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	<title>Comments on: LOTRO: Why We&#8217;re Here</title>
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	<link>http://gameplaywright.net/?p=34</link>
	<description>games, stories // digital, analog, everything</description>
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		<title>By: Jason Durall</title>
		<link>http://gameplaywright.net/?p=34&#038;cpage=1#comment-117</link>
		<dc:creator>Jason Durall</dc:creator>
		<pubDate>Sun, 30 Dec 2007 18:21:45 +0000</pubDate>
		<guid isPermaLink="false">http://gameplaywright.net/?p=34#comment-117</guid>
		<description>There was a great deal of extremely fuzzy accounting with Blizzard, WoW, and Vivendi, including a huge amount (my source says around $60M) that was essentially written off as &quot;pre-development&quot; back when Vivendi had little confidence in the product (a couple of years prior to release) and was trying like mad to sell of their online division.   

The actual number of subscribers is also extremely difficult to ascertain, for the reasons of China (as Matt mentioned above) and the equally fuzzy system of accounts in Korea (one of their biggest Asian communities), where individual WoW accounts aren&#039;t the norm... instead game salons have thousands of accounts to accommodate players who pay hourly fees to play. 

Puzzle Pirates, according to Daniel James (who has been extremely open with the numbers and seems like an honest person), had a modest budget and fairly solid returns based on initial subscribers, which became an outstanding profit margin when they switched entirely to the &quot;pay for in-game currency&quot; model. 

The &quot;pay for tokens&quot; (which become in-game assets or access to content) model is the default Asian model, and is something almost every North American publisher is looking into as the inevitable future. 

Shanda (the largest Chinese publisher of online content) was the last to experiment with a monthly subscription model in Asia, and found it to be a complete disaster. At the most recent Online Game Development Conference in Seattle, a rep from Shanda said that they would never publish another game that wasn&#039;t free to play, pay for extra content, and seemed certain that every other Asian publisher would follow suit.</description>
		<content:encoded><![CDATA[<p>There was a great deal of extremely fuzzy accounting with Blizzard, WoW, and Vivendi, including a huge amount (my source says around $60M) that was essentially written off as &#8220;pre-development&#8221; back when Vivendi had little confidence in the product (a couple of years prior to release) and was trying like mad to sell of their online division.   </p>
<p>The actual number of subscribers is also extremely difficult to ascertain, for the reasons of China (as Matt mentioned above) and the equally fuzzy system of accounts in Korea (one of their biggest Asian communities), where individual WoW accounts aren&#8217;t the norm&#8230; instead game salons have thousands of accounts to accommodate players who pay hourly fees to play. </p>
<p>Puzzle Pirates, according to Daniel James (who has been extremely open with the numbers and seems like an honest person), had a modest budget and fairly solid returns based on initial subscribers, which became an outstanding profit margin when they switched entirely to the &#8220;pay for in-game currency&#8221; model. </p>
<p>The &#8220;pay for tokens&#8221; (which become in-game assets or access to content) model is the default Asian model, and is something almost every North American publisher is looking into as the inevitable future. </p>
<p>Shanda (the largest Chinese publisher of online content) was the last to experiment with a monthly subscription model in Asia, and found it to be a complete disaster. At the most recent Online Game Development Conference in Seattle, a rep from Shanda said that they would never publish another game that wasn&#8217;t free to play, pay for extra content, and seemed certain that every other Asian publisher would follow suit.</p>
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		<title>By: Will Hindmarch</title>
		<link>http://gameplaywright.net/?p=34&#038;cpage=1#comment-106</link>
		<dc:creator>Will Hindmarch</dc:creator>
		<pubDate>Tue, 25 Dec 2007 12:01:48 +0000</pubDate>
		<guid isPermaLink="false">http://gameplaywright.net/?p=34#comment-106</guid>
		<description>Blizzard is unlike any other company. The rules seem to just not apply to them.

As for Zack&#039;s assertion that a 200,000-player MMO can be profitable, the best I can say under my NDA is that EVE Online was profitable well before its membership was anything remarkable, and that Zack knows what he&#039;s talking about.

