Originally posted by AlBQuirky Kind of. I'm not sure what you're trying to "prove", but again $280 mil the first 2 years (Donkey Kong) vs $139 in one year (SWTOR). How much did SWTOR make in its first 2 years? How much has SWTOR made over 12 years, like the number for Defender?You do per year math, but use decades of data vs 1 year of data. Did SWTOR make 138 mil EVERY year it's been out? What is it's average? You compare "average" of an industry with 1 year of one game and think it represents... what? You think is a fair comparison? Just curious...
Someone made a comment about classic arcade game revenue probably being worse than SWTOR, so with literally 20 seconds of google and a few minutes posting the data I made a post about how several classic arcade games have generated more revenue than SWTOR. That's it. That's why we don't have more data points for SWTOR (I imagine at least one more year worth of data might be out there on the internet somewhere.)We don't need 12 years of SWTOR data. We know Defender managed an impressive $83 mil/year over 12 years. We know that consumable entertainment products have huge opening revenue followed by a long tail decline. (I mean, I hope you understand that the number of Harry Potter 1 movies sold last year is miniscule compared with the number of its release year 14 years ago.) So it seems a very safe assumption to say it very probably made more than $138 mil in its first year (and possibly the second.)
Understood. And I knew the "why" of it from the post that brought up the comparison. It just struck me as odd that you, usually a fairly accurate poster with details, presented as you did.
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse. - FARGIN_WAR
Originally posted by Scot Stop giving them ideas, or we will go from P2W/casino MMOs to Pay as you Play. Every minute in game will cost 50p or something. Most gaming companies have abandoned gaming ethos, only cash ethos directs them now. So if you think Pay as you Play would be unthinkable, well that's what we used to think about cash shops.
You would have hated the internet pre-1995 then. ISPs and online gaming were both pay by the hour.
Dial-up was even pay by minute, at least in my country it was.
(dial-up was same cost as local call as setting up a dial-up connection was actually done by calling a local number).
This was precisely the reason I did not have an Internet in home. I purposely did not ask my parents for dial-up modem, because I did not accept such paying method. (+ I knew my parents would not be satisfied will bills either).
First internet connection I got in my home was when I got a very slow DSL connection which we set up and shared with several neighbours. It was relatively expensive and very slow by today's standards, but it was a fixed monthly price. No gouging up, no per minute/hour or microtransaction.
I still have same outlook on this today like I had 20 years ago as a child. I will rather deny myself certain stuff than use it when it is monetized in a way I find unacceptable.
As someone who lived through the early days. Originally you didn't buy the game, you just paid an hourly fee to play the game. Then it transitioned into a monthly fee and then into buy the game and pay a monthly fee. Now it is transitioning into F2P and B2P because sub fee is a deathknell for new games.
It is all about responding to the market though. There are just too many games and too many cheap games for a game to expect people to buy the package and pay a monthly fee now. It just isn't acceptable to the player base.
It is kind of funny because I can remember people complaining about how moving to a monthly fee was going to ruin gaming. Every single time the market changes those who are resistant to change complain about it.
Originally posted by Scot Stop giving them ideas, or we will go from P2W/casino MMOs to Pay as you Play. Every minute in game will cost 50p or something. Most gaming companies have abandoned gaming ethos, only cash ethos directs them now. So if you think Pay as you Play would be unthinkable, well that's what we used to think about cash shops.
You would have hated the internet pre-1995 then. ISPs and online gaming were both pay by the hour.
Thank you, that's three posters who have pointed this out now. I do know this.
What I was getting at is they will bring it back, after all casino gameplay came in about 2 years ago, they have had 2 years to look for other ways to make MMOs go Kerching! ((That's a mechanical cash-till sound from the nineties you know. ))
Comments
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
Dial-up was even pay by minute, at least in my country it was.
(dial-up was same cost as local call as setting up a dial-up connection was actually done by calling a local number).
This was precisely the reason I did not have an Internet in home. I purposely did not ask my parents for dial-up modem, because I did not accept such paying method. (+ I knew my parents would not be satisfied will bills either).
First internet connection I got in my home was when I got a very slow DSL connection which we set up and shared with several neighbours. It was relatively expensive and very slow by today's standards, but it was a fixed monthly price. No gouging up, no per minute/hour or microtransaction.
I still have same outlook on this today like I had 20 years ago as a child. I will rather deny myself certain stuff than use it when it is monetized in a way I find unacceptable.
As someone who lived through the early days. Originally you didn't buy the game, you just paid an hourly fee to play the game. Then it transitioned into a monthly fee and then into buy the game and pay a monthly fee. Now it is transitioning into F2P and B2P because sub fee is a deathknell for new games.
It is all about responding to the market though. There are just too many games and too many cheap games for a game to expect people to buy the package and pay a monthly fee now. It just isn't acceptable to the player base.
It is kind of funny because I can remember people complaining about how moving to a monthly fee was going to ruin gaming. Every single time the market changes those who are resistant to change complain about it.
Thank you, that's three posters who have pointed this out now. I do know this.
What I was getting at is they will bring it back, after all casino gameplay came in about 2 years ago, they have had 2 years to look for other ways to make MMOs go Kerching! ((That's a mechanical cash-till sound from the nineties you know. ))