My Message close
GAME JOBS
Latest Blogs
spacer View All     Post     RSS spacer
 
May 24, 2013
 
Beer and Diversity
 
Selling Games
 
Want To Help Stop Youth Cyberbullying? Let Your Kids Raid More.
 
Tenets of Videodreams, Part 1: Exploration
 
We're Indie, we like Microsoft. Too Controversial? [29]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
May 24, 2013
 
DoubleDown Interactive
Software Game Developer
 
Autodesk, Inc
Senior Principal Engineer - 2D Engine
 
Kabam
Backend Game Engineer
 
Gameloft
Senior Programmer
 
LeapFrog
Game Designer
 
YAGER Development
Senior Game Systems Designer (f/m)
spacer
Latest Press Releases
spacer View All     RSS spacer
 
May 24, 2013
 
12 Million Downloads
after 1 Year in the
AppStore
 
Global Games Market Grows
6% to $70.4bn in 2013
 
Sharpen Your Battle Axes
and Prepare to
Pillage!...
 
Active Soccer - Indiegogo
campaign
 
Fashion Party Dress Up
Press Release
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
Sponsor

 
THQ:  Warhammer 40K  MMO Doesn't Need A Million Subscribers
THQ: Warhammer 40K MMO Doesn't Need A Million Subscribers Exclusive
 

May 5, 2010   |   By Kris Graft

Comments 7 comments

More: Console/PC, Exclusive





As THQ managed a successful turnaround for its most recent fiscal year, the company is keeping a close eye on development costs going forward.

In a Gamasutra-attended conference call after THQ's quarterly results, the publisher said that a relatively low initial investment in the upcoming Warhammer 40,000 MMO means that the game can reach breakeven more easily, as the low-cost Metro 2033 turned profit.

Currently, THQ-owned Vigil Games is working on a Warhammer 40,000 MMO, a title that THQ CEO Brian Farrell said on the company's most recent financial results call is coming along nicely. And with a low initial investment, Farrell said that subscriber figures don't have to be huge in order for the game to be a success.

"One of the reasons that we think our costs are under control here is because we think we're building this game right," Farrell explained. The exec said that the game will initially cost on the high-end of a non-MMO triple-A retail game.

"We started with a very small and experienced MMO team who gave us the very wise advice to prove out all the technology and world-building tools before you start adding to the team and really ramping up all of the content that an MMO requires. That's why we think our budget is going to be very competitive."

Farrell stopped short of offering the subscriber numbers that would create a break-even for the MMO, but said: "You can imagine that given the fact that we have a lower initial investment than some of our competitors talk about... we don't need the kind of subscriber levels that people throw around, like a million subscribers, to make a lot of money on this title. If we get anywhere near that level, we'll be making a lot of money."

The CEO also said that THQ is happy with the new property Metro 2033, a post-apocalyptic game based on the works of Russian author Dmitry Glukhovsky. The game was developed by Kiev, Ukraine's 4A Games, which was founded by former members of the Stalker development team.

"We've always said that we had very modest expectations on [Metro 2033], but that it had very low development costs on that high-quality title," Farrell said. "It's a very profitable title for us. We like that model going forward, of getting that level of quality and still having a very low breakeven on the title, where even if we only get pretty modest levels of sales, we're still making good money."

Farrell said that a lot of sales were done through PC, with about two-thirds of total sales coming from Europe, and the rest in North America. The game also released on Xbox 360.

The CEO also said that games for Xbox 360's Project Natal are "much lower [cost] in general" to develop, although the company is watching the market closely to see how it will price casual Natal and PlayStation Move games at retail.
 
 
Top Stories

image
Blog: We're indie, we like Microsoft. So what?
image
Xbox One preowned rumors batter GameStop shares
image
Video: Thief vs. Deus Ex - a design discussion
image
Xbox One: A flawed plan, well-executed


   
 
Comments

Juan Del Rio
profile image
They might not need 1 million subscribers, but they sure as heck going to get them. THQ's work has been top notch and I look forward to dropping everything I'm playing for the 40k MMO.

Andre Gagne
profile image
Many other MMOs don't need 1 million to turn profit. EVE has ~300,000; I've heard that number thrown around for a lot of other games too.

Tom Newman
profile image
I think the problem many MMOs fail is that their subscriber expectations are way too high. Hope this one succeeds - I've been a fan of the 40K universe for a long time!

Tiago Costa
profile image
The problem in MMO's is World of warcraft and greedy people thinking they can emulate the same game in a different setting (or the same sometimes) and get away with 10 million subscribers.



Remember that even blizzard, in their best expectations were thinking in a 300,000 subscriber base, then the world exploded onto them.

Ben Rice
profile image
"Remember that even blizzard, in their best expectations were thinking in a 300,000 subscriber base, then the world exploded onto them."



You could almost say it exploded... cataclysmically.

Juan Del Rio
profile image
[eye's bulging in expectation of E3 coverage]

Doug Poston
profile image
I will probably get 1 million subscribers on the name alone. The big question is how many will it have 3 months from launch? 3 years?



But if it lives up to half the expectations of 40K fans (myself included), it could be the biggest Western market MMO ever. :)


none
 
Comment:
 




 
UBM Tech