• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Star Wars: The Old Republic [Releasing Date: Dec 20 NA/EU - NDA Lifted]

Status
Not open for further replies.
You can barely tell the difference between night and day in WoW, I dont really feel like its a big deal. Hopefully with them not having it, it means the differences on planets will be much more drastic.
 

LowParry

Member
Nobiru said:
You can barely tell the difference between night and day in WoW, I dont really feel like its a big deal. Hopefully with them not having it, it means the differences on planets will be much more drastic.

From Coruscant, to Hoth then Tatooine. I'd say those are pretty drastic.
 

gatti-man

Member
FieryBalrog said:
I was pointing out that the Bioware Cinematic Dialogue Experience™ present in TOR is also present in virtually every other Bioware game.

Please follow the thread of conversation before jumping in.
Want me to quote you? You said quest and story were the same in every bioware game which it certainly is not. Next time drop the attitude or atleast make a better argument.
 

Cystm

Member
It's apparent the lack of a day/night cycle is a let down for a lot of you guys. Just keep in mind that something like that could and I would imagine probably will be added into the game later on.


Who knows? I personally would not give a shit if they had the most impressive sun set any game has ever seen or lack therre of as long as the story is enjoyable and the gameplay lives up to my expectations of a spiritual successor to KoTOR.
 

LowParry

Member
Cystm said:
It's apparent the lack of a day/night cycle is a let down for a lot of you guys. Just keep in mind that something like that could and I would imagine probably will be added into the game later on.


Pretty sure it will later down the line. Maybe in a year. Who knows.
 

Morn

Banned
Speaking of subscription prices, I found this and it's more proof of how stupid Michael Patcher is:
http://www.gamespot.com/news/6312400/star-wars-the-old-republic-has-cost-ea-80-million-analyst

Pachter went on to estimate the cost per subscriber to keep Star Wars: The Old Republic operational will be around $5. That means even if EA has to give Star Wars license holder LucasArts 33 percent in royalties on a $15 per month subscription fee, the publisher will still pocket $5 each month per account in profits. If the game acquires 1 million subscribers during the back half of its fiscal year (October 2011-March 2012), EA should profit $30 million from the game, according to Pachter's estimate.

Patcher has no clue what is involved with running a MMO. He should read this:
http://www.raphkoster.com/gaming/busmodels.shtml

Playing an MMO is probably one of the most bandwidth intensive things you do on a regular basis. It's like downloading a large file, the entire time that you are playing. The key here is that the bandwidth is sustained bandwidth, not "bursty" the way that most things you do on the Net are, like web browsing. ISPs don't like sustained bandwidth, because it means they can support fewer people. They rely on the burstiness to squeeze more people onto the limited capacity of the wires.

Why does this matter to us? Well, simple logic. Let's say that you at your end are using 1k of bandwidth every second while playing our game. That means that we at our end are also using 1k a second receiving what you are doing and sending back what you see. But for you, that's $20 and you're worried about one guy. For us, it's a lot less than $20 a head, but we have to pay for the bandwidth usage of everyone playing the game.

That right there wipes out a significant fraction of your monthly fee.


Then there are hardware issues. You have to pay someone--actually, many someones--(and these guys don't come cheap) to make sure that the network stays running. Do backups, monitor things, fix whatever goes wrong. These poor guys wear pagers and are on call 24/7. Plus, depending on your setup, these boxes may not be at your office. They may be at co-location facilities. And that means you're paying monthly fees for rack space and for guys there who sit at that facility and make sure all the blinky lights stay on.

That's only a small drop in the bucket of the people costs though. There's an expectation of customer service too. I'll be up front and say that as an industry, we're still figuring that part out. But we already know that it's really really expensive! After all, you can't just go hire a bunch of kids fresh from flipping burgers, train 'em in the game and the customer service tools, and pay them minimum wage. They'll be lousy customer service reps. real customer service people have a multitude of skills, and cost a lot more than minimum wage. You can train people to be real customer service people, of course, but then you have to pay them real money, too. :) So support eats up another huge portion of the monthly fee...

What else? Ongoing development. There's a development team that stays on the game after it finishes. They fix bugs that crop up, and they also add new content. This is an ongoing thing, and it can be quite a large amount of people--not as many as it took to make the game in the first place, but a significant fraction.

