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Gamasutra: Mwo Hits One Million Registered Users


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#1 Othello

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Posted 02 July 2013 - 01:05 PM

Gamasutra is an online site covering the game making industry.

This article reports that there are 1,000,000+ registered gamers on MWO (people who have downloaded the client and played the game). This brief article covers the role and value of a publisher in game development. It specifically mentions Kelly Zmak, IGP's president, and the MWO game.

summary:
  • 1,000,000+ users who downloaded and played at least 1 game.
  • 490,000+ forum members
  • ~ 3,000 <===> 7,000 players online (playing at any given time, est. average) based on close beta number and NGNG #79 (start at 49 minutes in)
source: The publishing philosophy behind MechWarrior Online's million-user milestone

Kris Graft, on 02 July 2013 - 08:47 AM, said:

Being an effective game publisher in the age of digital is about being a transparent layer between the player community and the people who're making the games.

At least that's how Infinite Game Publishing approaches the business. Judging by the company's latest milestone, publishers big and small should take note.

IGP is the young Montreal-based publisher of free-to-play MechWarrior Online, an in-beta online game from developer Piranha Games. The game has accumulated 1 million registered users (i.e., people who have downloaded the client and played the game), IGP announced today.

IGP president Kelly Zmak sees hitting the 1 million mark as a "psychological" victory for his company. He's realistic about the meaning behind "registered users" -- not every single one of them are active, but that's ok for now.

"The number signifies exposure and opportunity," says Zmak. "[The number is] not necessarily reflective of where we've come from or reflective necessarily of where we're going," he says.

Nevertheless, it's still more than a solid foundation for a promising game that's yet to fully launch.
Knowing your role as a publisher

When you think "game publisher," you might think of monolithic corporate entities like Electronic Arts or Activision. Maybe because the word "publisher" is rooted in the idea of physical manufacturing and distribution of a product.

Of course, thanks to online business opportunities, that's just not how a large portion of the game business works any longer. IGP was founded in 2011, but Zmak had previously been involved with the traditional publishing (retail-centric) side of the business for years, at companies like Activision and Sierra. Far from a corporate giant, his company has a headcount of around 30.

So how did MechWarrior Online hit 1 million registered users with such modest "publishing" resources? For one, among fans of big robots with guns, the MechWarrior brand is instantly recognizable. But there's more to the game's success than brand recognition, says Zmak.

"[As a publisher], you have to focus on the developer and the game. To be blunt about it, consumers really don't care about us," says Zmak. "It's like an IT role -- when everything works like it's supposed to, nobody knows you're there.

"We're actively involved with the community, but the message is managed and largely driven by Piranha." He says IGP and Piranha's goal is to find an audience with hardcore MechWarrior fans (creative fan-centric funding initiatives helps), and use that as a basis to eventually attract a broader range of online players.

Zmak adds, "You have to have the mindset that the game is first, the developer is second, and the publishing function -- although critical to making all those things work -- is not the profile role. It might be interesting to investors, and it's highly interesting to the business community, but from the consumer standpoint, it's just not that exciting."
Understand what you know (and don't know) as a game developer

In the online and digital world, where the people who make the games can release games directly to their players if they choose, publishers need to argue their value by being adept in analytics and complicated business situations such as overseas taxation and billing of digital products and services. Depending on the game you're making, and the kind of reach you desire, you might need someone with expertise in those areas.

Zmak's advice: "If there's a developer looking to self-publish, understand what you don't know; know what you don't know, and get help in those areas. Understand what you're passionate about, and focus on those things and do them really, really well. Find partners to help you with some of the things that you may not know."

Edited by Othello, 02 July 2013 - 05:38 PM.


#2 Sephlock

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Posted 02 July 2013 - 01:40 PM

View PostOthello, on 02 July 2013 - 01:05 PM, said:

  • 1,000,000+ users who downloaded and played at least 1 game.
Cool.

Quote

  • 489,830 forum members
  • So I guess we are TECHNICALLY in the miniority.

    Quote

  • ~7,000 players online (playing at this time) NGNG #79

  • Ah.... that explains a lot, actually.

    #3 jakucha

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    Posted 02 July 2013 - 01:48 PM

    View PostSephlock, on 02 July 2013 - 01:40 PM, said:

    Cool.
    So I guess we are TECHNICALLY in the miniority.

    Ah.... that explains a lot, actually.


    7,000 active users at any given moment isn't too shabby for a hardly advertised game.

    #4 Sephlock

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    Posted 02 July 2013 - 02:01 PM

    View Postjakucha, on 02 July 2013 - 01:48 PM, said:


    7,000 active users at any given moment isn't too shabby for a hardly advertised game.

    Oh no, I didn't mean it that way (although I have seen a fair number of MW:O ads in the past).

    I meant it explains why I see the same people more often than I would have thought probable.

    #5 Hexenhammer

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    Posted 02 July 2013 - 02:03 PM

    I don't remember what the numbers were like before the counter was removed. 5-6k?

