Jophiel wrote:
Arjuncorpse wrote:
I am saying 2 mill based on what the market for MMO's is currently. When EQ hit 500K and was at its peak, it was about the most popular MMORPG on the market. I just don't know if the definition of success has changed now since that other game has 8.5 million.
Oh, sure. I was just noting that enough cash comes in at 250-500k to make it worthwhile to continue expansions. Even when EQ numbers were sliding, they were pumping out two expansions a year. They've finally now reduced that to one expansion annually.
Well I'm not sure what your hourly tarif is but even with 100k subscribers each paying about 10$ per month equals 1 million USD per month. Minus overhead, publisher-cuts and other other stuff one could say that there is at least 100k USD to spend on expansions ; that's just 10% of the total income. (Yeah I know that 10$ per month doesn't mean Turbine gets 10$ of that, I just calculated that even if they'd get 10 percent of the montly revenue that they'd be able to have quite a nice team to -develop- more content. Since the upkeep of the game (servers, maintenance, gamemasters, support etc etc) are basically costs they would be deducted from the raw montly revenue (e.g. 1M USD with 100k subscribers paying 10USD on avg. per month)
100k USD equals about 20 fulltime professionals that can do game-design, sound-design, graphic-design, modelling, testing etc etc. Using the inhouse tools they have developed I'm sure it's pretty 'doable' to create a few more fedex, kill-those-mobs or 'whack-this-boss' quests and some terrains with the occasionaly ruin, farm or trees.
If you've ever worked with a 3D-package and know how to use a library you'll understand what I'm trying to say. It's not the same but looks alike. Several (non-mmorpg) games have excellent tools to develop your own terrains and objects (aka maps) like many FPS-shooters. It takes time but some ppl are able to make excellent 'maps' or areas that are even more exiting than half of the areas in Lotro and do it in a few months, all alone or with help from a friend. Their level of knowledge and professionalism should be less than the experienced developers of Turbine so the diy-amateurs aren't even operating in the same league, yet some of them deliver beautiful content.