[[By the way, just to address the issue--some companies have promised to never charge for an add-on or expansion. We are not making that promise, and I'll tell you why. Making large content additions can require extra team members, which incurs extra cost, of course. But also, having a new box on the shelf means that new people join the game. It's very hard to keep a year-old game on the shelf in this industry (in fact, it only happens for fairly rare hits) but it's an absolute necessity for an online game, whose lifespan is measured in multiple years. It's hard to afford ongoing marketing out of the monthly fee, and it's almost impossible to get press (which drives awareness for drawing in new people) or media attention without a new box. So you make a new box because it comes with these things--which cost money, of course, but then the new box sales help pay for it.]]

There are other miscellaneous costs going in there. Consider the fact that if you call a support guy in-game once and keep him tied up for an hour, you just burned up all the monthly profit we make off of your subscription fee. Actually, you probably burned up quite a bit more than that. We have a direct incentive to reduce the amount of bugs and make the game as easy and trouble-free as possible, because the more you need to call, the more it costs us, and the less money we make...

When all is said and done, if there's no ongoing costs, there's no massively multiplayer game. If you decided not to have a monthly fee, you would lose money before you even launched the game, and never make it back.

Yes, there are online games that have tried other revenue streams. Some matchmaker services have used ad revenue to support the cost. Of course, being matchmakers means that they don't actually run the game--they just pair you and your opponents up, so they don't have servers, customer support people, or bandwidth cost (except for the lobby). But notice that even most of the matchmaker services are gone now...

When all is said and done, the subscription fee is a necessity for this type of game. However, it didn't have to be a flat monthly fee. It could have been hourly, the way that it was for a decade and a half of online gaming. But fortunately, that all changed a few years back. It used to be that online gamers regularly paid hundreds of dollars a month to play their favorite MMOs.

Personally, I think we're lucky to pay what we do these days. :)

I don't know when we'll announce the subscription fee for SWG (probably not for a very long time) but I'm sure it'll be reasonable. Look at it this way--last movie I went to see in the theater, with the popcorn & soft drink, cost me lots more than the typical monthly fee. And it only lasted two hours. And it sucked. :)

$5 per user is suicide for keeping a MMO up and running. Why do you think Blizzard charges $25 for server transfers, $10 for name changes, $15 for appearance changes, $35 for race changes, $25 for special mounts, and $10 for vanity pets?
 

Rizzo

Member
Morn said:
$5 per user is suicide for keeping a MMO up and running.
If EA/Bioware are correct in their claims that TOR is breaking pre-order numbers, I don't see anything wrong with his estimate. Unless your MMO is underperforming, all $15 won't be needed to keep the game running. It's a business after all and if they couldn't pull a profit from $15/month they would be charging more.

Why do you think Blizzard charges $25 for server transfers, $10 for name changes, $15 for appearance changes, $35 for race changes, $25 for special mounts, and $10 for vanity pets?

Because they like money? Are you implying they weren't turning a huge profit before they offered these services?
 

Emitan

Member
It doesn't matter how many copies you sell. You need the monthly fee to pay for those users playing the game. Unless 20 million people buy the game and only 100k actually stick around you're going to be putting the subscription towards all those costs in Morn's post.
 

Morn

Banned
Rizzo said:
If EA/Bioware are correct in their claims that TOR is breaking pre-order numbers, I don't see anything wrong with his estimate. Unless your MMO is underperforming, all $15 won't be needed to keep the game running. It's a business after all and if they couldn't pull a profit from $15/month they would be charging more.



Because they like money? Are you implying they weren't turning a huge profit before they offered these services?

The more people you bring in, the more infrastructure and support you need to support those players. When WoW was launching and they had to do emergency deployment of more server hardware to handle the players; that cost money.

Blizzard, in just the US, has more than 2,000 GMs making between $12 and $15 per hour working out of Austin, TX. That's JUST in-game support, and doesn't count the Account Support, Technical Support, QA, Server techs, development team, etc.

Yes they're turning a profit, but the profit isn't coming entirely from the monthly fee.

Edit: And you better believe there is going to be similar premium features in TOR. They've already alluded to it in past interviews.
 

