Why was COH killed by NCSoft?


Aett_Thorn

 

Posted

Quote:
Originally Posted by Pebblebrook View Post

So i take it from your reply that the goat is still stalking me with his berating sarcasm? Hehe, so glad i don't see that.
Then how did you know I switched from direct verbal abuse to "sarcasm"?

Weird, I guess you're psychic on top of your other amazing talents!


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

Posted

Quote:
Originally Posted by Arcanaville View Post
Between that and the death panels eliminating all the older subscribers, I would expect the next two things to shut down will be the GetOffMyLawn MMO and the state of Florida.
BWAHAHA the difference between Old People and Gamers is that we Old People know how to vote, and pester our aristocracy.


 

Posted

Quote:
Originally Posted by Ukaserex View Post
Are you serious? We were notified on 8/31. The last day is Nov. 30.

That's three months. So, we got prep time.

You want VIP status? Non-VIP were too cheap or broke to support the game with a subscription and you think they're entitled to free VIP? Seriously?

If they gave them free VIP, then they'd have to refund every VIP that's paid for it - or it wouldn't be in the least bit fair. Of course, no one said life was fair.

I just wish NCSoft had a paid subscription from everyone who's stated that they should give free VIP to everyone, then maybe the game would have been profitable enough to keep.

I don't care to read/hear how free and premium players supported the game by spending money in the paragon market. If those same folks had been subbed, CoH might not have needed to switch to the hybrid model ( a desperation move) in the first place.
I have zero sympathy for free and premium players who whine about not having vip access -- (except those that just found the game in the past month. For those newer players, I have sympathy.)
I resent you calling me a freeloader just because I happen to be Premium right now.

I joined this game in December 2011. I was VIP until August 20. This was an initial subscription and extensions I got because I got 2 friends to subscribe as well.

Next to the VIP subscription I spent enough in the Paragon Market to have Tier 9 rewards. (I've been VIP for 8 months, you do the math).

My subscription just happened to end on August 20 and I was on holidays from then until September 9. I wanted to subscribe again on September 10 but I cannot.

I could not renew my account before August 20 because I needed to use PayPal. Originally my account ran out before my holidays, but because I got some friends to upgrade to VIP, it was extended into my holidays.

I tried ordering some games from Amazon.com so I could apply the codes to my account and get VIP status back that way. But they don't ship it to outside the USA. I tried the game shops overhere, but none of them have or ever carried CoH.


 

Posted

Quote:
Originally Posted by SupaFreak View Post
I kinda feel Paragon Studios had an idea the pressure was on to take City of Heroes to a new level since the announcement of "Champions Online" and possibly "Marvel Universe Online", because that's when it seemed that NCSoft had dedicated more efforts to adding to the staff and funding for City of Heroes. This was around Issue 15, and since then... big changes came about that weren't previously possible with the limited staff.

As I evaluate what has transpired with the major improvements since and what was successful and what was not, I see a huge amount of upgrades that were pure win for new and existing players... but 1 major addition to the game that did not go over well that I'm sure cost a lot of time and money was: Praetoria.

I can only imagine that if all the time and money spent on Praetorian zones and content (regardless of how awesome they are) were instead spent on updating & creating content (TFs/SFs and events) for the existing zones with a new player experience (which eventually happened anyways: Atlas and Mercy) instead of further moving new players away from the existing where we would be now.

I know I tried hanging in Praetoria when GR was released for a while and helping new players, but those I helped and added as Global Friends seemed to just disappear too quickly.

Were the Praetorian zones really needed at this time over upgrades to the old zones or should they have waited until there was a demand for them? Based on their population on my server... I would venture to say they could have waited. Visiting Praetorian maps through stories, trials and task forces would've sufficed until then.

This is where I feel Paragon Studios failed on bringing in and retaining new players, and ultimately why NCSoft got frustrated to the point of shutting us down. Everything else they've done was pure win and successful for the existing playerbase.
I'm a post-Freedom player. I think Praetoria should have been the main new starting area. Parts of Paragon City but especially the Rogue Isles looked very dated by today's standards. Paetoria looked much better.

