Originally posted by evilastro The bottom line is that the only thing that matters is player retention for expansions. We can talk about doom and gloom after the first expansion fails to sell well, until then the game is a success.
Not really. I don't know if GW2 will keep selling or not (maybe it will reach 3 million), but TOR sold this much, as lost a the majority of it's playerbase and was considererd a failure aswell. GW2 may end up following the same path
MMORPGs are long term games. If you can attract a ton of people but failt of keep them for more than a couple months, i see that as a huge flaw of a game.
Also, financial income, speed of updates, and potential future issues that might surfuce, etc. Many factors can contribute to the "failure" of a game. I mean, i don't care for Diablo at all, but despote selling 5x more than GW2, it's called a failure.
But i do agree that teh biggest "test" for this game will come with the expansion and how many buy it. However, the game took 5 years in developement, so i expect teh xpack 1 year, 1/2 years from now. Until them, new mmos come out and reveneu is needed.
There's a very good chance this game will continue to sell, how much god knows but gw1, managed to creep up to 7 million copies sold somehow. despite the game lacking an expansion pack etc for several years. As long the game is seen in retail it probably continue to sell, B2P mmo's somehow seem to grab in that sucker that are interested in mmo's but don't want to pay monthly fee and thx to wow, mmo's aren't some niche genre so most of the gaming public knows about it. Chances are this game will sell for a looooong time. Mayb not be masive amounts but it'll probably continue to sell.
f2p mmo's also have this but they tend to have bad rep, and people questioning the quality due to it being free. Gw franchise is proposed like other retail games so in western markets at least, as long as it has good ratings (critics and players) it's still grab those suckers.
Originally posted by evilastroThe bottom line is that the only thing that matters is player retention for expansions. We can talk about doom and gloom after the first expansion fails to sell well, until then the game is a success.
Not really. I don't know if GW2 will keep selling or not (maybe it will reach 3 million), but TOR sold this much, as lost a the majority of it's playerbase and was considererd a failure aswell. GW2 may end up following the same path
MMORPGs are long term games. If you can attract a ton of people but failt of keep them for more than a couple months, i see that as a huge flaw of a game.
Also, financial income, speed of updates, and potential future issues that might surfuce, etc. Many factors can contribute to the "failure" of a game. I mean, i don't care for Diablo at all, but despote selling 5x more than GW2, it's called a failure.
But i do agree that teh biggest "test" for this game will come with the expansion and how many buy it. However, the game took 5 years in developement, so i expect teh xpack 1 year, 1/2 years from now. Until them, new mmos come out and reveneu is needed.
You're missing some rather key facts in your comparison to SW:TOR.
SW:TOR cost about 2.5x as much to make as GW2...at minimum it was double.
SW:TOR started as a subscription-model game...which requires player retention in order to make their money. It failed to retain players, and therefore was/is a failure as a sub game. As a free to play game, or some sort of hybrid, they may end up making back their money and making a profit.
GW2 was designed from the ground up to be B2P, with additional revenue from the cash shop. The game has already paid for its development with less than a month of box sales, so anything they sell in the gem shop is gravy...and we aren't even a month in. As a B2P game with a cash shop, it is ALREADY a success. The game will likely end up selling 4 million + boxes by the end of the year...and I don't doubt they are doing very brisk business in the gem shop.
Player retention is less important for GW2's profitability, due to the different payment model, but there's plenty of content and things to do to keep players around if they enjoy the game, and I think retention will be better than other recent titles. Expansion sales will be a good indicator of the number of people who feel they got their money's worth with the initial box sale.
well said!The competition is getting bigger and bigger ..better or worse games will come out and every company must think what to do to keep its audience / player's happy!like i said ..so far so good!only time will tell but as far as it concerns me i had years to enjoy a game so much ! i was almost sure that all new mmos will fail me (especially after swtor and tsw) but ..jee i was wrong
You're missing some rather key facts in your comparison to SW:TOR.
SW:TOR cost about 2.5x as much to make as GW2...at minimum it was double.
Could you point my to GW2 developemtn costs? I'm not kidding or being sarcastic, i actually tried to find them, but have no clue. So, can you tell me?
SW:TOR started as a subscription-model game...which requires player retention in order to make their money. It failed to retain players, and therefore was/is a failure as a sub game. As a free to play game, or some sort of hybrid, they may end up making back their money and making a profit.
I actually forogot to meantion Freemium TOR. The thing is, P2P means cash every month for sure, how much is unknown. So the thing is, as F2P, TOR may end up with more people, but how many will sub for more than a month or 2, if at all. There lies the problem of no sub fee. It's unpredictable the amount of reveneu. I'm not saying P2P is peefect at all (look at all the ones going F2P), but many free ones are failing aswell. Heck COX shut down and GW1 was making even less money than it.