The difference, of course, is that EVE was created without the same level of expectations, without licensing fees, and without the bulk of a company already maintaining an Asheron&#039;s Call and a DDO. It was a lean company. So I don&#039;t know if LOTRO can be sufficiently profitable with 200,000 subscribers at $15/month, but &lt;em&gt;an MMO&lt;/em&gt; can be.</description>
		<content:encoded><![CDATA[<p>Blizzard is unlike any other company. The rules seem to just not apply to them.</p>
<p>As for Zack&#8217;s assertion that a 200,000-player MMO can be profitable, the best I can say under my NDA is that EVE Online was profitable well before its membership was anything remarkable, and that Zack knows what he&#8217;s talking about.</p>
<p>The difference, of course, is that EVE was created without the same level of expectations, without licensing fees, and without the bulk of a company already maintaining an Asheron&#8217;s Call and a DDO. It was a lean company. So I don&#8217;t know if LOTRO can be sufficiently profitable with 200,000 subscribers at $15/month, but <em>an MMO</em> can be.</p>
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		<title>By: Matt Colville</title>
		<link>http://gameplaywright.net/?p=34&#038;cpage=1#comment-105</link>
		<dc:creator>Matt Colville</dc:creator>
		<pubDate>Tue, 25 Dec 2007 04:45:08 +0000</pubDate>
		<guid isPermaLink="false">http://gameplaywright.net/?p=34#comment-105</guid>
		<description>You know, Jeff, I don&#039;t think you&#039;ll be surprised to learn that by the time WoW was released there was &lt;i&gt;probably&lt;/i&gt; no one at Blizzard who knew how much it cost. A friend of mine who ran his own division there said he was pretty sure no one above him was checking his budget or numbers.

It&#039;s no coincidence that the bestselling game in the genre...in many ways, the proof of concept for the genre, was produced by a company with so much money already, it didn&#039;t need to keep track of where it went.</description>
		<content:encoded><![CDATA[<p>You know, Jeff, I don&#8217;t think you&#8217;ll be surprised to learn that by the time WoW was released there was <i>probably</i> no one at Blizzard who knew how much it cost. A friend of mine who ran his own division there said he was pretty sure no one above him was checking his budget or numbers.</p>
<p>It&#8217;s no coincidence that the bestselling game in the genre&#8230;in many ways, the proof of concept for the genre, was produced by a company with so much money already, it didn&#8217;t need to keep track of where it went.</p>
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		<title>By: Jeff Tidball</title>
		<link>http://gameplaywright.net/?p=34&#038;cpage=1#comment-104</link>
		<dc:creator>Jeff Tidball</dc:creator>
		<pubDate>Tue, 25 Dec 2007 04:26:36 +0000</pubDate>
		<guid isPermaLink="false">http://gameplaywright.net/?p=34#comment-104</guid>
		<description>&lt;em&gt;Two hundred thousand people, each paying $15 a month comes out to three million dollars per month, more than a enough to fund a modest company that was designed with such goals in mind.&lt;/em&gt;

You&#039;d have to prove this to me with a spreadsheet that accurately reflects licensing fees, technology overhead, and advertising. And probably some pretty significant service on the debt the company racked up while they were building and testing the game, pre-launch.</description>
		<content:encoded><![CDATA[<p><em>Two hundred thousand people, each paying $15 a month comes out to three million dollars per month, more than a enough to fund a modest company that was designed with such goals in mind.</em></p>
<p>You&#8217;d have to prove this to me with a spreadsheet that accurately reflects licensing fees, technology overhead, and advertising. And probably some pretty significant service on the debt the company racked up while they were building and testing the game, pre-launch.</p>
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		<title>By: Matt Colville</title>
		<link>http://gameplaywright.net/?p=34&#038;cpage=1#comment-103</link>
		<dc:creator>Matt Colville</dc:creator>
		<pubDate>Mon, 24 Dec 2007 23:32:42 +0000</pubDate>
		<guid isPermaLink="false">http://gameplaywright.net/?p=34#comment-103</guid>
		<description>The problem with Zach&#039;s premise is that modest companies with small teams and budgets can&#039;t make an MMO that draw  EVE or DDO numbers.

I don&#039;t know how Puzzle Pirates did/does and I don&#039;t remember their economic model, but that was an MMO that looked modest in scope, but which it seemed like a lot of people were playing.