I also liked how both factions, the Resistance and the Loyallists played in the same area. It could have made the game feel more alive.

I also liked the storylines a lot. Tunnel Rat and Noble Savage became my friends, not just NPCs. In Paragon City and the Rogue Isles there were hardly any interactions with the major NPCs until level 40+. All you got were Flambeau and Dr. Graves.

I think that it would have helped a lot if free players starting out the game would have started in Praetoria. If you're trying to sell subscriptions, it helps to make your game look good.


 

Posted

OK, I'm trying to make sense of the charts and numbers in these posts.

Was City of Heroes making $10M-$12M/year in revenues or profits?

Revenues being all the money taken in, but doesn't account for costs the company has to pay - salaries, benefits, payroll taxes, office space, utilities etc.

Profits being the money left over after the costs are paid or Revenues-Costs.

The MBA definitions may be more complicated but lets use these Econ 101 definitions.

For an 80 employee company, revenues of $10M/year aren't really all that great. Ballpark each employee at $100,000 /year cost in salary, benefits, cubicle space, etc and you get a cost of $8M. Add in the cost of the servers, then the game was actually generating little profit.

Or does the $10M /year number represents NCSoft's cut after Paragon Studios pays all the costs? If that's the case, then we're back to a number representing more the profit of CoX to NCSoft.


 

Posted

Quote:
Originally Posted by radsmash View Post
Was City of Heroes making $10M-$12M/year in revenues or profits?
NCSoft never published profits specific to a game...only company wide. The number specific to CoX is revenue, but some people seem to interchange that word with profit.

And CoX made about $10.8mil USD revenue last year, this year about $5.0mil (half-year)...only assuming it could make about $10mil if it continued normally...but entirely possible it could go lower.

The thing to consider aside from that is yes it's revenue has gotten really small but it was looking to get even smaller even after adding F2P.

Code:
Total Yearly Revenue

           KrW (mn)    USD (approx)        Change
2004    31,475          27,607,023    
2005    34,265          33,199,783    +5,592,760 
2006    25,016          25,770,998      -7,428,785
2007    23,446          25,059,657         -711,341  
2008    24,217          22,335,820      -2,816,303
2009    22,909          17,760,819      -4,482,535
2010    15,787          13,564,705      -4,196,114
2011    12,089          10,881,574      -2,683,132
2012    11,490          10,041,118         -840,456  *Assumed full year revenue when doubling the half year value

(Actual half-year revenue)
2012     5,745         5,020,559


 

Posted

Don't know if you're the one that's behind Vicarious Existence blog Pebble but I find this chart interesting.



The interesting part for me is the sudden drop in revenues between Q2 and Q4 of 2009. It looks as if we're on the same slight downward slope in revenues before and after that period, just offset by around $2 million per quarter. What happened from July to October 2009 that caused revenues to shift from roughly $5 million per quarter before to only $3 after?


Father Xmas - Level 50 Ice/Ice Tanker - Victory
$725 and $1350 parts lists --- My guide to computer components

Tempus unum hominem manet

 

Posted

Quote:
Originally Posted by Father Xmas View Post
What happened from July to October 2009 that caused revenues to shift from roughly $5 million per quarter before to only $3 after?
No, i'm not responsible for Vicarious' chart but i have had something similar since the base is from the same source.

As for what happened in late 2009, aside from the obvious loss in subscription revenue, there's just guess work since they won't say what the reasons for it.

I did offer some possibilities in this thread but if i had to guess...i'd say a combination of the tanking economy, the AE fiasco and even possibly delayed after-effects of the pvp nerfs in i13 almost a year before. And i think CO's launch had some effect as well.

Maybe some held out before cancelling or many of those that quit over the i13 changes had long-term subs plans that NCSoft were still accounting for till it fully expired.

