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21818: RE: [MUD-Dev] MMORPGs & MUDs
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From: "Sellers, Mike" <msellers@origin.ea.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Thu, 13 Dec 2001 13:52:27 -0600
Organization: Kanga.Nu
Derek wrote:
> MMORPGs take between 5 and 10 million dollars to produce. I know
> because I just finished our financials for our next project.
I'd add that those numbers are on the conservative end.
> ... Anyone else is not in the MMORPG business and views your model
> as SIGNIFICANTLY more risky than something targeted at the masses
> where statistically you have a better chance at getting the
> requisite number of subscribers to turn a profit. You must
> remember that the stock market drives investing in many ways.
> Long term is a foreign word to most investors. Most can't seem to
> think beyond "How fast can I recoup my investment and start making
> a profit.".
Actually it's not so much about long-term or not (though that is a
factor), but about simple mathematics: I can take my chunk o' money
and invest it with little risk and get about a 10% return. With a
little more risk, I can pump that to 15%. With a fair amount of
risk, I can get 20-25% annualized return.
So to make sense to investors (in terms of ROI), a game developer
has to be able to beat the investment they could get elsewhere. You
need to be able to say, if you give me $10,000,000 to make my game,
in five years I will return to you over *$30,000,000* (that's just
about a 25% return). Now, that's possible to do *IF* you can
maintain a gross margin of about 50% and keep sales in the
100,000-200,000 every year for five years (I'm not sure if EverQuest
has done that yet).
Mike Sellers
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