And there are online versions of CCGS. Things like PoxNora which look pretty good.</description>
		<content:encoded><![CDATA[<p>The problem with Zach&#8217;s premise is that modest companies with small teams and budgets can&#8217;t make an MMO that draw  EVE or DDO numbers.</p>
<p>I don&#8217;t know how Puzzle Pirates did/does and I don&#8217;t remember their economic model, but that was an MMO that looked modest in scope, but which it seemed like a lot of people were playing.</p>
<p>And there are online versions of CCGS. Things like PoxNora which look pretty good.</p>
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		<title>By: Will Hindmarch</title>
		<link>http://gameplaywright.net/?p=34&#038;cpage=1#comment-102</link>
		<dc:creator>Will Hindmarch</dc:creator>
		<pubDate>Mon, 24 Dec 2007 20:58:47 +0000</pubDate>
		<guid isPermaLink="false">http://gameplaywright.net/?p=34#comment-102</guid>
		<description>That&#039;s exactly my basis for concern for LOTRO&#039;s future, Zack. I wonder if the &lt;em&gt;Lord of the Rings&lt;/em&gt; name and the popularity of WoW combined to create an unreasonable expectation for success. Is the cost of expanding this game not being paid off by the present player base? I don&#039;t know, but with the volume of free expansions to date, I could believe it.</description>
		<content:encoded><![CDATA[<p>That&#8217;s exactly my basis for concern for LOTRO&#8217;s future, Zack. I wonder if the <em>Lord of the Rings</em> name and the popularity of WoW combined to create an unreasonable expectation for success. Is the cost of expanding this game not being paid off by the present player base? I don&#8217;t know, but with the volume of free expansions to date, I could believe it.</p>
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		<title>By: Zack</title>
		<link>http://gameplaywright.net/?p=34&#038;cpage=1#comment-101</link>
		<dc:creator>Zack</dc:creator>
		<pubDate>Mon, 24 Dec 2007 19:35:51 +0000</pubDate>
		<guid isPermaLink="false">http://gameplaywright.net/?p=34#comment-101</guid>
		<description>The idea that you can&#039;t turn a profit with an MMO without Blizzard&#039;s numbers is a crock of shit, frankly. Two hundred thousand people, each paying $15 a month comes out to three million dollars per month, more than a enough to fund a modest company that was designed with such goals in mind. It&#039;s when studios start planning beyond their means, and convince investors that they can match WoW&#039;s numbers, that things start to break down and games with otherwise decent playerbases get canned.</description>
		<content:encoded><![CDATA[<p>The idea that you can&#8217;t turn a profit with an MMO without Blizzard&#8217;s numbers is a crock of shit, frankly. Two hundred thousand people, each paying $15 a month comes out to three million dollars per month, more than a enough to fund a modest company that was designed with such goals in mind. It&#8217;s when studios start planning beyond their means, and convince investors that they can match WoW&#8217;s numbers, that things start to break down and games with otherwise decent playerbases get canned.</p>
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		<title>By: Jeff Tidball</title>
		<link>http://gameplaywright.net/?p=34&#038;cpage=1#comment-100</link>
		<dc:creator>Jeff Tidball</dc:creator>
		<pubDate>Mon, 24 Dec 2007 18:10:02 +0000</pubDate>
		<guid isPermaLink="false">http://gameplaywright.net/?p=34#comment-100</guid>
		<description>Bringing up the TCG parallel was something I was thinking about last night. I suspect there&#039;s a legitimate economic comparison something like &quot;solo computer games (console, PC, etc.) are to MMOs as traditional card and board games are to collectible card games.&quot;

From the massive success of one or two, for example, we see many, many get-rich-quick band-wagon jumpers.

From what I know of how often second- and third-tier CCGs are barely break-even propositions on an ongoing basis, I wouldn&#039;t be surprised if LOTRO and similarly tiered MMOs are just barely making it financially, if at all.</description>
		<content:encoded><![CDATA[<p>Bringing up the TCG parallel was something I was thinking about last night. I suspect there&#8217;s a legitimate economic comparison something like &#8220;solo computer games (console, PC, etc.) are to MMOs as traditional card and board games are to collectible card games.&#8221;</p>
<p>From the massive success of one or two, for example, we see many, many get-rich-quick band-wagon jumpers.</p>
<p>From what I know of how often second- and third-tier CCGs are barely break-even propositions on an ongoing basis, I wouldn&#8217;t be surprised if LOTRO and similarly tiered MMOs are just barely making it financially, if at all.</p>
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		<title>By: Will Hindmarch</title>
		<link>http://gameplaywright.net/?p=34&#038;cpage=1#comment-99</link>
		<dc:creator>Will Hindmarch</dc:creator>
		<pubDate>Mon, 24 Dec 2007 17:04:30 +0000</pubDate>
		<guid isPermaLink="false">http://gameplaywright.net/?p=34#comment-99</guid>
		<description>Thanks for the details, Matt. 