Morn

Banned
Rizzo said:
If EA/Bioware are correct in their claims that TOR is breaking pre-order numbers, I don't see anything wrong with his estimate. Unless your MMO is underperforming, all $15 won't be needed to keep the game running. It's a business after all and if they couldn't pull a profit from $15/month they would be charging more.

They would be charging more. I have a good friend who is a coder on an upcoming MMO that most people on GAF are dying for, and he's told me multiple times that in order to truly cover all of the costs of running a MMO from just the subscription fee a company would really need to charge anywhere from $25 to $40 depending on the size of the game.

The problem is that there's a mental barrier where people won't go past the $14.99 monthly fee for a MMO, that's why premium services and microtransations are now so common in the genre; they have to find pull in money from ways outside the monthly fee to not only find a profit, but also keep the game running.

When UO and EQ launched, $9.99 was a lot. Over the years leading up to WoW, the EQ subscription price went from $9.99, to $12.99, and eventually to $14.99.

Costs to run these type of games go up over time. And when you're dealing with a game like TOR, which is licensed where Lucasarts takes a 33% cut of the subscription numbers, the $14.99 a month is not nearly enough to pay for every aspect of running the game.
 

Trouble

Banned
TOR, like WoW, will have economies of scale on it's side. The cost per user for hardware/bandwidth/support goes down the more subscribers you have. That's how WoW can be extremely profitable at $15 a month. Bioware will almost certainly try to make extra money with fluff like name changes and server transfers, but it would near suicidal to charge more than WoW for monthly subscriptions.

I would also not expect LA to get a straight percentage of subscription revenue either, but a share of profits.
 

Morn

Banned
Trouble said:
TOR, like WoW, will have economies of scale on it's side. The cost per user for hardware/bandwidth/support goes down the more subscribers you have. That's how WoW can be extremely profitable at $15 a month. Bioware will almost certainly try to make extra money with fluff like name changes and server transfers, but it would near suicidal to charge more than WoW for monthly subscriptions.

I would also not expect LA to get a straight percentage of subscription revenue either, but a share of profits.

Patcher was basing his 33% number of how the deal between Lucasarts and SOE worked. Lucasarts got 33% of every $14.99 sub fee SOE got for SWG.
 

LowParry

Member
Morn said:
Edit: And you better believe there is going to be similar premium features in TOR. They've already alluded to it in past interviews.

Makes you wonder, with the CE getting that special vendor, we'll start seeing pay for items in that vendor.

But yeah, you'd be crazy not to include pay for items in an MMO these days. That's huge profits because people gobble up that stuff.
 

Morn

Banned
CcrooK said:
Makes you wonder, with the CE getting that special vendor, we'll start seeing pay for items in that vendor.

But yeah, you'd be crazy not to include pay for items in an MMO these days. That's huge profits because people gobble up that stuff.

That's probably exactly what they're going to do.
 

Iadien

Guarantee I'm going to screw up this post? Yeah.
Bioware would be missing out on a ton of money if they limit micro-transactions to people who purchase the CE. I don't think they would do that.
 

Morn

Banned
Iadien said:
Bioware would be missing out on a ton of money if they limit micro-transactions to people who purchase the CE. I don't think they would do that.

They won't. The CE will give them certain items from the store for free, while non-CE buyers will have to pay real money.
 

LowParry

Member
Giolon said:

I mean really, let's think of what BW could do.

Bikini outfits.
Vader, Storm Trooper, etc., helmets (cosmetic only)
Player mounts.
Branded lightsabers (Obi, Luke) (cosmetic only)

The list goes on and on.
 

Rizzo

Member
Billychu said:
It doesn't matter how many copies you sell. You need the monthly fee to pay for those users playing the game. Unless 20 million people buy the game and only 100k actually stick around you're going to be putting the subscription towards all those costs in Morn's post.

That's true, the boxed copies sold will help pay for the development of the game and the large number of people willing to try your game increases your chances at retaining an adequate number of subs (assuming your game isn't a pile of shit).

Now back to the costs of running a successful MMO... Here's an article from 2008. Okay, so $200 million over 45ish months (for the biggest? MMO at the time).

Anyway, WoW was making ridiculous money off of subs alone. If they weren't we probably wouldn't be getting TOR.
 
