So how is CoH REALLY doing? (An answer)
You know, you could edit that video to be about any nerf in any online game. Substitue COH for CO, substitute the Energy Melee nerf or whatever for the CO nerf mentioned.
Still funny though. |
But yeah, it's still funny.
When you look at the most accurate, comprehensive financial data NCSoft used to reveal, you're presented with deteriorating concurrent numbers, along with the reduction in month over month subscriptions. Sales tell only part of the picture regarding the games status, which, for the umpteenth time, is probably behind the reasoning which led to the restricted access. Let me just add I "believe" this mmo will continue operating for another couple of years. That doesn't conflict with the likelihood that, given the restricted data available, the game is functioning on the lowest operational numbers in it's five plus years, across the board. |
i expect GR to give a healthy boost to the numbers when it comes out, and i really do think a fair bit of the most recent income slump might be slightly related to the economy. No, really.
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Look. CO was never going to mean doom for COX. Even if CO became another WOW...it wouldn't have killed this game.
MMOs do not kill other MMOs. MMOs kill themselves with poor design choices, poor support and a lack of understanding of their target audience. Anyone arguing that to the contrary is either delusional, bitter or childish. |
I believe that the biggest downer for this game was the 15 developer drought we were forced to go through where 'they'(whoever the hell they were...) chopped the dev team and scaled back support for the game shortly after the launch of COV. That was a singularly asinine move that I truly believe hurt this game's progress more than anything else. I sincerely hope that's never repeated again and that GR doesn't see a similar thing happen. |
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Since 4Q 2008 NCSoft stopped giving an extra level of detail to CoX reporting, so everything we are talking about has to be extrapolated or interpolated when discussing the metrics of the playerbase.
You're more than welcome to analyze the numbers that have been supplied to figure out how many 0s we should put in d00000m. |
Since 4Q 2008 NCSoft stopped giving an extra level of detail to CoX reporting, so everything we are talking about has to be extrapolated or interpolated when discussing the metrics of the playerbase.
You're more than welcome to analyze the numbers that have been supplied to figure out how many 0s we should put in d00000m. |
The numbers aren't the question here. Their meaning is.
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No
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Tony, thanks for doing the normalization to US dollars.
What I find fascinating is that if you divide number of subscribers by dollar revenue (for the period they give subscriber numbers) it shows that the average subscriber spends $45 per month on the game. How is that possible? And yet, the numbers are consistent at that level.
Whether something is off or not, the average ratio of revenue to users can be used to calculate an estimate of subscribers for the last few quarters where date was not provided. It works out to:
2009 Q1 - 107,311
2009 Q2 - 115,534
2009 Q3 - 98,142
Eyeballing your graph, it is apparent that the biggest post-CoV gains were from Issues 9 (Inventions) and 12 (Cimmeroa/Midnighters/proliferation). The biggest losses coincide with PvP and AE rebalancing, respectively.
Interesting stuff.
That... Doesn't even begin to answer my question. TonyV stated, and his link confirmed, that these are quarterly earnings. How does this translate into box sales only not earnings from subscriptions? This isn't about analysing the numbers, it's about pinning down what the numbers represent. I mean, idle number-crunching IS fun, but context is what gives it meaning, and right now it seems like everybody has a different idea what the numbers mean.
The numbers aren't the question here. Their meaning is. |
Obviously the people that really know don't feel that it's worthwhile for them to tell us.
Therefore, feel free to start crunching the numbers instead of waiting to be fed. Otherwise there's no point this discussion either, may as well wait for some redname to drop the numbers out of the sky for you.
What I find fascinating is that if you divide number of subscribers by dollar revenue (for the period they give subscriber numbers) it shows that the average subscriber spends $45 per month on the game. How is that possible? And yet, the numbers are consistent at that level.
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To be fair, I had a toddler in my lap when I was typing earlier.
Tony, thanks for doing the normalization to US dollars.
What I find fascinating is that if you divide number of subscribers by dollar revenue (for the period they give subscriber numbers) it shows that the average subscriber spends $45 per month on the game. How is that possible? And yet, the numbers are consistent at that level. Whether something is off or not, the average ratio of revenue to users can be used to calculate an estimate of subscribers for the last few quarters where date was not provided. It works out to: 2009 Q1 - 107,311 2009 Q2 - 115,534 2009 Q3 - 98,142 Eyeballing your graph, it is apparent that the biggest post-CoV gains were from Issues 9 (Inventions) and 12 (Cimmeroa/Midnighters/proliferation). The biggest losses coincide with PvP and AE rebalancing, respectively. Interesting stuff. |
It was stated before the PvP changes went live that it would cost NC a lot of subs if the changes went through. No suprise to anybody there except maybe to NCSoft. The AE losses were no real surprise either. They lost those subs at both points largely because of the horrible manner in which those issues were handled. More specifically, the manner in which they utterly disrespected there target playerbase.
