Well then. That blows.Dinosaur Tamer said:As someone pointed out before they are actually in by default for Hero-Engine. So that's not very likely.
Well then. That blows.Dinosaur Tamer said:As someone pointed out before they are actually in by default for Hero-Engine. So that's not very likely.
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.
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.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.
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.
Chriswok said:Still waiting and hoping the monthly fee won't be a above 'industry' standard for an MMO. Please, EA, don't be Evil.
Exactly. They're competing against WoW. They can't charge more.CcrooK said:It's $15. Plain and simple. It's the competitive choice.
$12 a month for six months please.Billychu said:Exactly. They're competing against WoW. They can't charge more.
Einbroch said:$12 a month for six months please.
I 2nd that and motion for $10/mo for a year.Einbroch said:$12 a month for six months please.
Amen! Not that I'll be able to afford it at launch, but early next year I should have a bit of cash to buy months upfront.gatti-man said:I 2nd that and motion for $10/mo for a year.
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.
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.
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.Morn said:$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 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?
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.
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.
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.
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.
Morn said:That's probably exactly what they're going to do.
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.
CcrooK said:Incoming bikini Leia outfits.
Giolon said:Sold.
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.
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.
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.
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.
Take my moneyCcrooK said:Incoming bikini Leia outfits.
Trickster said:What happened with that thing totalbiscuit promised us?
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.
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.
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.
Billychu said:GW2's content patches are microtransactions. It's an interesting system and I'm totally for it.
I thought extra dungeons were micro transactions.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.