And interesting to note, shortly after that drop in 2009, they firmly decided to work on adding F2P.


 

Posted

Quote:
Originally Posted by Father Xmas View Post
Don't know if you're the one that's behind Vicarious Existence blog Pebble but I find this chart interesting.



The interesting part for me is the sudden drop in revenues between Q2 and Q4 of 2009. It looks as if we're on the same slight downward slope in revenues before and after that period, just offset by around $2 million per quarter. What happened from July to October 2009 that caused revenues to shift from roughly $5 million per quarter before to only $3 after?
i13 + i14?

1) Many PvPers left after i13.

2) I know many players who either unsubbed second account or unsubbed altogether, when PS started botched ban campaign for AE exploits.


 

Posted

CO and Aion were released in that time frame.

As for issues, the only issues that came out Q2 through Q4 that year were I14: Mission Architect, I15: Anniversary and I16: Power Spectrum.

It's possible that it took that long to see the fallout of PvP changes and/or players who were upset over the many "tweaks" done to MA to fix the numerous exploits but we are talking 40-60% loss in revenue. I'm sure if the PvP community was that large those I13 changes would have been rolled back to some extent and I would like to think that 1/2 the players in the game at the time would NOT get upset enough that the quick path to XP and IOs that didn't exist 6 months before was "fixed", so they choose to quit.

I'm leaning more toward leaving to try CO for whatever reason and even if they didn't like CO, just didn't come back here.


Father Xmas - Level 50 Ice/Ice Tanker - Victory
$725 and $1350 parts lists --- My guide to computer components

Tempus unum hominem manet

 

Posted

Quote:
Originally Posted by Father Xmas View Post
It's possible that it took that long to see the fallout of PvP changes and/or players who were upset over the many "tweaks" done to MA to fix the numerous exploits but we are talking 40-60% loss in revenue. I'm sure if the PvP community was that large those I13 changes would have been rolled back to some extent and I would like to think that 1/2 the players in the game at the time would get upset enough that the quick path to XP and IOs that didn't exist 6 months before was "fixed", that they would choose to quit.

I'm leaning more toward leaving to try CO for whatever reason and even if they didn't like CO, just didn't come back here.
Yeah, i did mention in that other thread something about the server load for all servers going green within maybe a week after CO's launch.

The concurrency i observed around june 2009 was around 8k - 9k for all servers during US peak with Freedom/Virtue usually around 1.8k - 2k. In september 2009 after CO's launch, i was observing around 5.5k for all servers with Freedom/Virtue around 1.2k. That's when they started staying at green load until the server load ranges was changed in i18.

There was a drop in player activity around CO's launch but i don't believe it took almost half of the subscribers just from that alone.

* Note: About 1 month after CO's launch, there was a double xp event and i observed the concurrency jump to around 8k, so there was at least still around the same number of subscribers thereabouts...maybe during normal days they were sharing their spare time with other games like CO.

Still thinking it's a combination of the disgruntled pvp'ers, economy, AE nerfs, CO and maybe even the other game's launch/relaunch that just coincides all around that general point in time each taking a piece of the customer base with it, not a single thing taking half.





EDIT: For reference: Observed server load ranges (unhidden players)
Pre-i18 [green] < 1400 +/- 150 [yellow] < 2800 +/- 200 [red]
Post-i18 [green] < 250+/- 75 [yellow] < 1100 +/- 150 [red]

* I believe it varies a bit per server.


 

Posted

Well, this got much more serious than I intended. Honestly, the original post was done after 3 very large tumblers of Capt&Coke, so I'm surprised I remember posting at all, spelled mostly everything correctly, didn't swear every other word and didn't pass out before hitting the "Submit Post" button.

Personally, I think falling numbers are certainly part of the issue, but in the end NCSoft just wants to abandon NA. It's a battleground that they are losing in, while they are doing well in Asia. Yes, GW2 is marketed here, and B&S is supposedly going to make the move. But I have the feeling B&S won't make it here, and GW2 will go the way of CoH's support in EU in short order. NCSoft just don't market NA like they should if they really cared about establishing/keeping a presence here.