I don't think this is anything new. It's been fairly well known that the game has been bleeding off subs fairly consistantly since launch. The only major exception being the CoV release, but things were back to their normal slow slide shortly after that. The big questions that linger, and the reason people still talk about it, is how much more can the game afford to lose before it is no longer able to support itself, and what can NC do to stop the bleed? GR is the next big step in trying to keep numbers from sliding further. I'm sure Golden Fangurl is absolutely convinced that GR is the greatest thing ever seen since the invention of the internet and will probably herald the second coming of Christ dressed as Statesman, but I'm not convinced it will have any lasting effect. Much like the CoV release it will spike subs for a short time and then it will all go back to our normal dooooooom.
I know. Because WoW is so well-known and so advertised, it creates the illusion that it is so awesome and your ability to customize your character is so great in WoW and CoH is the game that has bland costume pieces and poor content. It's criminal if you ask me! City of Heroes definately deserves more publicity than it actually receives. Hopefully Going Rogue will change the status quo.
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Hopefully GR inspires more players to make vids and show off CoH.
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Let me just add I "believe" this mmo will continue operating for another couple of years.
That doesn't conflict with the likelihood that, given the restricted data available, the game is functioning on the lowest operational numbers in it's five plus years, across the board. |
These guys were at 15 employees, bought, hired more employees, ramped up the hiring even more, still hiring... and this 60+ person company growth is supposed to mean that the game is functioning at the lowest operational numbers?
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Well, a bit less hyperbolic straw man use, but do you really still believe that the reason NCsoft stopped reporting the subscription numbers for all its games, thus bringing its reporting practices in line with other MMO publishers, was solely because of declining CoH numbers? Really?
i expect GR to give a healthy boost to the numbers when it comes out, and i really do think a fair bit of the most recent income slump might be slightly related to the economy. No, really. |
I have to agree about GR giving a bump to bottom line numbers but its sales and the sales of booster packs should be broken out into a separate category. These things all have a cost associated with them (I have no idea what that might be) and their own profit stream.
I'd also bet that GR brings back some old players that had left though I don't know how many. These days I rarely see players with less than 2 or 3 years of vet badges. So I have to wonder how many old players are going to go OOOH AHHHH I can have my nerfed to heck regen go villain and get even.
I know I will probably buy 1 copy of GR no matter what. I don't know that I will need to or want to buy them for all the accounts.
The question is "will GR get new people to play ?" Its a really great feature for those of us that have been playing but frankly the biggest plus is getting my villains out of the rogue isles so they can actually buy and sell things. If I were a new player and found out about the market problems, I might just want to say call me back when you have fixed them. Ultra Mode is also going to be a draw, but praetoria ? I just don't know. So far it doesn't sound compelling
well af, if gr were only what we saw at herocon, i'd be inclined to agree, 2 powersets, a side switching feature, a graphics feature that may not affect a number of us(though leaving it optional was a good thing to do, kicking the low end systems off forceably would be nasty) feature and a zone that s i seemingly a mix of 1984 and minority report only goes so far. but lets wait till we know more than the first murmurings of content. I would be surprised if the large staffing up and relative lack of storyline content or new art for over a year only lead up to that. that would actually get me dooming if that was all. I suspect a lot of older players have burned out a bit on the current stuff and are waiting in the wings for gr, and looking at the spike villains gave coh, even with a poorly received feature like ED which hopefully GR will lack, lets say im reasonably optimistic that it will draw back some people for at least the short term, from then on the ball is in the devs court to keep them.
OK, I took Johnny's concept of averaging the $/access to extrapolate the Access and concurrents for the missing values going forward.
The yellow and pink lines are the extrapolated numbers at the end of 08 going forward. The scale for those two are on the left side vertical axis.
The blue line are published numbers and the scale is on the right.
Obviously this is rough since the $/access did vary a bit. The average value was taken from the published access figures after the CoV launch ($42.03). Concurrents were calculated from a similar timeframe and worked out to 12.5%.
I also entered in the various events for boxed sets and booster packs etc. and most of them did not make an obvious difference to the income stream (not shown in the graphic). However, 06 Q3 still looks funny compared to the rest of the income chart. The only thing I can see is that the income could have come from preorders for the boxed edition of GvE exclusive to Walmart, which came out the following quarter.
Also according to MMOChart.com ((link)):
For NCSoft’s titles, the number I track is the “monthly access” number for each game as reported in the company’s quarterly reports. According to their documents, this number is the “number of unique users that log on at least once in the given month.” This is important for games like Lineage and Lineage II which use a variety of different subscription models depending on territory. For games like City of Heroes and Tabula Rasa, this number is probably somewhat less than the total number of active subscribers, unless NCSoft is just reporting the number of subscriptions in that field for those games. |
Therefore, feel free to start crunching the numbers instead of waiting to be fed. Otherwise there's no point this discussion either, may as well wait for some redname to drop the numbers out of the sky for you.
