[MUD-Dev] Re: CoH and others (was Cancellations: ...)
Mike Rozak
Mike at mxac.com.au
Sat Jul 10 23:51:15 CEST 2004
There's been a some of debate about how long players will stick with
CoH, and about whether CoH would have been better as an offline game
with an optional online component. Last night I thought of a
different take on CoH:
Would an offline CoH (with optional online play) be more or less
profitable than than online-only CoH?
I put together some numbers. (NOTE: These are guestimates. If you
disagree, change them and see what happens to the final results.)
Income generated by CoH per customer:
- $15 from the retail box
- Online CoH gets $15/month, BUT I'll assume $10 of that is
spent on servers, bandwidth, and support. I'll also assume that
players stick with CoH for 4 months, making 3 payments of
(($15-$10) = $5) before they leave. (I recall that a
traditional MMORPG aims for 8-12 month of play, so this assumes
that CoH's shallow gameplay can't hold customers.).
- Conclusion: Online CoH brings in $30 per customer, offline
brings in $15 per customer.
How many customers?
- I recall hearing that CoH had 200K users. Since it's still
early in the product's lifespan, I'll double this, to guestimate
400K customers over the product's lifespace.
- Recently I heard that the software industry's official piracy
rate is 38%. I assume game piracy is higher. I read (online?)
one developer's comment that his game from the late 90's had a
confirmed 7:1 piracy rate. In order not to be too controversial,
I'll assume a 50% piracy rate. This means that while online CoH
may sell 400K copies to 400K users, OFFLINE CoH would have sold
200K copies to 400K users.
- The online nature has pros and cons: It's more expensive and
connecting has its drawbacks. But, playing with other people is
more fun, and online-games are still "trendy". (For an example
of trendy: I suspect Myst got a boost in game sales because it
was one of the first games to use a CD-Rom, AND it came out just
as CD-ROM drives became ubiquitous. As a result, it used a new
technology that computer users wanted to play with. If it had
come out a year later its sales would have been smaller.) I'll
assume that the pros and cons balance out. One could easily
argue a 2x swing in either direction.
- Conclusion: Online CoH sells 400K copies x $30 = $12M
income. Offline CoH sells 200K copies x $15 = $3M income.
How much are development costs?
- I haven't heard numbers about CoH, nor have done any searching
on the topic. Let the CoH development cost be $N.
- Online games are more expensive to develop than offline. I'll
assume offline CoH would cost 1/2 N.
- Profitability = Income - Development costs....
Thus, if CoH cost $5M to produce, then offline CoH would cost
$2.5M... doing the math results in a profit of $7M for online CoH
and only $0.5M for offline CoH. The ROI is $7M/$5M = 140% for online
CoH, and $0.5M/$2.5M = 20% for offline CoH.
If online CoH costs $10M, profits are $2M. Offline CoH's cost is
then $5M, so LOSSES are $2M. ROI is 20% for online CoH, and -80% for
offline CoH.
With numbers like these (which are guestimates) management won't
really care if players only stick around for a few months. The
online version of CoH appears to be more profitable than a
hypothetical offline version.
By the way, if anyone has more accurate numbers than my guestimates,
or a more accurate model, I'd like to know so I can see how they
affect profitability.
Mike Rozak
http://www.mxac.com.au
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