GW2 was designed from the ground up to be B2P, with additional revenue from the cash shop. The game has already paid for its development with less than a month of box sales, so anything they sell in the gem shop is gravy...and we aren't even a month in. As a B2P game with a cash shop, it is ALREADY a success. The game will likely end up selling 4 million + boxes by the end of the year...and I don't doubt they are doing very brisk business in the gem shop.
You know, TOR isn't the best example, because, yes the costs where insane. So let me use Warhammer. It sold 1.5 million copies and Mythic literlly called it a huge sucess. So why weren't the boxes for the game alone enough to sustain it? Lack of ongoing money. P2P games are also B2P. The reason mmos have boxes is to gain the development money back (given by NCsoft in this case). Ongoing cash produces future content. And like i said, cash shops are unpredictable. Which is what i'm saying. GW2 CS may make them more or less than a sub, but to know i would have to see reports.
Player retention is less important for GW2's profitability, due to the different payment model, but there's plenty of content and things to do to keep players around if they enjoy the game, and I think retention will be better than other recent titles. Expansion sales will be a good indicator of the number of people who feel they got their money's worth with the initial box sale.
It is really. Without people around, finding groups for events, dungeons, economy and, worst of all, WVW becomes a huge problems.
You may get your oney's worth, which is a personal thing honestly, but you don't stick around in the long run, it means problems.
You're missing some rather key facts in your comparison to SW:TOR.
SW:TOR cost about 2.5x as much to make as GW2...at minimum it was double.
Could you point my to GW2 developemtn costs? I'm not kidding or being sarcastic, i actually tried to find them, but have no clue. So, can you tell?
SW:TOR started as a subscription-model game...which requires player retention in order to make their money. It failed to retain players, and therefore was/is a failure as a sub game. As a free to play game, or some sort of hybrid, they may end up making back their money and making a profit.
I actually forogot to meantion Freemium TOR. The thing is, P2P means cahs every month for sure, how mcuh si unknown. So the thing is, as F2P, TOR may end up with more people, but how many will sub for more than a month ro 2, if at all. There lies the problem of no sub fee. It's unpredictable the amount of reveneu. I'm not saying P2P si peefect at all (look at all the ones going F2P), but many free ones are failing aswell. Heck COX shut down and GW1 was making even less money than it.
GW2 was designed from the ground up to be B2P, with additional revenue from the cash shop. The game has already paid for its development with less than a month of box sales, so anything they sell in the gem shop is gravy...and we aren't even a month in. As a B2P game with a cash shop, it is ALREADY a success. The game will likely end up selling 4 million + boxes by the end of the year...and I don't doubt they are doing very brisk business in the gem shop.
You know, TOR isn't the best example, because, yes the costs where insane. So let me use Warhammer. It sold 1.5 million copis and Mythic literlly called it a huge sucess. So why weren't teh boxes for the game alone enough to sustain it? Lack of ongoing money. P2P games are also B2P. The reason mmos have boxes is to gain the development money back (given by NCsoft). Ongoing cash produces future content. And like i said, cash shops are unpredictable. Which is what i'm saying. GW2 CS may make them more or less than a sub, but to know i would have to see reports.
Player retention is less important for GW2's profitability, due to the different payment model, but there's plenty of content and things to do to keep players around if they enjoy the game, and I think retention will be better than other recent titles. Expansion sales will be a good indicator of the number of people who feel they got their money's worth with the initial box sale.
It isn't really. Without people around, finding groups for events, dungeons, economy and, worst of all, WVW becomes a huge problems. T
Not really, the games b2p which provides a higher minium level than p2p mmo's. You tend to get a reasonably amount of players that usually continue the play regardless, some leave some join but they usually a fair amount around. Unlike p2p there's peoples incentive to hang around long after they done or even bored with the game is much higher. At worse case scenario people use it as a 3d chatroom and only occasionally did stuff. (gw1 become like this during the lull in gw2 news). WvW doesn't really matter as much with numbers as your implying. The only issues are walls and lords, which become more annoying with less players. But the game isn't really reliant on numbers.
The game type is still playable and I hear people even prefering it with less people in an encounter.
Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.
@MMOWanderer - My understanding was that GW2's costs were just north of 100 million, maybe 120 million. I can't honestly remember where I got that...but it's in my brain and seems fairly realistic.
SW:TOR's costs...not just the massive initial development cost but also their ongoing costs...were really the problem, and one of the big differences between games designed around a subscription compared to games designed around B2P. I'm guessing that ArenaNet has done many things to improve efficiency...whereas I'm guessing SW:TOR's ongoing month-to-month costs were structured around the idea that they would have X amount of money minimum coming in each month.
