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Posted: Sep 23rd 2010 3:09PM Scuffles said

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Yeah like the Nielsen boxes ever solved anything ...... all the good shows still get canceled while other less interesting shows manage to eek on for multiple seasons.

But what it sounds like to me is a long winded version of your standard corporate "we ain't posting out numbers, nots nows, nots ever!"

Posted: Sep 23rd 2010 4:12PM Trappin said

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http://tinyurl.com/4mnuf7



FUNCOM:ØKT AKTIVITET PÅ AOC-FORUMENE ETTER OPPDATERINGER -SANNES
Mon Sep 22 10:57:20 CEST 2008

Oslo (TDN Finans): Finansdirektør Olav Sannes i Funcom sier det er økt aktivitet på Age of Conan (AoC)-forumene noe han mener gjerne er en indikasjon på spilleaktiviteten. Det sier han til TDN Finans mandag. Sannes ønsker ikke å uttale seg spesifikt på spillets spilleaktivitet. Ifølge brukere av AoC-forumene virker det som Funcom har lykkes i stor grad å slette de største problemene i spillet som blant annet "bugs" og minneproblemer. Produktsjef Erling Ellingsen i Funcom sier til TDN Finans at selskapet har lykkes i å slette de største problemene spillerne opplevde. -De nye patchene (oppdateringer) som kom i forrige uke fikset mange problemer og ble svært godt mottatt blant spillerne. PvP-funksjonen har også blitt vesentlig forbedret noe som spillerne har etterlyst lenge, sier han.

Google Translation:

CFO Olav Sannes of Funcom says there is increased activity in the Age of Conan (AOC)-forums like something he believes is an indication of the play activity.

Sannes does not want to pronounce itself specifically on the game play activity. According to users of the AOC-forums, it seems that Funcom has succeeded in large measure to delete the biggest problems in the game such as bugs and memory problems.

The new patches (updates), which came last week fixed many problems and was very well received among the players. PvP feature has also been vastly improved as players have requested a long time, "he said.



Hey! Look at all the forum traffic! Buy our stock!

10 days later Funcom announces a server merge...


PRESSE:PRESSEKLIPP ONSDAG 1. OKTOBER
Wed Oct 01 07:27:21 CEST 2008

Oslo (TDN Finans): TDN Finans' presseklipp onsdag 1. oktober. PENGEJAKTEN FLOPPET. Børsfall og kredittkrise rammer Acta hardt. Spare og rådgivningsselskapet håpet å få inn milliardbeløp til nye fond. Norske småsparere bladde opp bare 25 millioner kroner. (DN side 15) SER LÅNEPROBLEMER. Tidligere DnB Nor-sjef Svein Aaser tror mindre norske banker kan få fundingproblemer. Finn Haugan i Sparebank 1 Midt-Norge mener Aaser tar feil. (DN side 16) SELGER ETTER FINANSSKVIS. Etter å ha slitt med å hente inn kapital, snur Bjarne Skeie seg heller rundt og selger oljeselskapet Skeie Energy. Oljeanalytiker John Olaisen tror flere småselskaper står for fall. (DN side 17) SOLER SEG I KRISETID. Midt i finanskrisen henter solenergiselskapet Solopower over en milliard kroner i frisk kapital. Flere norske investorer med blant andre Arne Blystad og Alf Bjørseth er med på eiersiden og kan notere seg for solid avkastning. (DN side 18) VIL SLÅ SAMMEN SPILLERE. Funcom har bestemt at spillservere for onlinespillet Age of Conan skal slås sammen for å stoppe uttynningen av spillerne. (DN side 59) DRAMATISK RENTEHOPP. Frykten lammer det internasjonale bankmarkedet. Renten for å låne dollar over natten gikk i går rett i været. Aldri før har renten steget så mye på en dag. Også i Norge fortsetter renten å stige. (DN side 6) SPÅR SWEDBANK-KRAKK. Spekulantene shorter og spår dermed at Swedbank må be myndighetene om krisehjelp. Likevel steg bankens aksjekurs i går. (FA side 14) VOLVO KUTTER. Verdens største lastebilprodusent, Volvo AB, kvitter seg med 1.400 ansatte ved fabrikkene i Sverige og Belgia. Årsaken er nedgangen i det totale lastebilsalget de siste månedene, som bare i august var ned 13 prosent i Europa. (FA side 28) -- TDN Finans CT 22 00 11 55 finans@tdn.no


Google Translation:

Server Merge. Funcom has decided that the game servers for online game Age of Conan will be joined to stop the depletion of the players. (DN page 59)
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Posted: Sep 23rd 2010 3:16PM Pingles said

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If the industry could come up with a non-invasive, stable XFire-like app I'd be happy to run it.

And not Steam Steam is evil.

Posted: Sep 23rd 2010 3:49PM Revolting said

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"a non-invasive, stable XFire-like app I'd be happy to run it."

Raptr ticks all these boxes for me. That it's not limited to PC and tracks cross-platform is the awesome icing on the fantastic cake.
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Posted: Sep 23rd 2010 5:00PM TheRealStupid said

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Take a look at Raptr. I switched from xfire to raptr months ago and it is much more stable, less invasive, and preforms better in every way. Plus it lets me track my PS3 and XBLA trophies and achievements in one place.
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Posted: Sep 23rd 2010 3:30PM Beau Hindman said

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I think the honest truth is that most of the time people are concerned with numbers, they are either looking for some kind of "damaging" evidence about a former game (or a game they are mad at currently) or are looking for some kind of anchor -- something that decides for them.

