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6/17/12 5:41:24 PM#301
Regardless of how well it is or isn't doing or where the populations stand, one thing is for sure; TOR didn't even come close to achieving all of what the hype said it would. There's a number of people who were claiming that, whether it succeeded or failed, that TOR would be a "Genre Changer". Some were right on this site. Wonder where those people are now? Where ever they are, I hope that crow they're eating isn't too bitter. In the end, as others and myself predicted, TOR hasn't changed squat. One thing I would have liked to see it change was how completely and ridiculously sucked into hype people let themselves get. Sadly, I don't think that's goin to change either. |
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6/17/12 5:44:17 PM#302
Originally posted by Moaky07 Its nowhere near what you are saying and someday you might actually get it since all posts that thoroughly explain it to you againg and again just get ignored. They NEVER had 1,7m SUBS and they admitted it, 1,3m is padded number, and they admitted that. Its questionable if they ever broke 1m actual subs. What they DID have is 1,7m ACTIVE ACCOUNTS. And 1,3m ACTIVE ACCOUNTS. Originally posted by Atlan99 Subs from what gas been reported in other games is 0,5, so they keep 7,5$. So lets be optimistic and say: 96m + 1m (avg) subs over 4 months= 126m And thas on OPTIMISTIC side of things. |
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6/17/12 5:46:21 PM#303
As silly as those number guessing games are with people pulling random numbers out of nowhere trying to make it sound (and ALWAYS fail at it) as if they would have an actual clue... those numbers sound very unrealistically low even for me as a TOR pessimist. So nah, doubt your guessing is even anywhere close. |
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6/17/12 5:49:50 PM#304
Originally posted by Atlan99Originally posted by Ringbus Heh, I wanted to post a correction, but you beat me to it :-) Also don't forget thought that 40% was sold via Origin, digitally, and owned by EA, both the fact that it was digital and that EA owns Origin means that a larger percentage of the 60 dollar is gained by EA/BW, I wouldn't be surprised if that'd be 50-55 dollar for like 0.8-1m units. Also not to forget that the price in Europe was 70 dollar (euro and pound conversion), which is even 10 dollars more. On top of that you have the digital deluxe editions that were 20 dollars more expensive and the collector's edition boxes that were sold out. All that together also brings up that amount for millions of dollars. |
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6/17/12 6:01:38 PM#305
Originally posted by mikahrOriginally posted by Moaky07 I'm not gonna look up the data and sources, but from what I recall retention loss after the initial first month for a number of AAA MMO's was measured around the 20-30%. From the figures as seen in trend tools like Xfire and Raptr (yeah, yeah, I know, limited value etc), TOR also seemed to fall within that range. So, even while we're all just guessing here, your assumption about the 1 million actual subs max sounds off. |
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6/17/12 6:05:41 PM#306
Originally posted by Moaky07 those have yet to be proven as facts there bub. First all the figures come from the first financial director (who left btw) and then the 1.3 came from the second. No official report has been made, they were all vague attempts at staving off stock holders running, they never released actual figures. Second, EVERYTHING this company is doing with it's personel should send up red flags for everyone. The director of finance left, shortly after that three major devs left, shortly after that they laid off 200 people (of which 245 were working on the actual developement sound gameplay etc.), shortly after that they started talking (putting it out public to check people's reactions) about DLC content they've been holding onto for future content seeing if people would get mad, people got mad so they canned that idea, and now the BW lead director said that "might" get into F2P but the EA Director over everyone says they definitely ARE getting into F2P. ALL of the signs are pointing to one thing, they screwed up, didn't keep enough players now they are looking for better avenues other then the fail model of subscription pricing. (it's fail because other then WoW no one else has really been a slam dunk success story with this model). So really, who is the fool here? Ignoring part of the evidence because you don't like it doesn't mean it's not there and calling everyone crazy because we don't believe the figures presented by EA/BW themselves in an unofficial capacity doesn't mean we are wrong. :) I believe in math and science and facts, some financial director saying it word of mouth instead of a report showing the details does not equal fact, it equals PR. I've had a long history of bad PR with other companies, this one is a company as well nothing new. |
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6/17/12 6:07:01 PM#307
Originally posted by smh_alot I'm not gonna look up the data and sources, but from what I recall retention loss after the initial first month for a number of AAA MMO's was measured around the 20-30%. From the figures as seen in trend tools like Xfire and Raptr (yeah, yeah, I know, limited value etc), TOR also seemed to fall within that range. So, even while we're all just guessing here, your assumption about the 1 million actual subs max sounds off. As they said themselves: subs are funny thing :) |
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6/17/12 6:15:38 PM#308
@itgrowls: for all you say you bring actually little financial sales figures or data into the discussion that contradicts what the other guy is saying. He was talking about revenues, you're talking about people getting fired. You can make of it what you like, but that the revenues or growth (or lack of them) figures haven't met their expectations, still isn't saying anything about the sales and revenues they made. Besides that, when you look at the regular sub retention pattern after a launch of an AAA MMO, and TOR isn't an exception on that negatively or positively, and put that next to the initial sales figures and publisher/developer percentages, you can at least make a rough estimation, instead of wild unproven conjecture based on other indirect events.
Mind you, in the end it's still all speculations, of course, but regarding sales, revenues and sub retention patterns there's actually a lot of info about those available.