One good example of this is ArenaNet's server infrastructure and design...it allows for much more flexibility without adding nearly as many additional servers, so I'm guessing their costs will be lower as the population fluctuates.
At this point, cash shops in MMORPGs are very much a known quantity. There's lots of research and data from various types of shops, and I'm sure ArenaNet designed theirs based on hard data about what they could expect. The shops tend to provide more revenue from dedicated players...those who stick around long-term...than a subscription model. Usually it's a fairly small percentage that spend heavily in a cash shop, but those people more than make up for the others who stop playing or just don't ever buy any gems.
Originally posted by evilastro The bottom line is that the only thing that matters is player retention for expansions. We can talk about doom and gloom after the first expansion fails to sell well, until then the game is a success.
Not really. I don't know if GW2 will keep selling or not (maybe it will reach 3 million), but TOR sold this much, as lost a the majority of it's playerbase and was considererd a failure aswell. GW2 may end up following the same path
MMORPGs are long term games. If you can attract a ton of people but failt of keep them for more than a couple months, i see that as a huge flaw of a game.
Also, financial income, speed of updates, and potential future issues that might surfuce, etc. Many factors can contribute to the "failure" of a game. I mean, i don't care for Diablo at all, but despote selling 5x more than GW2, it's called a failure.
But i do agree that teh biggest "test" for this game will come with the expansion and how many buy it. However, the game took 5 years in developement, so i expect teh xpack 1 year, 1/2 years from now. Until them, new mmos come out and reveneu is needed.
There's a very good chance this game will continue to sell, how much god knows but gw1, managed to creep up to 7 million copies sold somehow. despite the game lacking an expansion pack etc for several years. As long the game is seen in retail it probably continue to sell, B2P mmo's somehow seem to grab in that sucker that are interested in mmo's but don't want to pay monthly fee and thx to wow, mmo's aren't some niche genre so most of the gaming public knows about it. Chances are this game will sell for a looooong time. Mayb not be masive amounts but it'll probably continue to sell.
f2p mmo's also have this but they tend to have bad rep, and people questioning the quality due to it being free. Gw franchise is proposed like other retail games so in western markets at least, as long as it has good ratings (critics and players) it's still grab those suckers.
That bit in yellow is not quite true.GW was released in 2005 a year later GW Factions was released with a new continent.Factions had a new PVE campaign, two new professions in addition to the original six, new skills and armor for existing professions.
Nightfall was released late 2006,think it was november or october but it was just over a year from the original release of prophecies.Then came The Eye Of The North which some say was the only true expansion of GW which introduced the two new races of Asura and the Norn.
These all happened between 2005-2007,how does that work out to serveral years lol.
Now, GW sold just over six million copies but that includes expantions so you had the majority of people buying expansions who already had the original GW.
Where you get the "serveral years without expansions" information is beyond me,did you even play GW LOL.
Originally posted by evilastro The bottom line is that the only thing that matters is player retention for expansions. We can talk about doom and gloom after the first expansion fails to sell well, until then the game is a success.
Not really. I don't know if GW2 will keep selling or not (maybe it will reach 3 million), but TOR sold this much, as lost a the majority of it's playerbase and was considererd a failure aswell. GW2 may end up following the same path
MMORPGs are long term games. If you can attract a ton of people but failt of keep them for more than a couple months, i see that as a huge flaw of a game.
Also, financial income, speed of updates, and potential future issues that might surfuce, etc. Many factors can contribute to the "failure" of a game. I mean, i don't care for Diablo at all, but despote selling 5x more than GW2, it's called a failure.
But i do agree that teh biggest "test" for this game will come with the expansion and how many buy it. However, the game took 5 years in developement, so i expect teh xpack 1 year, 1/2 years from now. Until them, new mmos come out and reveneu is needed.
There's a very good chance this game will continue to sell, how much god knows but gw1, managed to creep up to 7 million copies sold somehow. despite the game lacking an expansion pack etc for several years. As long the game is seen in retail it probably continue to sell, B2P mmo's somehow seem to grab in that sucker that are interested in mmo's but don't want to pay monthly fee and thx to wow, mmo's aren't some niche genre so most of the gaming public knows about it. Chances are this game will sell for a looooong time. Mayb not be masive amounts but it'll probably continue to sell.
f2p mmo's also have this but they tend to have bad rep, and people questioning the quality due to it being free. Gw franchise is proposed like other retail games so in western markets at least, as long as it has good ratings (critics and players) it's still grab those suckers.
That bit in yellow is not quite true.GW was released in 2005 a year later GW Factions was released with a new continent.Factions had a new PVE campaign, two new professions in addition to the original six, new skills and armor for existing professions.
Nightfall was released late 2006,think it was november or october but it was just over a year from the original release of prophecies.Then came The Eye Of The North which some say was the only true expansion of GW which introduced the two new races of Asura and the Norn.
