Actually, this is really easy to figure out. The cost is:SomebodyNowhere said:The question is when you pour that much money into a project how exactly do you consider it a success? A regular game can tell by its sales, but for MMOs it isn't as easy. WoW didn't get its millions upon millions of subscribers overnight. More and more it just seems like they are setting the game up for disaster.
Revenue, LESS...
Infrastructure
Support
Development
Distribution
Financing
Also, in software (which is the business I happen to be in) there are two metrics on profitability that are really standard across the business. The first is the gross take, and the second is the net.
The gross take is defined as the profit after sales - labor + materials. If you believe the 300 million figure (and I don't) and we attribute about 65% of that to labor and materials, we're talking a huge number of box sales to make the 90% profitability gross standard. To put it simply, it'd have to be the best selling video game release *ever* at launch in order to recoup this investment.
However, since it's an MMO and their sales cycle is far longer than a standard piece of software, it's likely that internally EA will calculate this over a longer term forecast of several years (dunno how many, this is all black magic at this point because it's a slightly different business model, more like SaaS instead of traditional box software)
Anyway, the second number is easier to track on a quarterly basis, and that's the net return. This is just quarterly profits (sales + subscriptions) less the ongoing operational expenses. In this case, we can assume that their ongoing expenses will be large, but still modest, maybe 20% of initial investment (which at a purported 300 million, is still huge - 60 mil a year, 15 mil a quarter). The standard here is also lower, you're looking for an average margin of about 20-30%, or about 2 million subscribers a month (which perhaps not so strangely, falls in line with what EA is claiming it will generate, ergo 1 to 2 million subscribers)
So, looking at all those numbers and lining them up with some of the rumors we've heard, it's pretty easy to speculate that almost certainly if after the first year or so of release, if this game doesn't have at least 1 million subscribers, it'll be a money loser for EA and even at the 1 to 2 million subscription mark, it will be a period of 2-3 years before the project as a whole starts to line up with profitability standards. However, if you change some of the numbers around (like say, drop from 300 million to 100 million for initial investment), it becomes a hell of a lot easier to see how the game could survive and even prosper.
To be perfectly blunt, the news that EA is taking a bigger stake in the game is not a good sign. Not a good sign at all. A company like LucasArts doesn't relinquish part of a publishing deal that they are guaranteed to make money on, so my gut reaction is that EA has gone over budget on this game substantially (I would say, split the difference and say 120-200 mil instead of the 300 mil, but hey... it could be true) and in order to keep LucasArts from breathing down their necks, they limited their exposure to the potential economic loss of the game.
Now, I wouldn't say this game is in trouble. If it's a good game, even if the subscription numbers aren't there initially to line it up with the 20-30% margin, EA has deep enough pockets to eat a slow growth proposition. If they'll do it however (and this will probably be dictated by licensing agreements and subscription forecasts), will remain a mystery. My gut feeling however is that the bean counters over at EA are already aware of this and preparing for a long slog. I mean, really, unless the game is crap on ice, it's almost certain that they can eventually get their money back out of this. It's just a matter of how long they eat the chowder until they get the lobster.