Where am I getting this from? Mostly, just stepping back and looking at the big picture. Why haven't they given any real explanation to "why"? Why are they allowing themselves to get dragged through the mud, when they certainly they saw this coming? Because they just don't give a crap about the NA market anymore.

Or maybe they are just assmonkeys.


CoH has been unique in the sea of cloned MMOs.There are years of possibilities still
in such a well designed, well supported and well loved game.Shutting it down now doesn't
make sense on any level except, perhaps, on some spreadsheet�s bottom line. I do not
consider this an act of a company that has the interests of its customers at heart.This
calls into question why I would want to be part of any further ventures involving NCSoft.

 

Posted

I think the story goes beyond CoX,
-A general decline in sales that matches with the period of the Recession

-strangely enough their lead MMO is Lineage, and it was the real winner of last quarter, and over long term seems to have done a better job of holding steady

-I say stange above, b/c Lineage II has been in second place for a while and has been doing less well than the original for a while, and seems to be in a slight decline

-Aion, looking at last quarter and previous quarters, this looks like where their real problem is, while it still has stronger sales than CoX by a huge margin, based on how they have been doing, its just a matter of time

those three games account for something like 85% of their sales, with CoX, GW, and Misc. for the rest.

-Compared to to their other games, CoX seems to have stable sales, with only a very small decline, and with spikes, averaging at $10 million in sales/yr, last Q it only had something like 1.2% decrease in sales( both Lineage II and Aion had a greater decrease both in % and $).

If you look at their different regions, its pretty obvious the vast majority of their sales is in Asia, but whats more interesting here, it looks like last Q sales litterly died in Europe, prior to that it was doing about the same as North America.

-In terms of costs, last Q spiked in two areas. One area looked like it was the costs related to launching Guild Wars 2. The more troubling part was the 25% increase in labor costs last quarter.

While I am sure there other factors related in their decision tree, it really looked like they were in position based on last Q's performance where they had to prove to their investors that they were doing something, and to be blunt it wasn't going to be the big three( although Aion looks like it really does need some corrective action before things get to bad there)
so it was going to be either CoX or GW

Here CoX has two major disadvantages, its never been strong in asia for whatever reasons
, and didn't have a new version about to be launched( GW 2), and I imagine there is some hope that GW 2 will have some legs in Asia.

Honestly the part I am not understanding is their reluctance to sale, CoX might not be WoW, but in terms of North American MMO's its not a bad property, and there are a lot of other MMO's out there still going with weaker sales and subs.


 

Posted

Quote:
Originally Posted by Lightbender View Post
Personally, I think falling numbers are certainly part of the issue, but in the end NCSoft just wants to abandon NA. It's a battleground that they are losing in, while they are doing well in Asia. Yes, GW2 is marketed here, and B&S is supposedly going to make the move. But I have the feeling B&S won't make it here, and GW2 will go the way of CoH's support in EU in short order.
Really need to wait at least after seeing the 3Q report to see what impact in NA GW2 has but so far still not convinced they're abandoning NA yet.

As mentioned, GW1&2 is in NA, Lineage2 i believe is still running in NA/EU as well as AION and the new wildstar mmo i think will be NA also. If they were abandoning the NA region, they should at least be cancelling wildstar so it doesn't continue to rack up expenses when it's not earning any revenue yet.

Aion US/EU went F2P...Lineage2 US/EU went F2P...and of course CoX. Those regions are struggling but it looks like they're trying to save it first with F2P and if that still doesn't take, then maybe axe it because it doesn't look like it'll recover not just because of geography.

I probably need to wait till they announce the closing of all the other NA region servers then i guess that's convincing enough that leaving NA is their plan.

