Server costs for Arenanet have NEVER been an issue.
Server costs are always an issue, what Arenanet did was discover that SUPPORT costs were the money sink, and built a game around not having to run a massive Support department doing a bunch of manual housework.
Gamers will no longer buy the argument that every MMO requires a subscription fee to offset server and bandwidth costs. It's not true – you know it, and they know it. Gamers may buy the argument that your MMO requires a subscription fee, if you can tell them what they are getting for their money. This is the legacy of games like Guild Wars, Maple Story, and Silkroad Online, all of which introduced new business models into the MMO genre and were quite successful. The subscription model is still perfectly viable, but the pain threshold is very low now. It's no secret that gamers don't want to pay a subscription fee. If you can convince them that your game offers enough value to justify it, more power to you! But be prepared to defend your decision, often and loudly, and back it up over the lifetime of your game.
Be very aware of the choice you are asking players to make, and the frequency of that choice. In a subscription model you are asking players to make a choice every month, and it is a fairly drastic choice: Stay married, or get divorced? It is certainly the case that if every player decides to stay married every month, you can make more money from each player in the subscription model. But that will rarely be the case, and not something that you should count on. Every month, some percentage of your player base will decide on divorce, and as with marriage in the real word, once you are divorced you rarely get married to the same person again. If you go the subscription route, you'll need to have the confidence that your marriage rate will exceed your divorce rate.
With Guild Wars we ask players to make a choice only one time, and that choice is whether to buy the game, or not to buy the game. While we don't enjoy a recurring revenue stream each month, we do benefit from the fact that most Guild Wars players come back to the game when we release new content, so we are less concerned about players putting the game down for a few months. Players don't have to decide whether to stay married or get divorced, they just have to decide whether they want to play today or not. Beyond the benefit of a lower pain threshold to get into the game, this is the core strength of the Guild Wars business model, and one of the reasons it continues to thrive when many other subscription-based MMOs are struggling.
- Jeff Strain
NO THEY ARENT!
What I don't get with them is how they are still in business, they've sold 6.5 million copies of GW or it's expansions and lets be generous and say the average revenue is $20 a box (which is very generous) - so that's what $130 million income.
The GW2 team is 270 strong, and assuming an average of $50k a year (again generous) - thats a burn rate of $13.5 million a year for the last 5 years so $67.5 million on staffing alone.
The margins must be tight and they must need to get GW2 out of the door soon and it has to be a hit.
Bandwidth, Servers, Admins are not Free. What Anet did was heavily optimise the people costs of supporting that so that the cost of running that stuff < less than revenue from shifting boxes.
lets be generous and say the average revenue is $20 a box (which is very generous)
What I don't get with them is how they are still in business, they've sold 6.5 million copies of GW or it's expansions and lets be generous and say the average revenue is $20 a box (which is very generous) - so that's what $130 million income.
The GW2 team is 270 strong, and assuming an average of $50k a year (again generous) - thats a burn rate of $13.5 million a year for the last 5 years so $67.5 million on staffing alone.
The margins must be tight and they must need to get GW2 out of the door soon and it has to be a hit.
They do a good business on micro-transactions. I don't have the revenue figures on that front, but I'd be interested to know.
yea exactlyu plus FTP is not really FTP as u stll buy the game
But it is FTP afterwards.
Ok, heres the total cost to NCsoft for every game they currently maintain, notice how small the bandwidth costs are compared to the total:
Another point to remember is that most GW boxes arent actually that cheap and have never been on budget sales.
They make more than just Guild wars though, Lineage 2 is still a big game in Korea for example.
They may also have investment capital, based on the success of the first / hype for the second they could conceivably raise a few million to cover the costs of development.