Firstly, I rely on the companies and employees themselves to
provide the bulk of the data. The
numbers they give could be completely made up, and as Enron taught us, even
financial reports could be misleading.
However, given that none of claims seem highly outrageous, and that all
companies are equally capable of lying, it would seem that the numbers given
are pretty close to the truth. There is
probably some minor fudging involved when a company wants to claim a major
milestone, rounding up to the nearest 5K or 10K increment. But at the very least, the relative
comparison between MMOGs is retained, even if individual data points may be off
10% or more.
Secondly, there’s no universal consensus on what constitutes
an active subscriber. Some companies
may count players currently on their traditional first “free month” as a
current subscriber, whereas others might not start counting them until after
that period and the customer actually chooses to subscribe. Although the accounts that don’t subscribe
get “subtracted’ a month later, such accounting could create a continuous
effect of inflating the overall subscription total. Most MMOGs probably do this, but some may not, and this may make
them appear slightly larger than they actually are. Still, after the initial launch of a game or an expansion, the
actual monthly effect of such accounts should be relatively minor… perhaps on
the order of 10%.
Finally, a “subscriber” is generally counted as an
individually numbered account currently in a company’s billing system. In some instances, one person may maintain
multiple accounts, and thus be double or even triple-counted. Some MMOGs may even encourage this behavior
more than others. There isn’t much I
can do about this fact; again, the effect is probably minor compared to the
overall population of a given MMOG, and in any case it’s certainly valid to
count such multiple subscriptions if your goal is to evaluate the relative
market share of each MMOG.
<snip>
SOURCES AND METHODS
Many people have asked about the sources of my data points,
as they are not documented. I have
considered doing so, but it is difficult to completely verify every data point
on my chart. In fact, they sometimes
change from version to version.
Most of the data comes from press releases from the
companies themselves. Verant/Sony (EQ),
Origin/EA (UO), and Mythic (DAoC) have been particularly good at doing this on
a regular basis. Much of the rest of
the data comes from news articles in a variety of industry magazines and web
sites. I have tried to be careful to
only select those reports that contain “official” numbers given in response to
a reporter’s request for information, but in some cases they are estimates at
best. Still other numbers have come from
“off the record” numbers given to me by trusted insiders, or in less public
forums like the MUD-Dev
Mailing List. In a few cases where
numbers seemed to conflict, I have picked the one that seemed the most reliable
and which seemed to fit with the other data.
The upshot of all this is that these numbers should not be taken as
gospel. They represent the best research
to date.
Despite all this, some people continue to question some of
the numbers and so I’ve designed a simple, easy to understand ratings system
for each MMOG I put on the chart. This
rating gives the reader an idea of just how reliable the numbers shown on the
graph are, and how much weight one should give them. The ratings are:
A –
This indicates that the vast majority of the data points shown come from either
official announcements by the companies involved or reliable inside
sources. The numbers can be considered
reliable, although a few of the data points may be incorrect.
B –
This indicates that while some of the data points shown may be official, a
substantial number come from press articles, unproven inside sources, or other
indirect means. The numbers may not be
exact for the MMOG in question, but are certainly in the ballpark.
C –
This indicates that most or all of the data points provided are merely industry
“best guesses” or are otherwise questionable.
Usually, I will not chart MMOGs that rate C or lower. Their numbers should be taken with a large
grain of salt.
D – This
indicates that no data is available for this game at this time, but I expect to
get something chartworthy on it in the future.
I am also trying to restrict my chart to truly “massive”
MMOG games. There are numerous smaller
MMOGs, graphical MUDs, and other boutique games that one could chart if one
wanted to.
<snip>
The Sims Online
(Confidence Rating: B)
TSO has not been the runaway success EA had hoped for --
they initially projected 400,000 subscribers by the end of 2003, then they cut
their expectations to 200,000 by the end of the year shortly after the game
came out. Now they are saying they
anticipate only 125,000 players by May of 2004. The disappointing subscription figures for the game have been
widely reported in various news articles, although with some conflicting
numbers that took me a while to sort out.
I don’t believe they have broken 100,000 subscribers yet (I fully expect
a press release when they do), and their last official report of 97,000
subscribers was in April of 2003. Estimates
put the current number at closer to 80,000.
http://www.thesimsonline.com
<snip>
For those who want to examine the actual numbers used to
construct the graph, here is my Excel spreadsheet.
Bruce Sterling Woodcock
sirbruce@ix.netcom.com