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20070702 - Market Research
+
+As a Massively Multiplayer Online Game (MMOG) of a new genre, Atom is swimming in uncharted waters.
+Here are some notes on the MMOG market (mid 2006) from the
MMOG Chart.
+
+
+
+- 12 million active MMOG subscriptions and growing fast.
+
- Roll Playing Games (RPG) are a majority of market, 93.5%.
+
- FPS has 0.3% of market at 37,000 players.
+
- Other has 2.2% of market at 275,000 players.
+
- My guess is that the fantasy RPG side of online games is saturated, yet the growth for other types of games is possible.
+
- Key note from "GENERAL ANALYSIS" section in website, MMOG populations tend to follow hyperbolic or parabolic curves,
+with the most dramatic effect immediately after launch, so a good launch is very important!
+
+
+Looking at a recient non-RPG game, Auto Assault, which targeted the niche market of automotive combat.
+Moral of this story, don't develop for a niche market using the high cost standard movie like game development model.
+Having 10,000 yearly subscribers at 1/12 the price would be fine for a single independent developer.
+
+
+
+- Released Apr/2006, had 11,000 subscribers.
+
- They charge about $15/month (or $180/year).
+
- Which would be about $1.9 million a year in income.
+
- As of July/2007, they are shutting down.
+
+
+
ESA Data
+
+The
ESA has some great stats on the game market.
+
+
- 69% of American heads of households play games.
+
- 7.6 hours/week played on average for males.
+
- 44% of most frequent game players play online.
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+
+
MMORPG Data
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+With the majority of online players playing the genre, MMORPG should represent the worst case in server load in terms of hours per week per player online.
+From
The Daedalus Project.
+
+- Average online player plays 21.9 hours/week.
+
- Which would be over 90 hours a month.
+
- So over 1/8 of the time they are playing the game.
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