If you're wondering how many users it's going to take for THQ's forthcoming Warhammer 40K-based sci-fi MMORPG to be successful, you can keep wondering. THQ executive vice president and chief financial officer Paul Pucino did speak briefly about the budget of Dark Millennium Online, however, while addressing a Wedbush Morgan conference on March 9th. Pucino said the title will cost "somewhere in the area of $50 million or so to get these games to market, certainly in that range for Dark Millennium."
Pucino was asked about desired subscriber numbers for WAR40K, which is being developed by Vigil Games, but declined to offer any details. "We haven't gotten specific yet, we're a couple of years away here from release and certainly as we get closer we'll give some specifics with regards to break-even or target users," he said.
Reader Comments (46)
Posted: Mar 10th 2011 11:08AM Yellowdancer said
This used to be a lot of money...now this is a low budget MMO.
Posted: Mar 10th 2011 11:09AM Dunraven said
That is a very modest Budgets, I’m not sure if they are using the Essence Engine or the Unreal engine for this one though...either way that probably has a lot to do with the affordability of the game. As long as they go more like RIFT and less like WAR they should be fine.
Posted: Mar 10th 2011 11:11AM Halfcentaur said
I am looking forward to seeing the game. Hopefully they will have some better quality animations than Mythic came up with.
Posted: Mar 10th 2011 11:11AM Space Cobra said
I read/spied this article on your sister site, Big Download yesterday.
:P
:P
Posted: Mar 10th 2011 11:12AM Sephirah said
Break even for a $ 50M project?
Easy! Sell 1M boxes at $ 50 each!
:)
Easy! Sell 1M boxes at $ 50 each!
:)
Posted: Mar 11th 2011 12:19PM Fabius Bile said
@Sephirah where are you from?
it gotta be an awesome country to settle your business, you dont pay taxes for the products you sell,nor for marketing , nor ongoing salaries for development past the release day. and royalties for use of licensed IPs dont exist...
Reply
it gotta be an awesome country to settle your business, you dont pay taxes for the products you sell,nor for marketing , nor ongoing salaries for development past the release day. and royalties for use of licensed IPs dont exist...
Posted: Mar 10th 2011 11:31AM Deadalon said
I will be watching this one. Just hope it wont be a total failure like WAR turned out to be.
Posted: Mar 10th 2011 11:35AM (Unverified) said
Let's assume they don't get the retail cash, which we'll say goes to the publisher, and they have to recoup costs via subscriptions.
For the sake of the thought exercise, let's pick a timeline within which they'd like to "break even" - I'm going to say 3 years, after which they'd like to be turning profit.
Let's also assume a $15/mo standard sub.
15 x 12 = $180 per year (this is of course generous, as most games have 3 month and 6 month options)
50,000,000 / 180 = 277,778
So in this example, simply for the sake of food-for-thought, they'd need approximately 277,778 subscribers for 3 years to break even. Since, as I said, some people will buy blocks of time, the actual number could be around 350,00 or even higher, depending on how many invest in multi-month subscriptions.
Just something to think about :)
For the sake of the thought exercise, let's pick a timeline within which they'd like to "break even" - I'm going to say 3 years, after which they'd like to be turning profit.
Let's also assume a $15/mo standard sub.
15 x 12 = $180 per year (this is of course generous, as most games have 3 month and 6 month options)
50,000,000 / 180 = 277,778
So in this example, simply for the sake of food-for-thought, they'd need approximately 277,778 subscribers for 3 years to break even. Since, as I said, some people will buy blocks of time, the actual number could be around 350,00 or even higher, depending on how many invest in multi-month subscriptions.
Just something to think about :)
Posted: Mar 10th 2011 11:37AM (Unverified) said
And no matter what I do, I can't get rid of the "unverified" name, despite having this account since 2007...
Reply
Posted: Mar 10th 2011 1:49PM brink001 said
@(Unverified) Don't forget that a live service game's costs don't stop when the "finished" game launchers. Running the game alone is an expensive proposition -- office rent, bandwidth, continued development staff, continued QA staff, customer service, a percentage of each transaction that goes to payment providers and a little off the top in the form of refunds, chargebacks, and fraud.
These costs could easily eclipse a million a month, but for continued simplicity's sake, the default "cost" of the game for those three years jumps from 50 million to 86 million (50 million plus 12 million a year for 3 years).
Yikes
Reply
These costs could easily eclipse a million a month, but for continued simplicity's sake, the default "cost" of the game for those three years jumps from 50 million to 86 million (50 million plus 12 million a year for 3 years).
Yikes
Posted: Mar 10th 2011 2:02PM Icemasta said
@(Unverified)
Your maths are so wrong.
50,000,000$ / 15$ = 3,333,333 one-month subscriptions are required to cover the cost.
3,333,333 Monthly subscriptions / 12 months = 277,777 consecutive subscribers for ONE year. Not very hard to do.
3,333,333 monthly subscriptions / 24 months = 138,888 Consecutive subscribers
3,333,333 monthly subscriptions / 36 months = 92,592 consecutive subscribers. This is the number for 3 years.
Obviously you can tweak this depending on the different plans, you also have to subtract operation costs. I don't see this as impossible to do.
Reply
Your maths are so wrong.