In the end, we can only play with a limited number of people, and most often players DO only play with a *very* limited number of people. So why care? If someone wanted to "change" that number, they would save a lot of time by just becoming a leader or voice in the community. In fact, communities do miraculous things all the time, without knowing a single figure.

Beau

Posted: Sep 23rd 2010 3:41PM Deadalon said

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Why care ? Because player number determines the future of a game. Game that has few players will spend less money on adding to the game. Thats probably the main reason why other companies than BLizzard have not given official player numbers... simply because they show how bleak the future is for the game.

But...

Game that goes from 80 servers down to 10 in two years does not have a bright future. They might not release exact numbers but we get the message quite clearly. That game has not released any new content in one and a half year and the best they can do is to add some "patches" while the big boys are making yet another big expansion.

Im ofc talking about the birthday boy.... Warhammer online... Still there are fanboys that claim that the game is "doing just swell"
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Posted: Sep 23rd 2010 3:42PM BGExorcist said

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Big numbers=good, small numbers=bad
Its all about the cash in the end.
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Posted: Sep 23rd 2010 4:08PM Beau Hindman said

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I will never argue that less players is better. Every developer wants more players, as long as the servers can hold up! :)

But, look at what he brings up in the blog: defining success is up to the developer. I would also like to point out that there are numerous games that have small audiences and have bright futures. And, on the other hand, there are games that started out with hundreds of thousands of players, yet didn't survive. You would have claimed WAR a success a week after launch? Possibly, using big=success formulas. But, it changed. Still, the game is being played and enjoyed by thousands and thousands of people. Is that a failure?

Remember also that a developers definition of success can change with time, as the market changes.

Beau
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Posted: Sep 23rd 2010 4:15PM Jef Reahard said

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Have to agree with Beau on this one, and in fact I've been saying the same thing in the WAR thread from earlier today. No one here knows what success is for any given game unless they're part of the team calling the financial shots.

In my book, a game that's running is a success. A game that shuts the servers down is a failure. Without additional data, I don't see any other reasonable way to view it.

You can argue that XYZ game may shut down next week, or YYZ game won't last until it's third anniversary, but you don't really know that unless you're in a position to know.
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Posted: Sep 23rd 2010 4:56PM Brianna Royce said

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Echoing Jef and Beau. It's not about big numbers good, small numbers bad. It's about relative numbers -- your profit relative to your overhead. Sure, your numbers relative to the other guys' numbers matter too, but that's not the only thing -- not in a market this enormous and, now, mainstream.

Also, I'm freaked out that Jef and Beau agree on anything. I think that's a good sign that it's probably true!

-Bree
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Posted: Sep 23rd 2010 5:16PM Jef Reahard said

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Aww come on now, lol, we both like Vanguard and Wurm right?
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Posted: Sep 23rd 2010 9:25PM Deadalon said

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Lets talk relitive numbers then..

Did WAR claim it was aiming for a 100K- market ? Was that what they were telling the players ??? Or is it ok to lie to gamers to create a "game where numbers dont matter" ?

If the goal was to creat a game with few K ppl but claim it was the next big thing for millions... then why not call it a lie from beginning? ... And then - lets realise that everything that comes after is the same lie - just on a diffrent scale (since most of the players have left)...

WAR.. AOC... Just for example.... games that were PURE lies from start to finish... But its ok to lie if your a developer... well - lets put it this way.

Acording to some here "It's not about big numbers good, small numbers bad"... But when developers TALK of big numbers but end up much smaller numbers (best proof beeing server count) - then where do we put the "bad" part ?

If the goal is to create a MMO game of 100K ppl but hype it up for millions... then who is the bad guy? the person that was fooled ... or the person that KNEW the numbers but fooled others to get more ?

Yes.. lets talk relative here... But then lets be 100% clear on who the bad guys are...


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Posted: Sep 24th 2010 10:43AM (Unverified) said

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Take off the kid gloves people and call a spade, a spade. "Bad" is NOT just relegated to closure. If we found that Aion only had 10,000-20,000 active accounts, how much longer should we expect its servers to stay up?

And if bloggers say negative things about a game, they may not have access to those developers again. amirite... Yay for politics.
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Posted: Sep 23rd 2010 3:43PM (Unverified) said

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Just cross reference unique credit cards and accounts that have logged on in the last 30 days.

I would think that information would be invaluable for tracking the success of content additions, enhancements, and marketing campaigns.

Posted: Sep 23rd 2010 3:38PM (Unverified) said

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The wrench in the gears being the large number of family's I know of that have one account shared between 3-6 people. Then you toss in the massive number of spammer/bot/farmer accounts and it makes it impossible to know exactly how many actual flesh-and-blood players you have.

Posted: Sep 23rd 2010 3:47PM (Unverified) said

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Really number the number of people playing is not as important as the number of active acounts, regardless of the payment method or lack thereof.

Shared accounts are basically just the same revenue source anyways.

Report the number of active accounts.
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Posted: Sep 23rd 2010 4:52PM (Unverified) said

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Well, technically 1 gold farmer who pays for his account is still one subscription; same with a family of 6 that somehow, without killing each other, shares one account....intent is far too subjective to put to a metric.
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Posted: Sep 23rd 2010 3:39PM BaronJuJu said

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"So what's his solution?"

For players, stop worrying about who has the most subs. Honestly, if you love a game, who gives a crap it doesn't have WOW numbers?

For developers, stop trying to figure the "WOW killer" and work with your player base in your games to keep them happy. Make the numbers question irrelevant and concentrate the message out on what you can provide current and potential players.

Ignore the detractors/haters, nothing will stop them from hating on a game.

Posted: Sep 23rd 2010 3:45PM BGExorcist said

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The investors care?
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