    #6 That Guy

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    Posted 02 July 2013 - 03:16 PM

    it was usually only 2-3k. i remember it was a big deal to hit 3k or so
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    #7 Sug

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    Posted 02 July 2013 - 04:08 PM

    View PostThat Guy, on 02 July 2013 - 03:16 PM, said:

    it was usually only 2-3k. i remember it was a big deal to hit 3k or so


    Our "pack the server stress test" peaked at like 3300 or so last summer.

    #8 Kiiyor

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    Posted 02 July 2013 - 04:08 PM

    View PostHexenhammer, on 02 July 2013 - 02:03 PM, said:

    I don't remember what the numbers were like before the counter was removed. 5-6k?


    Often lower - I do recall that it used to fluctuate wildly.

    I'm also not sure how technically accurate it was, which was one of the reasons they removed it, as I recall (I could be completely wrong however, I merely recall maybe possibly that I may have possibly read it somewhere).

    #9 Doctor Proctor

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    Posted 02 July 2013 - 04:37 PM

    I wouldn't put too much stock in the ~7000 number. If you actually listen to the podcast he talks about how they're not ready to give numbers because the game isn't really advertised. He kinda throws out the number like "say it was 7000", so I don't think its a hard and fast official count. The others I'm assuming are real though.

    #10 hammerreborn

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    Posted 02 July 2013 - 05:57 PM

    You know, that number 7000 keeps getting thrown around (or less, depending on your slant). But in this game I drop in less than 2 minutes.

    In DoTA2, which has a player counter that says 100k+, with nearly every mode selected, I spent 25 minutes to find a match, in which a player dced out of immediately, kicking me back to the search screen, and then spent another 15 minutes in the queue before I finally said **** it, turned on MWO and played immediately.

    Ya, I'll take a low pop fast queue over tons of players and a ******* abysmal queue anyday.

    #11 Revorn

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    Posted 03 July 2013 - 12:03 AM

    Gratulations for the 1.000.000 Downloads PGI. ;) We all like to see you are having success.

    #12 AlexEss

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    Posted 03 July 2013 - 12:57 AM

    I also like that they do not pretend that registered users is the same as active users. Way to many companies today try to pass off the registered users as equalling active users.

    #13 3Xtr3m3

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    Posted 03 July 2013 - 03:03 AM

    1 million , good job, gives me hope this will be around for a long time.

    #14 ROJ

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    Posted 03 July 2013 - 03:11 AM

    I want this game to stay for a long time and I hope PGI does what it takes to make it a genuine and successful continuation of the MechWarrior series..

    #15 Lucy Cameron

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    Posted 06 July 2013 - 10:46 PM

    View PostROJ, on 03 July 2013 - 03:11 AM, said:

    I want this game to stay for a long time and I hope PGI does what it takes to make it a genuine and successful continuation of the MechWarrior series..


    This is my favorite game and has been for months. I hope it is very successful.

    #16 Hexenhammer

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    Posted 06 July 2013 - 11:45 PM

    I don't want to be a debby downer but registered users is not the same as active players and active players is not the same as paying customers. :D

    Edited by Hexenhammer, 06 July 2013 - 11:46 PM.


    #17 Comguard

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    Posted 06 July 2013 - 11:48 PM

    Why did they took away the forum stats? Or are they somewhere else to find after the restructuring?

    #18 Windies

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    Posted 07 July 2013 - 01:01 AM

    Now what I'm curious about is the aggregate number of users who downloaded that game and played at least say 25 matches....

    Also does this number reflect the fact that I have 5 different accounts for obtaining different mechs by using the cadet bonus rather than having to go through the monotonous grind to do it on just 1 account? Does it differentiate registered users from duplicate registered accounts? Probably not.

    Edited by Windies, 07 July 2013 - 01:04 AM.


    #19 Sadist Cain

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    Posted 07 July 2013 - 01:53 AM

    7000 active users at any given time really aint an awful lot if 1mil have dled your game... Less than 1% online at any one time.

    Even if every single player disconnects and a whole new 7000 comes online and that cycle repeats every hour for 24 hours, that's only 16% who's sticking around to play

    #20 Junkman7mgte

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    Posted 07 July 2013 - 06:57 AM

    View Post****** Cain, on 07 July 2013 - 01:53 AM, said:

    7000 active users at any given time really aint an awful lot if 1mil have dled your game... Less than 1% online at any one time.

    Even if every single player disconnects and a whole new 7000 comes online and that cycle repeats every hour for 24 hours, that's only 16% who's sticking around to play


    A little perspective from another game ... WoW .... claims 8m subs, down from 9m last qtr. The realm I played on mostly, shows 250k total population. At any given time /who for major areas, add the #'s, and lucky to see over 1k players, total, during prime time. I have toons on more populated servers ... same % at any given time. That looks like similar % for a player base to me, not bad for a start up that isn't really advertised. Lastly, my apologies for 1 paragraph. This forum for whatever reason, doesn't like my enter key :unsure:





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