Business plan is every bit important as the game itself. In fact, the business plan is more important because it means the difference between success of your title, company, and future and failure.
Game fans are notoriously narrow sighted, they see what affects them period, rarely if ever considering the context in which things happen. They don't know about nor do they care about the business that actually produces the titles they get so frothy over. They think that if you just have a great idea and produce it they will succeed. People who believe this are fooling themselves.
Take the imminent fall of Tabula Rasa, angry gamers are blaming NCSoft for killing TR, even Brent from
VirginWorlds.com is holding NCSoft in
contempt for this action, first lamenting the shutdown of Auto Assault, and now TR. As if the two titles could be compared; virtually the only similarity between them is that you had to play them on a computer. When Auto Assault launched the popularity of driving games on the PC was at an incredible low, the marketing and press surrounding the game never made its case to the community, I don't think NCSoft actually had a clear idea of what they wanted to do with the product or with NetDevil, they had a game beautifully suited to a niche market but failed to cultivate that (yes you do actually have to sell products you make, "build it and they will come" only works in the movies). Tabula Rasa also a niche title was positioned to compete in the mass market arena, something that a quasi-fps, PVE only game is completely unsuited for.
What people seem to be missing is blatantly obvious to anyone who has been watching the markets lately.
Times are tough, share prices are down, sales are down, the economy is slowing. Q3 reports for nearly every game manufacture were dismal and there is nothing to suggest that Q4 will be any better.
What happens in lean times at a corporate level?
Every facet of an organization comes under scrutiny, anything not performing or under performing is under extreme risk of being cut.
Games are a business, a particularly cut throat business, one whose produce has a very short shelf time and looses value extremely quickly (bargain bin), a business where the customer holds an expectation of continual qualitative and visual advancement.
The games business like most computer software is necessarily dragged along by the ruthless progression dictated by
Moore's Law. For productivity software Moore's Law means that companies can take advantage increases in processor power and let their code bloat to encompass more features, bloat is OK as long as features advance and the software is stable. Just look at the install sizes of the Windows product over the years, I think I still have my floppies of Windows 3.1.
Games on the other hand, have traditionally made use of the advances allowed by Moore's Law to do cooler things, better textures, physics engines, designs that allow more CPU cycles for AI, multi player features, and so on.
What this has meant for games and MMOs in particular is a steadily increasing cost in development, every new possibility translates into an extra cost in development because of the
unsustainable business model that the games industry is currently operating under.
The total cost of development dictates the business model that the game must operate under.
If a game has a relatively low development cost it can adopt a slow growth business model and concentrate a portion of profits on reinvestment into the core product. This model fits niche games particularity well.
If a game has a relatively high development cost it must adopt a rapid growth business model and concentrate on maximizing sales to recoup costs as rapidly as possible. This is because games have a very finite lifespan, and that lifespan requires constant maintenance. If you must recoup a $100M development investment AND provide a decent dividend AND increase share value AND have enough cash for investment into the product to keep it up to date, it means that you must have a steadily increasing subscription base over the products life cycle or at the very least a stable one.
So let me reiterate that again.
The total cost of development dictates the business model that the game must operate under. This is true for both privately held corporations and publicly held corporations although a privately held corporation just has to keep itself pleased with its performance while the publicly held company is beholden to the market.
Tabula Rasa cost a lot to make,
estimates have it at a bit over $100M with a pale launch take of a bit over $5M, if you assume that TR could continue to pull in $5M per month it would still take 20 months just about 2 years just to cover development costs. To attain that level of net income would require a subscription base of just about 350,000 players for the whole time. Note this hypothetical income does NOT include support staff salaries, infrastructure costs, bandwidth, new development, system supervision, marketing, or most importantly, profit. All told for TR to even be moderately profitable it would have had to have maintained considerably more than 350,000 players.
How many mainstream MMOs in MMO history have maintained that kind of subscription base for that kind of time? Not
many (World of Warcraft, Everquest, and Final Fantasy XI).
Warhammer Online has the exact same problem, Dark Age of Camelot was a success because the initial project was made in 18 months using open source tools and internal engine, they recouped their costs and were profitable. Warhammer Online cost orders of magnitude more to make, cannibalizes current subscription base, and has the exact same market appeal as DAoC, and yet...they somehow expected it to surpass DAoC? Why? The numbers don't support that belief, the IP is strong but very niched, and a RVR centric game is automatically niched. I doubt that Warhammer Online will be as successful as DAoC was.
Age of Conan, this is a game that is also forced into a business plan by its costs that the game is simply not suited to. Mere months after launch they have seen a lead producer change a rapid rise and fall of subscriber base, and as announced recently imminent server
consolidations. AoC still reportedly has about half of its initial 800k subscribers. Right game, wrong business model.
And Vanguard, do I even need to mention it? The only reason it lives on now is because Sony Online picked it up cheap and did not have to bear the costs of development, SOE is running the game on a very tight budget. Basic bug fixes, implementing previously planned unfinished content, and not even talking about an expansion. If Vanguard is profitable it is only just. I imagine they can count Sony Access accounts as VG accounts for accounting purposes.
So, a good game that increases its value over time, hit its market spot on, and has an obviously profitable business plan? Eve-online is one. This game is a gem of a product, I don't particularly like the game but is serves as an example of what is possible and how it should be done.
If you have a niche game you must make sure that your costs and business plan are appropriate for a niche market.
If you have a mass market game you must make sure that you features actually appeal to the mass market. If they don't your product will fail or under perform, which might be enough in boom times where your other successful products can "carry" the under performer. In hard times, like now, an under performer with no chance of recouping costs calls for the axe, in this case Tabula Rasa.
Games are not a physical commodities, they are perishable goods, created for a particular time frame of a particular set of hardware, constant development to keep them fresh is a requirement, one that is dependent on a positive cash flow.
-Gooney
A public company has to report earnings, so if you really want to you can go through their quarterly reports. I haven't seen the figure mentioned in Tobolds post disputed anywhere, and since that was derived from a Korean finance source I'd consider it pretty solid.
Public companies are in principal very transparent, they have to be or their stock won't be worth anything.
-Gooney