MMORPG Income

Involving XP curves, by Daniel Sims

Problem

In 2005 Rock Corp. Started a game called EPIC to compete against the Blizzard Title World of Warcraft. However, in 2007, the game is on it’s knees only having 3 million active subscribers and 8 million unique players. How can we pull more profit out of this game?

Definitions

MMORPG – Massively Multiplayer Online Role Playing Game, a online game with more then 16 players with a RPG system XP – Short for Experience points. It Represents Experience in a skill for example if one cuts down a normal tree that person gains 5 woodcutting experience.

Identifying the problem

It is a known fact that most MMORPG players leave the game soon after hitting maximum level. Thus by having a short XP curve a company does not extract that most wealth from monthly subscriptions, thus if one were to increase the amount of XP between each level then players will stay longer thus making the company more money.

Knows
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Data about the XP curve The max amount of XP and levels the game can support The monthly fee of the game ($15 a month) Need to know - the equation of the line, the equation of the new line.

Assumption
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Independent Variable – levels Dependent Variable – XP No player can play more the 24 hours a day The maximum XP a player can get in a second is 100 XP All players leave immediately after finishing the XP curve.

Current XP curve and formula
8´ 10 6 6´ 10 4´ 10 2´ 10
6

6

6

20

40

60

80

100

835256. - 117288. x + 1912.97 x2

Problems with current XP curve

This curve does not take advantage of the game’s maximum XP amount with is 200 million XP, thus the company is losing profit.

Current gross income

To get the current minimum gross income We need to divide Max XP per Second by the XP needed to reach level 99 Now, we convert the seconds to months which gives us .1 months as the minimum time a player has to play which brings in $1.50. So, per player we can only make a minimum of $1.50 per player. Currently we can only make 4500000 million dollars at minimum.

100 13,034,431 =130344.31

New XP Curve
2´ 10 1.5 ´ 10 1´ 10
8 8

8

5´ 10 7

20

40

60

80

100

2.56261 ´ 107 - 2.52063 ´ 106 x + 37080. x2

New Gross income

As we did before, We need to divide Max XP per Second by the XP needed to reach level 99 in the new model. 100 200000000 = 2000000 Next, convert seconds into months giving 1.5 months as the minimum time a player plays our game. Yielding 22.50 dollars per player. With our current players this model will yield $22.50 in monthly fees 67.5 million dollars. Thus we are earning 63 million more dollars.

Problem With new curve

This new curve is really steep, players might be discouraged to keep playing due to the amount of effort it takes to level up. For example to get from level 1 to level 5 is would take 3 minutes if they had access to the game’s best equipment, which they don’t.

Verification

Is it logical?

Yes the model is logical because with more used in the XP curve the more money they make. Do the results of using this model match data.

Yes it does, the longer players have to play the more monthly fees we generate.

Application to African Americans

All too often African American gamers will place their credit card on the game’s account and set it up to automatically charge. However this does not help with the massive credit card debt. This is often a trip because while the instillation CD cost only $50-$60 The monthly cost is mentioned subtly. MMORPG companies often times use the addictive quality of there games to “suck” players into the game, and keep them there. Thus I have made up a formula to approximate the true cost of the game.

True Cost
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Q = cost of instillation disk H = the average hours one has to play the game per day. M – Maximum XP gain per second H = daily XP gain m = monthly XP gain C = Monthly charge U = True cost of the game

H × ( M × 60 × 60 × 12) = h 30 × h = m (m × C ) + Q = u

Sources
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Experience. (N.D.). retrieved July 24, 2007, from http://runescape.wikia.com/wiki/XP David Wilcox (June 28, 2007). Everything in moderation, including games. The Citizen, ArburnPub. Retrieved July 24, 2007, from http://www.auburnpub.com/articles/2007/07/05/news/go/g . Aissatou Sidime.(2004) Credit use strangles wealth: African American debt is increasing taster than income [Electronic version]. Black Enterprise