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TonyV obviously has an idea, or he wouldn't be doing this. I can sort of grasp his idea, except other people seem to be operating off completely different ideas, and as long as that's the case, it's like speaking two different languages. You don't tell an English speaker to just start reading that Panjabi manual or wait for God to deliver the instructions in English on a silver platter. Unless you know what the data means, it is, by definition, MEANINGLESS. And doing the math on meaningless data has no purpose.
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Okay, I have created a new chart, this time adjusting for the USD/KRW exchange rates at the time. The sales are now displayed in U.S. dollars, which is where most of the sales were generated. I haven't added the timeline, and I also started the chart in 2006 to weed out the CoV outlier. Here are the results:
The chart looks different because I composed this one in Google Docs instead of Microsoft Excel. I published the data so that you can see it. |
Ah, its the exchange rate. You're assuming the average exchange rate for the period in your conversion. I don't believe that is correct. I believe its much more likely that all of the revenue is accounted for in the US in dollars, and then is converted to Won for the purposes of reporting as of the conversion rate at (or very near) the reporting date. In that case, what I have, for at least the quarters from Q1 '05 and later, is:
year quarter access Rev Rep date Exch rate dollars 2004 Jun 169925 2004 Sep 163053 9403 2004 Dec 124435 2005 Mar 140481 6341 05/05/05 999.6 6343537.41 2005 Jun 162922 5806 08/10/05 1011.6 5739422.7 2005 Sep 150068 6412 11/04/05 1049 6112488.08 2005 Dec 194000 15706 02/14/06 969.4 16201774.29 2006 Mar 171951 6523 05/04/06 939.4 6943793.91 2006 Jun 171000 5532 08/04/06 964.6 5735019.7 2006 Sep 172420 7429 11/09/06 932.6 7965901.78 2006 Dec 154953 5532 02/07/07 933.2 5927989.71 2007 Mar 143127 5954 05/08/07 922.7 6452801.56 2007 Jun 153331 6370 08/08/07 923.8 6895431.91 2007 Sep 139313 5721 11/07/07 905.2 6320150.24 2007 Dec 136250 5401 02/13/08 945.3 5713530.1 2008 Mar 134195 5416 05/15/08 1043 5192713.33 2008 Jun 137028 5743 08/13/08 1039.5 5524771.52 2008 Sep 124939 6193 11/12/08 1354.5 4572166.85 2008 Dec 6865 02/13/09 1404.75 4886990.57 2009 Mar 6837 05/11/09 1233.76 5541596.42 2009 Jun 6673 08/07/09 1227.05 5438246.2 2009 Sep 5471 11/06/09 1166.67 4689415.17
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By the way, a commentary on these numbers. Both the access numbers and the revenue numbers are good for long-term trending to some degree, but they have issues when you attempt to extrapolate short-term changes in them.
The access numbers are not subscription numbers. Lets get that out of the way now. Everyone who says that NCSoft "used to provide" the subscription numbers and "now they hide them" is simply wrong. Its extremely unlikely that is true, for two reasons. One: the devs have stated in the past that they are capable of, and generally track, access. So the notion that they can't do that and are substituting the subscription numbers as a best guess is false. Two: the numbers oscillate too wildly relative to prior assertions that the subscription numbers themselves do not usually change dramatically from one month to the next.
The access numbers are a reasonable proxy for subscription numbers most of the time, at least for relative comparison, provided that during the comparison period the average player logged in about as often, at least to within one month intervals. However, the one time that assertion cannot be assumed is the case where someone attempts to assert "flagging interest." If someone claims that people are getting bored with the game and quitting out of boredom, they *cannot* assert equal login frequency, and the access numbers become worthless to that assertion in the short term. Access numbers *amplify* interest and disinterest in the game within a certain set of margins. In other words, if access numbers drop significantly in a single short term period, the one thing I'm basically absolutely certain of is that the subscription level dropped significantly less than the access numbers in that short term period.
Conversely, the revenue numbers have their own problem. They almost certainly reflect the subscription revenue as its collected, even though subscription revenue is not necessarily for a single quarter. In other words, the long term subscribers are probably adding 6-mo and 12-mo period fluctuations in the data which are very difficult to factor out: I don't think there are enough data points to do a very good time-domain analysis of subscription numbers, especially with all the other factors superimposed. Its clearly apparent, though, that for some reason or another there are definite oscillations in the data. There are several dips in the revenue numbers for which the revenue bounces back by most if not all of the dip. While the trend is generally lower, the trend line is dropping far slower than any obvious single quarter revenue dip. So extrapolating from those is less than worthless, because historically speaking they've never been consistent.
I would say that unless you want to do very sophisticated analysis of the numbers, I'd stick to looking at annualized trends of the data only. The data clearly shows there has not been a "catastrophic" or dramatic drop in CoX subscriptions or activities. But the actual magnitude of the general trend in specific terms has a lot of margin for error.
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You're more than welcome to analyze the numbers that have been supplied to figure out how many 0s we should put in d00000m.