Jason, I must selfishly point out that those are my three reasons, not Jeff&#039;s. But you&#039;re quite right about how universal those three reasons are.</description>
		<content:encoded><![CDATA[<p>Thanks for the details, Matt. </p>
<p>Jason, I must selfishly point out that those are my three reasons, not Jeff&#8217;s. But you&#8217;re quite right about how universal those three reasons are.</p>
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		<title>By: Jason Winter</title>
		<link>http://gameplaywright.net/?p=34&#038;cpage=1#comment-98</link>
		<dc:creator>Jason Winter</dc:creator>
		<pubDate>Mon, 24 Dec 2007 16:27:07 +0000</pubDate>
		<guid isPermaLink="false">http://gameplaywright.net/?p=34#comment-98</guid>
		<description>&lt;i&gt;This number was a one factor that drove a lot of people to get into the MMORPG business, for good reasons (a la White Wolf’s desire to create it’s own next-gen game) and for bad ones (a multitude of company’s blind cash-grabs). Lots of MMORPGs are going to launch and tank in the next year.&lt;/i&gt;

Replace &quot;MMORPG&quot; with &quot;TCG&quot; and you&#039;ve pretty much got the same factual accuracy.  I&#039;ve noticed startling similarities between the two genres for quite a while.  In fact, Jeff&#039;s 3 reasons could apply to why many people get into TCGs, as well.

&lt;b&gt;1. I liked the devs.&lt;/b&gt;  &quot;Hey, I really like AEG (or WizKids or WotC or Decipher), so I&#039;ll try their new game.

&lt;b&gt;2. New games mean friendlier players.&lt;/b&gt;  Before we get into regionals, state championships, worlds, etc., and the cutthroatedness that go with them.  Or, maybe you&#039;re just sick of ultra-competitive players of your current game (equating WoW to Magic or Vs. here seems appropriate), and want to get into something new and, for the moment, more casual.

&lt;b&gt;3. I&#039;m a &quot;fill-in-the-license&quot; junkie.&lt;/b&gt;  Pretty straightforward.  Nobody makes unlicensed TCGs anymore.  (Nobody with any even faint illusions of turning a profit, at least.)

Add in the grind of staying competitive, the need (and often difficulty) in finding a regular play group), and the similarities are even more jarring.  MMOs are the TCGs of the 21st century.</description>
		<content:encoded><![CDATA[<p><i>This number was a one factor that drove a lot of people to get into the MMORPG business, for good reasons (a la White Wolf’s desire to create it’s own next-gen game) and for bad ones (a multitude of company’s blind cash-grabs). Lots of MMORPGs are going to launch and tank in the next year.</i></p>
<p>Replace &#8220;MMORPG&#8221; with &#8220;TCG&#8221; and you&#8217;ve pretty much got the same factual accuracy.  I&#8217;ve noticed startling similarities between the two genres for quite a while.  In fact, Jeff&#8217;s 3 reasons could apply to why many people get into TCGs, as well.</p>
<p><b>1. I liked the devs.</b>  &#8220;Hey, I really like AEG (or WizKids or WotC or Decipher), so I&#8217;ll try their new game.</p>
<p><b>2. New games mean friendlier players.</b>  Before we get into regionals, state championships, worlds, etc., and the cutthroatedness that go with them.  Or, maybe you&#8217;re just sick of ultra-competitive players of your current game (equating WoW to Magic or Vs. here seems appropriate), and want to get into something new and, for the moment, more casual.</p>
<p><b>3. I&#8217;m a &#8220;fill-in-the-license&#8221; junkie.</b>  Pretty straightforward.  Nobody makes unlicensed TCGs anymore.  (Nobody with any even faint illusions of turning a profit, at least.)</p>
<p>Add in the grind of staying competitive, the need (and often difficulty) in finding a regular play group), and the similarities are even more jarring.  MMOs are the TCGs of the 21st century.</p>
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