These all happened between 2005-2007,how does that work out to serveral years lol.
Now, GW sold just over six million copies but that includes expantions so you had the majority of people buying expansions who already had the original GW.
Where you get the "serveral years without expansions" information is beyond me,did you even play GW LOL.
Comments
There's a very good chance this game will continue to sell, how much god knows but gw1, managed to creep up to 7 million copies sold somehow. despite the game lacking an expansion pack etc for several years. As long the game is seen in retail it probably continue to sell, B2P mmo's somehow seem to grab in that sucker that are interested in mmo's but don't want to pay monthly fee and thx to wow, mmo's aren't some niche genre so most of the gaming public knows about it. Chances are this game will sell for a looooong time. Mayb not be masive amounts but it'll probably continue to sell.
f2p mmo's also have this but they tend to have bad rep, and people questioning the quality due to it being free. Gw franchise is proposed like other retail games so in western markets at least, as long as it has good ratings (critics and players) it's still grab those suckers.
You're missing some rather key facts in your comparison to SW:TOR.
SW:TOR cost about 2.5x as much to make as GW2...at minimum it was double.
SW:TOR started as a subscription-model game...which requires player retention in order to make their money. It failed to retain players, and therefore was/is a failure as a sub game. As a free to play game, or some sort of hybrid, they may end up making back their money and making a profit.
GW2 was designed from the ground up to be B2P, with additional revenue from the cash shop. The game has already paid for its development with less than a month of box sales, so anything they sell in the gem shop is gravy...and we aren't even a month in. As a B2P game with a cash shop, it is ALREADY a success. The game will likely end up selling 4 million + boxes by the end of the year...and I don't doubt they are doing very brisk business in the gem shop.
Player retention is less important for GW2's profitability, due to the different payment model, but there's plenty of content and things to do to keep players around if they enjoy the game, and I think retention will be better than other recent titles. Expansion sales will be a good indicator of the number of people who feel they got their money's worth with the initial box sale.
It is really. Without people around, finding groups for events, dungeons, economy and, worst of all, WVW becomes a huge problems.
You may get your oney's worth, which is a personal thing honestly, but you don't stick around in the long run, it means problems.
Not really, the games b2p which provides a higher minium level than p2p mmo's. You tend to get a reasonably amount of players that usually continue the play regardless, some leave some join but they usually a fair amount around. Unlike p2p there's peoples incentive to hang around long after they done or even bored with the game is much higher. At worse case scenario people use it as a 3d chatroom and only occasionally did stuff. (gw1 become like this during the lull in gw2 news). WvW doesn't really matter as much with numbers as your implying. The only issues are walls and lords, which become more annoying with less players. But the game isn't really reliant on numbers.
The game type is still playable and I hear people even prefering it with less people in an encounter.
Self-pity imprisons us in the walls of our own self-absorption. The whole world shrinks down to the size of our problem, and the more we dwell on it, the smaller we are and the larger the problem seems to grow.
@MMOWanderer -
My understanding was that GW2's costs were just north of 100 million, maybe 120 million. I can't honestly remember where I got that...but it's in my brain and seems fairly realistic.
SW:TOR's costs...not just the massive initial development cost but also their ongoing costs...were really the problem, and one of the big differences between games designed around a subscription compared to games designed around B2P. I'm guessing that ArenaNet has done many things to improve efficiency...whereas I'm guessing SW:TOR's ongoing month-to-month costs were structured around the idea that they would have X amount of money minimum coming in each month.
One good example of this is ArenaNet's server infrastructure and design...it allows for much more flexibility without adding nearly as many additional servers, so I'm guessing their costs will be lower as the population fluctuates.
At this point, cash shops in MMORPGs are very much a known quantity. There's lots of research and data from various types of shops, and I'm sure ArenaNet designed theirs based on hard data about what they could expect. The shops tend to provide more revenue from dedicated players...those who stick around long-term...than a subscription model. Usually it's a fairly small percentage that spend heavily in a cash shop, but those people more than make up for the others who stop playing or just don't ever buy any gems.
That bit in yellow is not quite true.GW was released in 2005 a year later GW Factions was released with a new continent.Factions had a new PVE campaign, two new professions in addition to the original six, new skills and armor for existing professions.
Nightfall was released late 2006,think it was november or october but it was just over a year from the original release of prophecies.Then came The Eye Of The North which some say was the only true expansion of GW which introduced the two new races of Asura and the Norn.
These all happened between 2005-2007,how does that work out to serveral years lol.
Now, GW sold just over six million copies but that includes expantions so you had the majority of people buying expansions who already had the original GW.
Where you get the "serveral years without expansions" information is beyond me,did you even play GW LOL.
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