The abrupt notice to Paragon is still confusing though i grant you that...unless maybe Paragon's higher ups execs knew something they didn't mention to those lower on the totem pole.

That's possible right?

Eh, the whole thing sort of reminds me of the time Cryptic broke off from NCSoft because they wanted to keep their staff, except Cryptic wasn't owned by NCSoft and Paragon is.


 

Posted

Quote:
Originally Posted by Tocharon View Post
-strangely enough their lead MMO is Lineage, and it was the real winner of last quarter, and over long term seems to have done a better job of holding steady
They added an item store to Lineage I during Q4 2009 and it revitalized the game's revenue. Lineage II didn't seem to convert the majority of Lineage I players which may be an indication of well established guilds not wanting to start over again from scratch as well as players attached to their characters. After the introduction of the an item store in Lineage I, it looks as if some L II players went back to Lineage I. NCSoft did close their NA Lineage I servers last year due to disappointing revenues.

Aion quickly became NCSoft's biggest revenue source, nearly eclipsing Lineage I and II combined in 2009. It was still the biggest revenue source in FY 2011 however Q2 2012 showed a very big downturn both in YoY and QoY revenue. While Lineage I remains strong it looks as if Lineage II is imploding over the last two quarters.


Father Xmas - Level 50 Ice/Ice Tanker - Victory
$725 and $1350 parts lists --- My guide to computer components

Tempus unum hominem manet

 

Posted

All very interesting stuff.

A special thanks to Father XMas, without whose wonderful guides, I might not have been able to upgrade as easily and affordably as I did.


"Most people that have no idea what they are doing have no idea that they don't know what they are doing." - John Cleese

@Ukase

 

Posted

I can understand why NCSoft wanted to drop CoX. As the above numbers show it was not a fiscal giant for them in any way the past few years.

My big question is why didn't they at least LOOK for a buyer? Hell, for the right price one of the other big firms (DC or the upcoming Marvel MMO) might have bought it just to shut it down. Or some other buyer might have purchased it, along with the outstanding subs, and just kept the lights on.

The game was set to generate 10 million dollars in revenue. Even if they kept a few Devs to handle problems and release the occasional Issue the server upkeep couldn't be THAT much. Even if everything was condensed down to Freedom and Virtue (the two most populous servers) there STILL would have been enough players around to support the project.

To just DROP a game and piss off 100k players who most likely will never touch your product line again seems a bit short-sighted to me.

I can understand why they did it...but it could have been handled MUCH better.


"Comics, you're not a Mastermind...you're an Overlord!"

 

Posted

Well it's possible that since they didn't think it was worth keeping around, why would any right thinking company want to own it? You have to think something has value before you think someone else would be interested in buying it.

Of course then you have to factor in the player database. Companies tend to jealously guard their customer lists. Why would they want a competitor to have those names?


Father Xmas - Level 50 Ice/Ice Tanker - Victory
$725 and $1350 parts lists --- My guide to computer components

Tempus unum hominem manet

 

Posted

OMG! I just heard, I was away for a couple weeks. I feel like I've just lost one of my children. I've been playing this game since the beginning. I am embarassed to say that my eyes are actually welling up over this and I feel like I'm about to sob. COH has such a close knit community and gave me so many hours of fun and happiness. *sob, sob, sob* :................


 

Posted

Believe me EarthFury...you are not the only one to actually shed tears....and not just us gals


�Many things worth doing in the world had been declared impossible before they were done.�

 

Posted

The Don't Dwell on the How or Why just hurts me (See Below). It seems to me that the game is a reasonable IP. It is paying its bills. Going Rogue had a lot of extra's but for me I would have liked to see a lot more new powersets in a true expansion, but that had they built an actual expansion I would easily have paid my $40-$50 for the expansion pack. That was a missed opportunity for revenue jumps. WoW puts out expansions every so often and they see revenue jump in that model.

I think our community would've been happy with regular expansions. If the CoX franchise has any potential future revenues you would probably want to bank on some sort of expansion if not right away, in the foreseeable future.