Originally posted by mikahrOriginally posted by smh_alot I'm not gonna look up the data and sources, but from what I recall retention loss after the initial first month for a number of AAA MMO's was measured around the 20-30%. From the figures as seen in trend tools like Xfire and Raptr (yeah, yeah, I know, limited value etc), TOR also seemed to fall within that range. So, even while we're all just guessing here, your assumption about the 1 million actual subs max sounds off. Yep, which doesn't dismiss the fact that subs can bring in a lot of money especially in the months after launch when they're usually highest :-) |
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6/17/12 6:55:11 PM#309
Originally posted by Atlan99 Which means EA pays for their own internal staff to perform the same function that eats into the amount they make on each game. You can play these games all day long. In the real world the amount of money a game company sees out of each sale is dramatically lessened by: * Box manufacturing cost * Media duplication * Shipping * Storage of stock * Sales/distribution staff If any of these crazy revenue or profit estimates had any basis in reality there would be a whole lot more game developers sitting in 10 million dollar mansions retired and never having to work again just off of a couple million sales of one of their games.
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MMOarQQ
Novice Member
Joined: 2/20/12
"Against stupidity the very gods themselves contend in vain." |
6/17/12 6:58:16 PM#310
Originally posted by Ringbus
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6/17/12 6:59:07 PM#311
[mod edit] |
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6/17/12 7:02:20 PM#312
Originally posted by smh_alot Yup, but when you start to stretch definition of "subscription" right from the start - its telling. Fact is that they never had 1,7m subs, and fact is that they never reported true number of subs, only active accounts numbers, and we all know that not all active accounts transfer to subs. Originally posted by MMOarQQ I just assume they are kids that havent stepped into real life yet and had to actually earn some money on their own. Or just very unaware and...naive...adults, which is even worse. [mod edit] |
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6/17/12 7:09:19 PM#313
Originally posted by MMOarQQOriginally posted by Ringbus There are some good figures and articles around, that split the revenues up in what a developer gets, what a publisher, what the production cost is, what the retailer gets and so on, don't feel like going hunting for them again now. But suffice to say that when a company is publisher and developer at the same time, they get a considerable part of those sales. Even more so when it's digital sales with low cost/unit, and the distribution network via which the sales are handled belongs to them too. As for the operational cost of maintaining a server park, that has gone down drastically in the past 10-15 years. A good example is ANet, that even without any expansion or subs managed to keep the GW server cluster running for years even when it still had a very large and active playerbase. Of course, there are other costs here, but we're talking about directly related costs here. |
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6/17/12 7:13:46 PM#314
Originally posted by smh_alot Customer support costs "Free" update/patch costs And all indirect costs. It adds up quite fast. BW has whole studio for just SWTOR, they dont develop anything else on the side. It wouldnt be down to 25%, but they dont keep ALL of it in any case, 40-60% is quite reasonable estimate, depending on % of digital sales heavily. SWTOR can be bought for quite a discount for quite a while now, is it also calculated in these "estimations"? They also reported that they had significant number of "fraudalent" keys with notice those will be banned in the future... |
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6/17/12 7:16:03 PM#315
[mod edit] |
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6/17/12 7:16:14 PM#316
Originally posted by mikahrOriginally posted by smh_alot >.> They had 2-2.4m sales. Rough player retention averages in the post-launch months of a number of AAA MMO's are known, TOR didn't really deviate from those as far as could be observed, don't see why a retention/sub figure of 1.4-1.7m after the first month should be considered strange, since it falls well withing the range of retention drop that other AAA MMO's went through after launch. But ok, in the end it's all just speculating, I agree -_- |
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6/17/12 7:26:36 PM#317
Originally posted by kartool just wanted to say understand the difference between public shareholders and majority share holders. Lying to public shareholders is common lyingto majority share holders is not. Most majority shareholders are professional businessman. This will continue to be a common pratice because even tho say Bank Of America lied about Merrill Lynch losing alot of money stocks are increasing which equals out to more than the sec fined them. If you are a majority shareholder you receive reports like this: https://www.box.com/shared/9if6v2hr9h |
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6/17/12 7:26:37 PM#318
Originally posted by smh_alot Because they had a disclimer on 1,7m figure. Why are you going in circles? Facts are: they didnt have 1,7m subs and 1,3m subs when they reported they had, they were just ACTIVE ACCOUNTS, and for all we know they might have never even broken 1m subs. They admitted themselves they use "creative math" with subs, and string of events points at not so good state of the game. |
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6/17/12 7:28:05 PM#319
Don't forget uncle George gets 30% of all SWTOR money.
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6/17/12 7:34:30 PM#320
Originally posted by stratasaurus You are probably not far off but there is one key element you have missed. Ongoing salaries. e.g. 450 people will cost approximately $30 million a year. (not taking into consideration pension, health, bonus's etc.) So in that 6 month period they would need to fork out $15 million. ($2.5 million a month) To cover just the salaries they need around 166k-200k active paying subs.
If you take into account operational costs - rent, facilities, software licenses, servers, IT hardware etc etc Then the numbers are going to jump again.
If this was my business I would probably have the following plan. - 1st - gradually fire or administer ALL non essential staff to other projects. (3/4 at least) - 2nd - Open the game up to other regions if it was cheap enough. Try and get a small spike in sales - 3rd - Offer a $60 12 month sub to try and get another spike in sales - 4th - After both spikes, go to a FTP model. - 5th - After I have tried to generate sales from various models, try and break even or get a few million in front and then shut down asap.
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