There’s been a great deal of talk over the last year of
free-to-play and subscription models for online games. With a harrumph
and heads nodding in agreement, every pundit is saying that the
subscription-based MMOG is dead; gone forever. Even thinking of putting
out a new game that is subscription based will only lead to disaster of
Biblical proportions! All this talk is utter crap, and I’m
here to tell you why. Subscription based gaming will continue to
survive and live for a long time, baby.
There are a number of reasons why all this talk of the death of
subscription based gaming is premature, but we’ll look at the
main factors. Some of these factors may impact the others, and the
common denominator is money, which leads us to…
MONEY
Money is the single most important factor in online gaming. Game
companies need to make money to survive, despite many trollish
fantasies otherwise. Game companies spend a great deal of money to
create a game and get it to market. Most MMOGs take at least 2 years of
development and cost tens of millions of dollars. Sure, they recoup
some of that money when they sell the box set, but they’re
still in the hole.
The subscription fee fills that hole and then some, if the game is
successful. Getting 1 million people willing to pay you $14.95 a month
looks a lot better than getting 5 million people playing for free and
hoping they buy some stuff out of your cash shop. To this end, every
game company pants with hopeful longing towards
World of Warcraft
and
its 12 million subscribers. Let’s assume for the sake of
argument that every single subscriber is taking the least expensive
option of $12.95 per month for a six month bloc of time. That boils
down to a total of $155,400,000 per month! Aha, skeptics cry!
You forgot about maintenance, support, and all other operating costs
for all those players! Well, Blizzard released in 2008 their total
costs for operating WoW for five years; the total cost for that time
was $200 million dollars, which boils down to $40 million a year.
Let’s say that
WoW
was limping along with only a measly 6
million subscribers during that time using the $12.95 a month option
– this boils down to $77,700,000 per month. No wonder they
call it
WoW;
you’ve already made $37 million profit for the
year on your
first
month! (I have heard tales that the floors at
Blizzard are all imported Greek marble and the commodes are made of
pure gold!) Granted, there’s only one
WoW,
but these leads us
to…

World
of Warcraft = license to print money
CONSISTENTCY
Subscription fees are the most reliable index of the success or failure
of a game. Online games are a business and businesses abhor change.
They do not want, they need, to have all the possible variables for the
past, present, and future mapped out in order to shape their own
business strategy. The number of people willing to pay to play your
game shows how healthy your game is. Every game can get a rush of
people if it’s free, but a game has to have some merit if you
want people to pay for it. If the number of subscribers continues to
fall every month, the game company knows that they need to fix
something asap. Recent examples such as
Age of Conan
and
Warhammer
Online come to mind. They
both started pretty hot at launch, but as
time went by, the subscriber numbers continued to dwindle until most
players left.
Businesses require a steady flow of income to be successful, and
subscriptions fill that need. Contrary to popular opinion, an MMOG
doesn’t need to have millions of subscribers to be
profitable.
Fallen Earth
is a good example. Lee Hammock, ex-Lead
Designer for
Fallen Earth
stated that 50,000 subscribers
would make the
game profitable, and that 100,000 subscribers would make the game
extremely profitable.
EVE Online
is another good example. With roughly
350,000 subscribers, the game is profitable and new expansions continue
to be made. There is definitely a scale for what it takes to make a
game profitable.
Fallen Earth
and
EVE
Online are niche games;
I’m pretty sure that
World of Warcraft
needs more than 50k
subscribers to make a profit.

Fallen
Earth disproves the lie that you need millions of subs to make a profit
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