Cystm said:
It's apparent the lack of a day/night cycle is a let down for a lot of you guys. Just keep in mind that something like that could and I would imagine probably will be added into the game later on.

Would surprise me, day/night cycle affects a lot of things and usually it's something you want to plan for from the start.
 
I always hated the day/night cycle in WoW. Cause I generally played at the same times of day (usually at night) so it was always just night to me anyway. I don't get why it's such a big deal for some of you guys.
 

Morn

Banned
randomlyrossy said:
I always hated the day/night cycle in WoW. Cause I generally played at the same times of day (usually at night) so it was always just night to me anyway. I don't get why it's such a big deal for some of you guys.

WoW is really the only MMO who does it in real time.
 

Rizzo

Member
randomlyrossy said:
I always hated the day/night cycle in WoW. Cause I generally played at the same times of day (usually at night) so it was always just night to me anyway. I don't get why it's such a big deal for some of you guys.

After a while I didn't even notice it. It's a neat feature to have, but nothing that should ruin your experience.
 

Alex

Member
I'm fine with the static environmental effects and lighting, actually I kind of prefer it as I dislike the mediocre night cycles in most games. I guess it depends what you're wanting out of though, personally, I'm not looking for a full blown, living, breathing world, that doesn't seem to be what they're making.

Although, to be honest, barely anyone even tries for that anymore anyhow, it's usually just bad wallpaper. The only time I was ever really convinced in a living world type deal was 90's Ultima Online. Was remarkably ahead of it's time, and it's somewhat a shame we went down the Everquest fork instead.

But there are at least some decent weather and time of day cycling, and at least some bits that don't solely exist to prop up their questing systems. LOTRO and, believe it or not, Final Fantasy XI (though it's certainly the strong point of that game) actually were rather nice in that regard especially.
 
I wonder.. If Guild Wars 2 proves to be immensely succesful without the monthly fee, if people are ever willing to pay a subscription fee for MMO's ever again. It might become the industry standard if they're able to pull it off.
 

Kintaro

Worships the porcelain goddess
EhrgeizVII said:
I wonder.. If Guild Wars 2 proves to be immensely succesful without the monthly fee, if people are ever willing to pay a subscription fee for MMO's ever again. It might become the industry standard if they're able to pull it off.

Doubtful. Guild Wars 1 did the same thing and...we still have monthly fees. It was quite successful too. I never saw the problem with monthly fees to be honest.
 

Hawk269

Member
water_wendi said:
Bioware needs to take notes on what im going to say: Do not wait 5-6 years before introducing another fucking map for this gametype.

I would assume that they would have at least 1 arena for every other planet...ideally, there should be one on every major (non-starter) planet. If it is just one arena, then yeah, epic fail..on the level of sitting in chairs etc...lol

Anyone else think that a well balanced team using football strategies could do really well with this?
 

Emitan

Member
Guild Wars was basically Diablo with MMO style lobbies. Guild Wars 2 is a full "real" MMO with no sub and isn't a F2P game. I think it's going to be a lot more important than the original.
 

LowParry

Member
Billychu said:
Guild Wars was basically Diablo with MMO style lobbies. Guild Wars 2 is a full "real" MMO with no sub and isn't a F2P game. I think it's going to be a lot more important than the original.

I have my doubts. If anything is going to make a game changer, it's going to be Diablo 3 with its money system. There's nothing really "ground breaking" that I see that makes GW2 stand out from the rest. Not right now at least. Game isn't out till next year. So who knows. Besides, GW2 is targeting a different audience compared to what SW:TOR is targeting.
 

Jira

Member
Billychu said:
GW2's content patches are microtransactions. It's an interesting system and I'm totally for it.

No, they're not. You won't pay for content patches at all. The only future things you'll pay for are expansions. Microtransactions will be things like more character slots/cosmetic items/redoing your character's face and stuff.
 

Emitan

Member
Jira said:
No, they're not. You won't pay for content patches at all. The only future things you'll pay for are expansions. Microtransactions will be things like more character slots/cosmetic items/redoing your character's face and stuff.
I thought extra dungeons were micro transactions.
 
Status
Not open for further replies.
Top Bottom