octoberasian
2[H]4U
- Joined
- Oct 13, 2007
- Messages
- 4,082
It depends how long you want the game servers to be available.
For the single fee model to work, there will need to be continuous sales at a high enough level to pay for the network, server upkeep, game patching and admin/support etc. staff levels.
To keep the servers alive a large enough trickle of money is needed otherwise there is little incentive or it may not be feasible.
There was a leaked image of Nexon's expenses on keeping their game servers on. If you include the servers, their maintenance, the people that maintain them, and the utilities and costs for the building, it came to around $1 million US per month. That is to maintain the game servers hosting Mabinogi, Dragons Nest, Vindictus and so on. That was a few years ago but it may have gone up now.
However, I'd like to think that would be a good approximation of maintaining a large MMO per month. Blizzard is probably higher with the number of servers they maintain, and EVE Online might be up there too.
If they get maybe half a million players to play Elder Scrolls Online, they pretty much got the server maintenance costs covered and then some extra for software development (patches, updates, new content, etc.), marketing and other things. In a year, they'd have nearly $100 million.
FFXI, for example, which averages currently 400 to 600 players on weekdays and 600 to 1000 players on weekends during peak hours for NA, EU and JP players, is still pretty much alive. If we consider players plus mules and alts, I'm sure FFXI still has enough players keeping the servers on even if it doesn't match the 7 million World of Warcraft players still paying each month.
If the development costs are not too high compared to let's say SWToR and the Elder Scrolls Online servers cost between $1 to $2 million a month to maintain, ESO should remain active even with a small playerbase paying $15 a month for the game. And, if they were to follow it with microtransactions in a cash shop, they can pretty much maintain the game without breaking 1 or 2 million players playing consistently per month.
Like FFXI, it'll probably have a niche following. Those tired of WoW and its game mechanics, and the drastic changes it's endured since Lich King may give it a try. Diehard fans of the Elder Scrolls series will most likely play it. Those curious about it and looking for something different outside the WoW mold will give it a try for the first 6 months after release. Some of those will stay for a year and others will not. Others will play on and off because of real life obligations but will keep it on if they get bored.
In the end, there will be someone willing to pay for it and play it beyond a year.
The TWO biggest issues I see with MMOs these days maintaining a large playerbase is World of Warcraft and content. Stray too far into familiar WoW territory-- game mechanics like questing, controls, and others-- and the game becomes no different than any other WoW clone out there. That will drive players away. Try to beat WoW or match it is just asking for failures because the game is trying too hard. Don't hold expectations too high that you'll beat or match WoW, or be as popular as WoW, and cater to the people that'll play your game and you'll be successful.
Content on the other hand is another issue. Make the game too easy and the items too easy to acquire, and you'll have players burning through content pretty quickly within a month and getting bored 3 months later. Biggest offender I know from personal experience with that is FFXI post-Abyssea expansion. Square-Enix failed on those two fronts-- making the game as easy as WoW and catering too much to casual players; and making content too easy to complete and items too easy to obtain post-Seekers of Adoulin. The game's population in my observation saw a steep drop of players when FFXIV ARR was released. I saw as much as 50% to 60% of my server population drop, and it's been dropping slowly but gradually since FFXIV ARR v2.0's re-release.
So many of my friends in FFXI moved on to FFXIV ARR, while others quit MMOs entirely. So, unable to make compelling and challenging content to maintain players playing, and unable to release new content consistently to keep players in the game, is just asking for the game to fail slowly but gradually.
Those two biggest issues are going to be the biggest challenges for ESO when it's released. The high monthly fee, higher than EVE Online and WoW, is going to partly play into it. If you're going to charge a fee per month for people to play your game, you have to be pretty damned sure you have enough content in there to keep people playing and keep them interested in playing the game. If not, do not be surprised you turn out like TERA Online, SWToR, or FFXI (post-Seekers of Adoulin).