over a few hours of coding.

  User Deleted
8/19/12 9:06:56 PM#12

*Count server numbers - fail

*Use XFire numbers - less than 1/2 of all game subs use it - fail

Only reason would be they have an unhealthy obsession with perfection which they cant do anything about with those numbers, and it drives them crazy because its a problem they cant solve. so its a nerds 'i can come closer to nerdiness than you...' 'no you cant....' contest. just a weird inbred thing, step away n let them be.....

  Kraylor

Novice Member

Joined: 2/05/12
Posts: 92

8/19/12 9:12:03 PM#13
Originally posted by Psychow
Originally posted by Xobdnas

Simple, its enjoyable to literally watch tortanic sink before our eyes.

 

Only to children who think "watching the world burn" is cool.  Not to human beings with souls.

 

While enjoying seeing a MMO fall so hard like ToR did is a little much, I do hope that this will be a good thing for sandbox gamers.  If WoW and ToR were both massively successful, it would mean even more importance would be placed on continuing down that path for AAA developers. 

Waiting on: The Repopulation

  lizardbones

Elite Member

Joined: 6/11/08
Posts: 6670

 
8/19/12 9:18:41 PM#14


Originally posted by Xobdnas
Simple, its enjoyable to literally watch tortanic sink before our eyes.


That's as may be, but it still doesn't make sense to put all that effort into trying to determine the subscription numbers. There are things about SWToR and EA that are far more definitive than the subscription numbers being guessed at on these forums to declare SWToR a failure and to declare EA some sort of evil lunatic of a company.

If an investment firm is going to devalue EA's stock, they aren't going to guesstimate a subscription number, and then devalue their stock. They're going to use something that can be verified and repeated outside of an actual subscription number. Or, they're going to use EA's subscription numbers, as actually happened.

So, I totally get watching a train wreck is fascinating, and I can even understand trying to get vindication for predicting the failure of something. I don't get the apparent need to get a subscription number that doesn't come from the developer.

Join the League For Gamers.

  lizardbones

Elite Member

Joined: 6/11/08
Posts: 6670

 
8/19/12 9:23:20 PM#15


Originally posted by maplestone

Originally posted by lizardbones Is it really that important to have an actual subscription number?  
All the world turns on numbers.

MMOs are long-term commitment for me, not just a day-to-day visit.  Business models do influence whether or not I play a game.  So the viability of a game and the stability of its business model *is* a factor in what I choose to play.

Aside from this, as an armchari observer of the industry, I am deeply curious in what is and isn't viable and what models are going to be copied/avoided down the road.  To understand this, I need accurate numbers.

Whether my "team" is currently winning or losing the publisher-vs-publisher battle is far down my list of interests.




So how would you get those accurate numbers? Does getting those accurate numbers depend on a set of assumptions that changes from week to week depending on how another game is doing, or how many people are using the tool that's give some information or does it depend on a gut feeling? Do you use the numbers delivered by the developer themselves? Wouldn't you need additional information beyond the subscription numbers to get a handle on the stability of the game such as the game company's income, since the game's stability depends on the stability of the developer themselves?

Join the League For Gamers.

  maplestone

Elite Member

Joined: 12/10/08
Posts: 2152

8/19/12 9:30:43 PM#16
Originally posted by lizardbones

So how would you get those accurate numbers?

For the most part, I don't.  I just dream about having accurate numbers.

  lizardbones

Elite Member

Joined: 6/11/08
Posts: 6670

 
8/19/12 9:33:53 PM#17

[quote]Originally posted by Loktofeit
[b][/quote]Some people want affirmation that what are doing is popular or right. Some people feel the need to justify that what they are doing is popular or right. Others need to tear things down or, to a certain degree, prove to others the grapes were sour.

None of this has anything to do with the quality or enjoyment of the actual game, btw.[/b][/quote]

It seems like there would be better ways to do this than guess at subscription numbers that can't be verified or consistently tracked without the developer's help. It is good to have a number saying you're right. It seems that way in a corporate environment anyway. If you could boil all reports down to a single number in the middle of the page, and that number was "100" for winning and "0" for losing and that was it, you'd have a perfect report.

It seems like an impossible task for most games to get an actual subscription number. Nobody is going to come up with numbers that are agreed upon as the correct number here.

Join the League For Gamers.

  lizardbones

Elite Member

Joined: 6/11/08
Posts: 6670

 
8/19/12 9:35:25 PM#18


Originally posted by maplestone

Originally posted by lizardbones So how would you get those accurate numbers?
For the most part, I don't.  I just dream about having accurate numbers.



Ah. Well, I think that actually makes sense. If part of the definition of something is, "Cannot Be Determined", it doesn't usually make sense to try and determine what it is.

Join the League For Gamers.

  lizardbones

Elite Member

Joined: 6/11/08
Posts: 6670

 
8/19/12 9:36:29 PM#19

Apologies for the multiple posts. I didn't want to try and craft some huge multi-post monster with quotes from different people. It's hard enough getting this editor to not bork posts with one quote and some text formatting.

Join the League For Gamers.

  User Deleted
8/19/12 9:38:34 PM#20
Originally posted by Kraylor
Originally posted by Psychow
Originally posted by Xobdnas

Simple, its enjoyable to literally watch tortanic sink before our eyes.

 

Only to children who think "watching the world burn" is cool.  Not to human beings with souls.

 

While enjoying seeing a MMO fall so hard like ToR did is a little much, I do hope that this will be a good thing for sandbox gamers.  If WoW and ToR were both massively successful, it would mean even more importance would be placed on continuing down that path for AAA developers. 

 

Perhaps. But I'm not a believer in the "hey guys, lets go with Plan B: Sanbox this time" I'm more inclined to believe the big players will instead say Risk > Potential Reward and leave the market and we will be stuck with crap games with no funding. Maybe that's what some people want, but not me.

 

I'd prefer the entire genre thrive and grow and Sandbox games be created in order to compete instead of replace Themeparks.

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