Late last year, beginning this year, well over 500,000 and closing to 600,000 subscribers from reliable data in the game industry tracking companies.
My own sense says may have dropped since March, April, but those will be subscribers shifting to other MMO's. Ultima Online 250,000+, Asheron's Call still respectable, but do not recall numbers. Total world wide is approaching 1 million for all MMO's.
Sony over $6 million / month subscriber revenues.
$3-$5 million per expansion over the first 4 months of expansion.
3 expansions per year averaging currently.
Total estimated revenues for SOE $87million per year from EverQuest. Does not include PS2 and other EverQuest titles.
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Estimate 20% of revenue for Salaries for programmers and content and project managers. $17.5 million. Approximately 320,000 hours, 160 persons. Roughly 50-60 progammers, 80+ content artists, designers, 20 managers. Do not know if accurate mix, what they actually have, or even if this is what you need for EQ. Does not include top tier management and executives. These figures are probabaly heavy on programmers and lite on content developers, but something to work with.
Support salaries is probably 2-3%, or roughly $1.7 to $2.5 million year. That will get close to 60,000 total support hours, or a staff of about 30 people. This sounds about right.
Estimate 5% for top-tier salaries, roughly $4.3 million. Close to 29000 executive hours, or 14 or so people. This is probably correct for this category to.
Estimate 2% for miscelleaneous salaries for assistants, IT, etc. This brings to 30% of estimated revenues for salaries. This is probably correct.
Marketing costs are extremly light, and this is almost no manufacturing cost.
Cost of the infrastructure is next highest with datacenter, servers, connectivity costs. But I cannot see this being more than a few percent still.
So overall a very profitable model. Any surprises why all companies are looking at this?
As in all business, customers will go for cheapest product, then for product performance, then for service. But customers will stay with product if serviced well. This does not exist in this MMO market today, as EQ is the only real player in the field based on product performace (CoH just starting, to young to directly impact at this point). But service will be more and more important as the market matures over the next couple of years. Also realize this is a brand new factor in the game industry : until MMO's, there was no need for massive customer support as the games where all 'static', not played on the game companies resources. They are still adjusting to this, and the impact customer service has.
Journey far and fare well!
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Journey far and fare well!