http://uk.gamespot.com/news/star-wars-the-old-republic-needs-only-500k-subscribers-ea-6297338 as saying that SWTOR will be profitable so long as they can retain 500 thousand active players. Anything over a million and they're golden. Luckily for them, they're still well into that 1 million mark, with 1.3 million subscribers still playing. The worrying thing is that the game is still in the start of its cycle. World of Warcraft, by comparison, had a steady climb up to the 13 million mark before beginning to drop in any meaningful way. SWTOR is also infamous for quite possibly being the most expensive game ever made, http://www.thatvideogameblog.com/2012/01/23/swtor-development-cost-200-million/ I'm not sure how long they would need to keep hold of those 500 thousand plus paying customers before the game turns a decent profit, considering the upkeep of an MMO (not just servers, but the staff involved in managing the game, its forums, and developing additional content) is so high. It can be safe to assume however, that Bioware will be aiming to keep this active for at least 5 years, and preferably closer to 10. Losing 25% of their player base so soon has got to be worrying.
So what about TES Online? We're well aware that back in 2007 http://www.warcry.com/news/view/78304-ZeniMax-Gets-300-Million-To-Invest-in-MMOG-Bethesda to invest in its games, with a substantial amount of that (though specifics are unknown) being used to fund Zenimax Online's new MMO venture. We also know that TES Online will feature fully-voiced characters, just like SWTOR, and since voice acting is such an expensive side to development we can also assume that the costs of development will be very similar to SWTOR's estimated $200 million. It's a lot of assumptions, but it's based on some good facts. It makes SWTOR a great comparison for the number of subscribing players that Zenimax will be aiming for.
So that raises two questions, which is what I would like to get some discussion on:
1) Why is SWTOR bleeding numbers so soon? Is that to be expected? Should Bioware be worrying, and considering methods of stopping this player-bleed before the numbers get too close to their minimum line of 500k?
2) Is there anything Zenimax could learn from SWTOR's opening 6 months? Lessons that can be applied to TES Online's launch window to ensure a higher number of starting players, and to provide an experience enjoyable enough to hold on to those players.
My first MMO was Lineage 2, which I played for just over a year until the game began to lose too many players. From there, I moved on to World of Warcraft (before any expansions had been released), and I have been playing WoW on and off ever since. No other MMO has been able to steal my attention away from that game for long enough. There were two that I thought might succeed. The first was Aion, which claimed to have a revolutionary combat system, and an open world PVP system, fueled by three alliances (one computer controlled) to ensure balance. It didn't work. And it became apparent soon enough that the combat system was just WoW's combat system with a shiny new coat of paint. Aion is now free to play.
The second MMO that showed promise (to me) was SWTOR. Again I found similar issues as I had with Aion. The combat was just like WoW's, and their 'new coat of paint' feature was no auto-attacks. The PR campaign guaranteed us all a more active and adrenaline-pumped combat experience! The PVP, as many of you know, was even worse than Aion's. It was broken from day 1, and remains fairly broken to this day.
My advice to Zenimax would be to ensure, and to make absolutely damn sure, 100% positive, beyond any shadow of a doubt, or Sheogorath take you and put you in his sack of cats (and cats do NOT like sacks), that the combat system in TES Online genuinely is bringing something new to the table. Combat is the one thing in an MMO that players will be doing more than anything else. It HAS to be good. It cannot be like WoW's with a new coat of paint. WoW has had several years to perfect their combat mechanics, so trying to make it feel similar will only serve to highlight to players how not-quite-right some of its aspects are. In SWTOR that not-quite-right part was the skill delay that plagued the game for its first month. I think that may have cost them many of those 400k players. Secondly, I would suggest making Alpha and Beta testing twice as long, and twice as intensive as initially planned. You can't afford to launch a buggy product against WoW. A lot of sane players will defend it, and point out the madness of comparing a new game to one that has had 7 years of refinements, additions, tweaks, and updates. Most players will only care about what they're getting for their money though. A buggy product, or a proven and polished one? They will vote with that money.
That would be my advice on how to aim for a good start, and keep those player numbers up. What would yours be?