DC Universe Online is one of the most recent games to make the business model change over to free-to-play, but that alone isn't an assurance of a game's success. The proof, as they say, is in the pudding. And according to the latest Twitter posts by John Smedley on his feed, that pudding is exceptionally rich; Since the business model switch, the game's revenues have been up an astonishing 700% per day, with 53% of the revenue coming from the PlayStation 3 players.
The playerbase is growing, as well, with about a 6% increase per day. Apparently, 85% of players are returning players, and it would seem that many of them are happy with what they see judging by the growth in both revenue and total population. Enough to purchase more characters, even -- extra character slots are one of the most popular items in the cash shop, with the Vanguard of the Heavens skin being the other most popular item. It's an interesting set of numbers, showing that the proof is most certainly in the pudding -- and it's quite a lot of pudding.
Reader Comments (30)
Posted: Nov 21st 2011 6:33PM pcgneurotic said
Good to hear! May this be one gigantic poke in the eye for the F2P naysayers. :P
Posted: Nov 21st 2011 6:37PM warpax said
they should've went F2P before the whole "mega server" deal.
Posted: Nov 21st 2011 6:57PM real65rcncom said
@warpax
Why? Doesn't make any difference. /boggle
If someone wasn't going to pay after the megaservers, they weren't going to pay before.
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Why? Doesn't make any difference. /boggle
If someone wasn't going to pay after the megaservers, they weren't going to pay before.
Posted: Nov 22nd 2011 1:14AM Furdinand said
@warpax There we no real problems going to Megaservers. The problem was going from 30k subscribers to 1 million players overnight. A 2x2x2 box isn't going to fit a 10x10x10 item no matter how many dividers you put in the box.
Structurally, the phases should make the need for separate server unnecessary.
Smedley's tweet in response to the Vanguard FTP question was also interesting, practically a "yes".
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Structurally, the phases should make the need for separate server unnecessary.
Smedley's tweet in response to the Vanguard FTP question was also interesting, practically a "yes".
Posted: Nov 21st 2011 6:46PM jealouspirate said
How long has it been, a week or two?
It's been said before, but it's worth repeating: an MMO is a marathon, not a sprint.
It's been said before, but it's worth repeating: an MMO is a marathon, not a sprint.
Posted: Nov 22nd 2011 1:14AM AnathemaOne said
@jealouspirate
That's the thing. The servers were very busy at launch too... for about a month, when everyone realized that it took less than a week to hit level cap, and they were already tired of the small amount of content the game had, and still has. DCUO = queue for instances at endgame, and that's really all there is that's worthwhile to do.
The combat was pretty interesting, but not nearly good enough to keep people playing this shallow MMO that turns into a hyper-repetitive lobby game at the end.
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That's the thing. The servers were very busy at launch too... for about a month, when everyone realized that it took less than a week to hit level cap, and they were already tired of the small amount of content the game had, and still has. DCUO = queue for instances at endgame, and that's really all there is that's worthwhile to do.
The combat was pretty interesting, but not nearly good enough to keep people playing this shallow MMO that turns into a hyper-repetitive lobby game at the end.
Posted: Nov 21st 2011 6:58PM Borick said
Good for them!
I wasn't inclined to download the game, not being a superhero-genre fan, but under pressure from a younger family member I took the plunge and was surprised at the quality of the game.
The combo-clickfest grows on you, and my only complaint so far with the game is that it's so damned tough for an acrobat to keep up with a super-speed hero while questing.
I wasn't inclined to download the game, not being a superhero-genre fan, but under pressure from a younger family member I took the plunge and was surprised at the quality of the game.
The combo-clickfest grows on you, and my only complaint so far with the game is that it's so damned tough for an acrobat to keep up with a super-speed hero while questing.
Posted: Nov 21st 2011 7:21PM Lateris said
The Ps3 response is good news for the forthcoming Dust 514
Posted: Nov 21st 2011 7:34PM (Unverified) said
there haven't been any login queues (PC) since the first week. no need to split it up. wait a month until all the f2p players leave and the true fans ( players) are the only ones remaining
Posted: Nov 21st 2011 8:07PM (Unverified) said
Daily revenue increases of 700%? Seeing as it was a montlhy subscription with a cash shop - does that 700% mean an increase in daily cash shop spending? And if the number was low to begin with, it does not necessarily mean it equate to greater profit than original monthly subscription model. Seeing as players are now spending small amounts in the store to cover the basics of what they had access to in the subscription based model.
If Smed's numbers indicate a 700% profit increase over their monthly intake prior to F2P then that is a good difference.
Well, if it makes Smed happy that these numbers are better than before. Then SOE's decision to go F2P was a good one. :D
If Smed's numbers indicate a 700% profit increase over their monthly intake prior to F2P then that is a good difference.
Well, if it makes Smed happy that these numbers are better than before. Then SOE's decision to go F2P was a good one. :D
Posted: Nov 22nd 2011 1:59AM Protoavis said
@(Unverified)
revenue would include the subscription, keyword being revenue.
The 700% will largely be coming from the DLC, it'll be more telling how it's panning out when there hasn't been a DLC for two months (since the revenue will decrease due to nothing worth buying in the marketplace)
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revenue would include the subscription, keyword being revenue.
The 700% will largely be coming from the DLC, it'll be more telling how it's panning out when there hasn't been a DLC for two months (since the revenue will decrease due to nothing worth buying in the marketplace)
Posted: Nov 22nd 2011 8:56AM (Unverified) said
@Protoavis There releasing the Flash DLC next month which comes with a new powerset, thats content to me
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Posted: Nov 21st 2011 8:19PM Yukon Sam said
Revenues were pretty far down in the toilet. 700 times nuthin' is still nuthin'.
Still... it'd be nice if they survived. I love the property, even if I'm not crazy with the poor design choices. It's remotely possible that given time, it could mature into a game worth playing for more than a few weeks.
Still... it'd be nice if they survived. I love the property, even if I'm not crazy with the poor design choices. It's remotely possible that given time, it could mature into a game worth playing for more than a few weeks.
Posted: Nov 21st 2011 8:32PM madcartoonist said
well not really surprising. At the time of the original release it kind of seemed that a lot of people liked the game but just weren't willing to part with a monthly subscription. The f2p model should make those people more willing to come back and hopefully spend a little here and there.
Posted: Nov 21st 2011 8:35PM (Unverified) said
I'm happy for SOE. I am really liking DCUO. I have already converted my two Clone Wars Adventures accounts to DCUO Premium. And I am probably going to give my son the Station Cash to convert his account.
My wife (a CWA player) even made a character on her DCUO account, but she was shocked, appalled....and dismayed by the upper chest region of the DCUO female characters.
My wife (a CWA player) even made a character on her DCUO account, but she was shocked, appalled....and dismayed by the upper chest region of the DCUO female characters.
Posted: Nov 22nd 2011 2:24AM Amusednow said
@(Unverified) Player models are pretty much stock Unreal player models so go blame all the console droolboi's for the large chested women models. Look pretty much the same in Global Agenda also but there it's hidden by the large armor chunks you wear.
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