In a lot of ways, I'd pay some moderate extra amount $20.00 to $40.00 for issue 24 and the ability to keep my accounts operating and my toons alive. In a lot of ways if they had setup that you pay $20.00 per Issue. I would've payed that.



"To our Community,

Thank you. Thank you for your years of support. You've been with us every step of the way, sharing in our challenges, encouraging us to make City of Heroes better, more than everyone else thought it could be. We couldn't have come this far without you. I implore you all, focus on the good things of CoH and Paragon Studios. Don't dwell on the "how" or the "why", but rather join us in celebrating the legacy of an amazing partnership between the players and the development team.

Thank you, and I'll see you in the skies, one last time.

Andy Belford

Community Manager"


 

Posted

Does anyone actually have evidence that CoX is profitable? Or is this just some baseless speculation


 

Posted

Quote:
Originally Posted by Dz131 View Post
Does anyone actually have evidence that CoX is profitable? Or is this just some baseless speculation
My best guestimate is that City of Heroes needed about 50,000 subscribers to roughly break even. I believe at no time did we have less subscribers than that.

Since we were using NCSoft's server hosting, publishing, and other internally fungible resources, its impossible to know what we looked like internally without literally seeing the internal books at NCSoft. They could have been charging a million dollars a minute against City of Heroes for internet services; internal accounting is sometimes the best fiction in the corporate world.


[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]

In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)

 

Posted

Quote:
Originally Posted by Father Xmas View Post
Don't know if you're the one that's behind Vicarious Existence blog Pebble but I find this chart interesting.



The interesting part for me is the sudden drop in revenues between Q2 and Q4 of 2009. It looks as if we're on the same slight downward slope in revenues before and after that period, just offset by around $2 million per quarter. What happened from July to October 2009 that caused revenues to shift from roughly $5 million per quarter before to only $3 after?
From what I see in the graph CoX was probably in red ever since the 09-10 drop. Then GR gave it a spike it revenue, before going back down into red. The Devs probably promised the same spike in revenue with Freedom, which didn't happen according to that graph, and with a continuing down trend the Korea overlords decided to full the plug.

But, like you said that's all guesswork since no one knows what goes on in ncsoft.


 

Posted

Quote:
Originally Posted by Dz131 View Post
From what I see in the graph CoX was probably in red ever since the 09-10 drop. Then GR gave it a spike it revenue, before going back down into red. The Devs probably promised the same spike in revenue with Freedom, which didn't happen according to that graph, and with a continuing down trend the Korea overlords decided to full the plug.

But, like you said that's all guesswork since no one knows what goes on in ncsoft.
The only number I can compare the revenues with, is that I know that my previous employer needed 1 million euros in 2005 to run a 20-25 man software company. My guess would be that you can run 20 people for a year on 2 million US dollars in 2012, so extrapolating to the 80 people at Paragon Studios would mean about 8 million dollars a year.

So my guess is that with 10 million revenue, City of Heroes would have been in the break even to slightly profitable range. With revenues slowly decreasing you would need to downsize at some point or find new ways to make money.

How it looked in NCsofts internal bookkeeping I don't know. I think that as an indie studio PS could have been run with a small profit but would have run into problems if revenue dropped below 8 million/year without downsizing.

I would have preferred a scenario where either CoH 2 would have been developed, or PS would have gone into a maintenance mode and they would have milked the player base until it would no longer cover running the servers.

I think the bean counters made a decision, probably because of the declining trend in CoH, but the way it was executed doesn't seem like a good PR move to me.

Maybe it's indeed true that what they had hoped for with F2P didn't work out. Personally I think they could have done a better job selling Freedom. With that I mean advertising, and the first experience of new users trying it out. If you want to hook your players, you need a few wow moments in the first 5-10 levels. I found the starting missions and areas in Paragon City and certainly the Rogue Isles very bland. I found Praetoria a much better starting experience and also much better looking.