More Perspective and Visualization

Months ago, I went through a brief exercise helping you think about how much money Blizzard had in the queue to buy sparkleponies. That was a $3.5 million queue. I just heard that All Points Bulletin consumed $100,000,000. So go back to that $3.5 million exercise and repeat it once a week for half a year. You will have almost gotten to $100,000,000.

: Zubon

alternate hypothesis

6 thoughts on “More Perspective and Visualization”

  1. MMO. It’s a big pie.

    It’s an economy of scale – you need a lot of money to get into it. And with that kind of investment, it’s no wonder people are afraid to change a little. That’s because it’s some deep water – if you fail, you fail BIG. If you succeed, you don’t usually succeed big, you just are kinda “meh”, really.

    Now this is just me thinking, but I wonder if a better approach than building an MMO, would to be to grow an MMO.

    Let me explain.

    First, some problems:

    1. LAUNCH – so much depends on the beta and the launch. A buggy, unbalanced, or otherwise unfinished beta/launch can cripple an MMO’s potential. Patches and later expansions can make it better, but never enough to make a failed launch MMO take off again.

    2. CONTENT GAPS – usually not intentional on the developer’s part, but an MMO by nature tends to have content that is aging constantly. Remember your favorite MMO when they came out with the first expansion? The expansion content was all the rage, but now, it’s a ghost town. The only people pushing through the previous expansion’s content are those who are trying to get past it… playing catch-up with everyone else. To me it seems like a waste, all that work put into old raids and areas, not to be used once the bulk of the players ‘move on’.

    By building an MMO, you make all of the content, all 100%, then give it to the players at once. At launch. Then once a year or so you release another MAJOR content load. You throw it to the wolves and hope that you didn’t leave any bugs or balance issues (which you inevitably did).

    Growing an MMO on the other hand, might be a little less risky, in my opinion. Imagine a tree. You design your prospective MMO to start small, and grow bigger. It is scaleable so that it can still be functional with only a small playerbase, or as many as several million. And you add content as the game is ready to handle it. What I mean is that you start small and don’t try to BE the next WoW, it won’t cost much, and PLAN to have a smaller playerbase, but make it scaleable (the content is ready to be added when the playerbase grows and is ready for it). Gives you tons of advance time + preparation. You EXCEED people’s expectations for the game.

    Instead of releasing tons of previews promising everything from persistent worlds to curing cancer, don’t set the expectations ridiculously high. Set them at a decent place, and EXCEED people’s expectations. Then you could spread it through word of mouth.

    Just a thought. Not really thought out all the way, but a thought.

      1. Ill check it out. Thanks.

        I actually have quite a bit to say about growing an MMO, namely an MMO that has an ending. I mean, the game is OVER after a 6 year life-span, where the plot culminates to an epic conclusion of which you may be part. Each of the 6 years grows bigger and bigger with expansion content, until it concludes.

        When I get it outlined well enough, Ill make a post.

  2. Alternatively you could do what APB did and sell 10K copies of your game to people who cancel after a month.

    That method only costs $10,000 per player and brings in $50 per player.

    (An alternative figure being rumoured is that they sold 100K boxes, bringing the cost per player down to just $1000).

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