D
dealaka
Guest
I'm currently waiting to have some time before copywriting my rpg material and then get it edited. I'm a avid rpg fan who's been working on this book/system for the last three years and want to think a bit about the future. My dream is to eventually have it made into an online game available for purchase (such as Everquest or even Gemstone). Lots of people playing with much of the system run automatically.
Any help from someone in the actual industry would be really helpful. I'm not planning for the immediate future, but would like to get a rough idea about how long I need to plan in advance. So here's my questions;
1.) How much cost is involved in actually maintaining/building content for an online game? I imagine several million, but I'm not really sure. I'm well aware it takes workers, computers, artists, legal costs, advertising costs, and other elements. These elements probably add up pretty fast.
2.) If I do get funding for my online game, do I get enough funding for a month? Two months? A year? It kinda sucks if I do get it built and can't pay salaries. Maybe it's not my issue, but it would help with a business plan.
3.) For a decent sized set of servers (say 3000 people), what are the costs of maintaining servers and the technology involved? I know it probably depends on the costs of the computer, the programming, and other hardware elements, but any guesses?
4.) Should the price of the product be based on a static funding element, or on an evolutionary curve? What I mean is this. Should the price of the game at release be dependant on the costs to maintain the product, and new people who join increase the funding? (not making much money) or Should the price of the game be dependant on setting a goal of people who we're going to get to play and once we meet that amount it's extra funding?
so;
Plan A - We release it for 3000 people and the pricing covers the costs to develop and maintain (online subscription). When we get a new 500 people to join we up the salaries to employees and equipment to upgrade.
Plan B - We release it and the pricing covers the costs of maintence (a few months) and development. To meet that goal we need say need an active membership of 5000 people, until we meet that goal there's no extra salaries or equipment upgrades. Once that 5000 is met, any extra money is immediately added to salaries and equipment upgrades. So it's longer to grow but much more stable. This plan allows for us to support several months of operation before we get into crunch time.
Plan A is cheaper for members since we're counting on future prospects, where Plan B is more expensive but we don't have to worry if we have a off-month now and then.
I suppose any gamer would say Plan A, the path most MMOrpgs take.
5.) How stable is the online market? Does it seem the bubble is going to burst? Are their just too many games for people playing? Are numbers of roleplayers just decreasing? If it's a struggling life I may have to think real hard. If it seems that there's plenty of online gamers it might be a bit easier.
Any help from someone in the actual industry would be really helpful. I'm not planning for the immediate future, but would like to get a rough idea about how long I need to plan in advance. So here's my questions;
1.) How much cost is involved in actually maintaining/building content for an online game? I imagine several million, but I'm not really sure. I'm well aware it takes workers, computers, artists, legal costs, advertising costs, and other elements. These elements probably add up pretty fast.
2.) If I do get funding for my online game, do I get enough funding for a month? Two months? A year? It kinda sucks if I do get it built and can't pay salaries. Maybe it's not my issue, but it would help with a business plan.
3.) For a decent sized set of servers (say 3000 people), what are the costs of maintaining servers and the technology involved? I know it probably depends on the costs of the computer, the programming, and other hardware elements, but any guesses?
4.) Should the price of the product be based on a static funding element, or on an evolutionary curve? What I mean is this. Should the price of the game at release be dependant on the costs to maintain the product, and new people who join increase the funding? (not making much money) or Should the price of the game be dependant on setting a goal of people who we're going to get to play and once we meet that amount it's extra funding?
so;
Plan A - We release it for 3000 people and the pricing covers the costs to develop and maintain (online subscription). When we get a new 500 people to join we up the salaries to employees and equipment to upgrade.
Plan B - We release it and the pricing covers the costs of maintence (a few months) and development. To meet that goal we need say need an active membership of 5000 people, until we meet that goal there's no extra salaries or equipment upgrades. Once that 5000 is met, any extra money is immediately added to salaries and equipment upgrades. So it's longer to grow but much more stable. This plan allows for us to support several months of operation before we get into crunch time.
Plan A is cheaper for members since we're counting on future prospects, where Plan B is more expensive but we don't have to worry if we have a off-month now and then.
I suppose any gamer would say Plan A, the path most MMOrpgs take.
5.) How stable is the online market? Does it seem the bubble is going to burst? Are their just too many games for people playing? Are numbers of roleplayers just decreasing? If it's a struggling life I may have to think real hard. If it seems that there's plenty of online gamers it might be a bit easier.