Blog Archives

Is It Worth Your Time to Alpha Test?


Let me start by sharing with you what I don’t do: I don’t buy every new MMO on the market I no longer feel a strong interest in playing on the first day of Alpha Much of this has to

Posted in Aion, Allods Online, Armored Warfare, Camelot Unchained, Game Design, Guild Wars 2, League of Legends, PVE, PVP, RIFT, SWTOR, Warhammer Online, WildStar, World of Tanks, World of Warcraft

Per-Player Revenue (ARPU) for MMOs


Yesterday SuperData Research posted the monthly ARPU (Average Revenue Per User) for 10 major MMO free-to-play (F2P) titles. It’s a fascinating article. What jumps out to me is that the ARPU’s are significantly less than a monthly subscription of $15

Posted in Business Analysis, Guild Wars 2, League of Legends, World of Tanks

The Two Big Issues Plaguing MMORPG Game Developers


Here are the two most common, critical issues of game developers in the MMORPG space: They’re unable to contain scope and go “big game hunting” They’re lagging behind broader industry trends I’m going to unpack these in detail. The good

Posted in Business Analysis, Camelot Unchained, Game Design, League of Legends, PVE, PVP, RIFT, SWTOR, Warhammer Online, World of Tanks, World of Warcraft

WTF Happened to SWTOR – TaugVlog Ep. 2


The big news for SWTOR this week was the 2nd round of layoffs at BioWare and the exit of Executive Producer Rich Vogel. I break down what’s happened to SWTOR from a business perspective and the gamer’s perspective since the

Posted in Business Analysis, Game Design, League of Legends, SWTOR, Video, Vlog

The Business Models for MMORPGs Must Evolve


Let’s review what we’ve seen in recent years. In 2008, we witnessed the failure of 2 hugely-hyped titles: Warhammer Online and Age of Conan. Mythic cut 4 of the 6 capital cities and 4 of the 24 classes just before

Posted in Aion, Allods Online, Business Analysis, Game Design, Guild Wars 2, League of Legends, PVE, RIFT, SWTOR, Warhammer Online, World of Warcraft
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