12 thoughts on “Precious Comments By Game Industry Executives, #18 In A Series

  1. Reddotmist says:

    Yeah, it had nothing to do with the fact that the engine was crap and endgame was shallow to the point of absurdity.

  2. Obviously, there is a reason (possibly several) that “we” feel the way we do about EA.

    But apparently “they” (he?) aren’t introspective enough to look at what “we” are complaining about and try to learn from it?

  3. Polynices says:

    I really hope he’s just lying to his shareholders and isn’t actually stupid enough to believe that crap. If he is, they’re (more) doomed. Can’t fix a problem that you can’t diagnose correctly.

  4. I’m astonished by the claim that they sold 1.7m and have now slumped to 1.3m. That means of the 1.7m who bought the game 76% are still subscribed. That figure seems far too high.

    It could of course be deceptive statistical analysis but if so, it’s on an extraordinary scale. If I had had to guess I’d have put their retention rate at 25-40%.

  5. Bonedead says:

    LOL, in the world of free to play.  Can you really try and blame free to play games as the reason for your 5 zillion dollar mmo not living up to its hype?  WTB DAOC2!

  6. Chris says:

    Stabs, they didn’t sell 1.7, they sold 2.4 million. Peak subs was 1.7 million. As of the April earnings call, about 54% of people who had purchased the game were no longer subscribed.

  7. Ajt312 says:

    The problem wasn’t anything to do with free to play vs subscription. The problem was they created the most expensive pc game ever made. Half a Billion Dollars, with no remotely sane expectation to actually recoup those development costs in a reasonable steady productive manner.  Their entire business model predicated that the steal all of the customers from every single one of their competitors and then keep them, starting from day one release. 

    The fact that they failed to properly develop or polish their game and released an MMO with no viable end game was just icing after that. The game was destined for failure via lousy accounting long before the developers had any chance to further screw things up.

  8. For the next few years, MMO developers should expect free-to-play to be the norm, but if they have a AAA game and want to maximise profits they should still launch as subscription. That’s because launching as a subscription game tells prospective players that it is indeed a AAA game. It’s like with movies: subscription is a cinema (movie theatre) release; free-to-play is a video release. If you launch a title as free-to-play, it’s like a direct-to-video movie.

    SW:TOR could have stayed as a subscription game indefinitely if they’d got the endgame right (or removed it entirely and only added content to the levelling game).

  9. Genda says:

    I had to laugh at this comment because even on the surface it is absurd.  Digging in a little tells you that there were a lot more reasons that the game didn’t do what they thought, not the least of which were outsized expectations and an unsustainable development model.

    Other than that, no problem.

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