50,000,000$ / 15$ = 3,333,333 one-month subscriptions are required to cover the cost.
3,333,333 Monthly subscriptions / 12 months = 277,777 consecutive subscribers for ONE year. Not very hard to do.
3,333,333 monthly subscriptions / 24 months = 138,888 Consecutive subscribers
3,333,333 monthly subscriptions / 36 months = 92,592 consecutive subscribers. This is the number for 3 years.
Obviously you can tweak this depending on the different plans, you also have to subtract operation costs. I don't see this as impossible to do.
Posted: Mar 10th 2011 11:41PM UnSub said
@Icemasta You're ignoring ongoing development costs. Of that $15 a month you might pay, a substantive portion goes to cover server fees, customer service staff salaries, development staff salaries and other ongoing costs (e.g. interest incurred on debt, marketing costs).
And that's just paying back the US$50m, not actually hitting profitability.
Reply
And that's just paying back the US$50m, not actually hitting profitability.
Posted: Mar 10th 2011 11:43AM cowboyhugbees said
It sickens me to think that these price tags could be the entry point for video game designers in the next generation. Forget innovation or passion - make way for the unabridged for-profit corporate influence and nothing else (like everything else in our time, actually).
...except for that one Swedish fellow.
...except for that one Swedish fellow.
Posted: Mar 10th 2011 4:26PM Dracones said
@cowboyhugbees
Really it won't be a barrier to entry. There's no need at all to spend this kind of cash on a MMO or any game, they're basically throwing cash at the title to try to create a triple A game: think shiny with a lot of marketing.
Meanwhile there's someone in their basement eating Ramen hacking away at the next version of Farmville or Minecraft.
Reply
Really it won't be a barrier to entry. There's no need at all to spend this kind of cash on a MMO or any game, they're basically throwing cash at the title to try to create a triple A game: think shiny with a lot of marketing.
Meanwhile there's someone in their basement eating Ramen hacking away at the next version of Farmville or Minecraft.
Posted: Mar 10th 2011 11:46AM kjhasdfjkhk said
I find it hilarious that people keep comparing this to WAR, and hating on WAR. Not only do they have COMPLETELY different developers but they are being published by COMPLETELY different publishers. The games have absolutely nothing to do with each other whatsoever. 10 seconds of research would save you the embarrassment of showing that you are an idiot.
Also, I seems like the people hating on WAR probably never played the game past the first month or two...yeah, the game had some issues early on but you realize that MMO development is an ongoing process, right? The game turned out to be not that bad at all. If you were to go play it today you would find the game has a completely different flow and tone than when it was released. But no, judging a game 2-3 years in based on beta or the first couple months is the logical thing to do, right? Durrr...
Also, I seems like the people hating on WAR probably never played the game past the first month or two...yeah, the game had some issues early on but you realize that MMO development is an ongoing process, right? The game turned out to be not that bad at all. If you were to go play it today you would find the game has a completely different flow and tone than when it was released. But no, judging a game 2-3 years in based on beta or the first couple months is the logical thing to do, right? Durrr...
Posted: Mar 10th 2011 12:13PM Skyydragonn said
@kjhasdfjkhk
First i agree with your first paragraph, WAR was developed by Mythic entertainment (subsequently rolled into Bioware) and published by Electronic Arts (IIRC)
Now to disagree with you. WAR had issues early on and those issues still persist todate. faction imbalance = pick the winning side (most populated) and profit, or pick the 'other' side and suffer a slogfest of pvE monotony to level and then suffer through getting roflstomped for 4 months to gear up for PvP. I played WAR through 3 server mergers and they STILL haven't figured out that just becuase they see 5k Chaos characters and 5K order characters have been created does NOT mean those are "active" players, its like Mythic never heard of the term "alt". basing thier population balance around total number of characters per faction per server is absurd. I wont even get into the other shortcomings this title has (STILL) suffice it to say tug of war is no fun when its boils down to the chess club vs. the wrestling team
Reply
First i agree with your first paragraph, WAR was developed by Mythic entertainment (subsequently rolled into Bioware) and published by Electronic Arts (IIRC)
Now to disagree with you. WAR had issues early on and those issues still persist todate. faction imbalance = pick the winning side (most populated) and profit, or pick the 'other' side and suffer a slogfest of pvE monotony to level and then suffer through getting roflstomped for 4 months to gear up for PvP. I played WAR through 3 server mergers and they STILL haven't figured out that just becuase they see 5k Chaos characters and 5K order characters have been created does NOT mean those are "active" players, its like Mythic never heard of the term "alt". basing thier population balance around total number of characters per faction per server is absurd. I wont even get into the other shortcomings this title has (STILL) suffice it to say tug of war is no fun when its boils down to the chess club vs. the wrestling team
Posted: Mar 10th 2011 12:14PM Skyydragonn said
also your closign statement is a falacy.
Game gets Hyped -> people get interested -> people should wait 6 months for the game to be "good" after release? Do you ahve any idea how assanine that sounds?
Game gets Hyped -> people get interested -> people should wait 6 months for the game to be "good" after release? Do you ahve any idea how assanine that sounds?
Posted: Mar 10th 2011 12:22PM Greyhame said
This is on my watch list. I would be nice to know a bit more about what the races are going to be at least.
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