Mortal Kombat Online Play to Require WB Pass
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RE: Mortal Kombat Online Play to Require WB Pass
03/31/2011 01:31 PM EDT
The sorry sob stories never end, it's so "sickening"
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RE: Mortal Kombat Online Play to Require WB Pass
03/31/2011 02:17 PM EDT
TortureLegend Wrote:
The sorry sob stories never end, it's so "sickening"


Hey, its a free country. Doesn't that mean everything should be free? (sarcasm)
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RE: Mortal Kombat Online Play to Require WB Pass
03/31/2011 07:35 PM EDT
JohnBoyAdvance Wrote:
Just to reiterate.

When you buy the game NEW - you will get a code. You enter that in at the relevant portal (Xbox Dashboard - Redeem Code) and voila - Online Mortal Kombat Play!

If you buy the game SECOND HAND - You will have to buy a Online Pass.

I dont see the huge problem with it.


I dont either honestly. Whatever curbs Gamestop's tyrranical buy used/sell used scheme. Oh and just for the record, buying a used game from Gamestop goes SOLELY to Gamestop as a profit...not the game's developer or publisher. Which is why they push you hardcore to buy used. Ok...rant over.
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RE: Mortal Kombat Online Play to Require WB Pass
03/31/2011 10:02 PM EDT
Seriously, this is a good thing. Let's break it down:

COST FOR DEVELOPER TO MAKE:

R&D - Lots, I don't know what it is typically, but I'm gonna go out on a limb and say thousands, maybe even tens of thousands.

(I'm gonna play devil's advocate and assume that NRS already has all the equipment to design/render/mocap(/develop) the game, which they probably did not. e.g. new Unreal Engine)

Advertising: Thousands

Employee Salaries: Thousands (Once again, maybe even tens of thousands.)

Manufacturing: Thousands

Shipping from manufacturer to distributor, distributor to store: Thousands (Plus cost of fuel, which has made transit just that much more expensive.)

And to top it all off I'm sure they're not making money showing up to PAX and the like.

COST TO YOU (NEW): ~$60

Now let's just assume enough people bought the game to make all that even out or actually make a profit. They still have to charge to keep servers running, to have employees to maintain the servers, etc. and that is an ongoing cost, not a one-time thing. Having people who did not contribute money to the developer (but are still benefiting from using the server resources) by buying used pay a one-time $10 fee for the ongoing cost of keeping the online, online, is fine by me.
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RE: Mortal Kombat Online Play to Require WB Pass
04/01/2011 05:43 AM EDT
Well any used game bought was bought new at some point. After that, who is playing the game is none of WBs business. They got their money for it. After that, its the property of the person that bought it and all rights that go with that purchase. If he wants to sell those rights to someone else, its his business, not theirs, because it doesnt belong to them anymore
For we are saved by hope: but hope that is seen is not hope: for what a man seeth, why doth he yet hope for? - Romans 8:24
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RE: Mortal Kombat Online Play to Require WB Pass
04/01/2011 07:22 AM EDT
kabal-zero Wrote:
Seriously, this is a good thing. Let's break it down:

COST FOR DEVELOPER TO MAKE:

R&D - Lots, I don't know what it is typically, but I'm gonna go out on a limb and say thousands, maybe even tens of thousands.

(I'm gonna play devil's advocate and assume that NRS already has all the equipment to design/render/mocap(/develop) the game, which they probably did not. e.g. new Unreal Engine)

Advertising: Thousands

Employee Salaries: Thousands (Once again, maybe even tens of thousands.)

Manufacturing: Thousands

Shipping from manufacturer to distributor, distributor to store: Thousands (Plus cost of fuel, which has made transit just that much more expensive.)

And to top it all off I'm sure they're not making money showing up to PAX and the like.

COST TO YOU (NEW): ~$60

Now let's just assume enough people bought the game to make all that even out or actually make a profit. They still have to charge to keep servers running, to have employees to maintain the servers, etc. and that is an ongoing cost, not a one-time thing. Having people who did not contribute money to the developer (but are still benefiting from using the server resources) by buying used pay a one-time $10 fee for the ongoing cost of keeping the online, online, is fine by me.


On the employee salaries, you're vastly underestimating the costs. It's going to cost NRS tens of thousands of dollars to pay EACH employee. I can imagine some being as low as $30,000, while Boon is perhaps getting a six figure pay, and some royalties for his sales (if he still has stake in his intellectual property, which I imagine he does). Now, I believe in an interview the company was mentioned at being around 100 people. Now, for MK to balance this out, ignoring all costs but employees, we take these 100 people, and assume...$50,000 each on average? (the bigger earners raising up the amount)

So, $50,000 times 100 is $5,000,000. Now, for each copy to sale at $60 (ignoring special editions, yet also ignoring that they don't get the full $60 as profit), they would have to sell over 83,000 new copies solely to break even on employee salary, not counting past investments (game development costs, new tech, etc), and online maintenance (running and fixing servers, any free additions).

Obviously, a company has to pay more than just salaries, and the company needs to make a decent profit to justified continued work, so let's say we quadruple that result to cover all fees we may have underestimated, and to get some decent profit. Then, it needs to sell 332,000 copies to reach that. Of course, I think I'm underestimating how big some of the top pay is, and the amount of time, and money sank in (We should factor in that it's a longer development than one year. 2.5 years times $5,000,000 is $12,500,000, which comes down to over 208,000 copies needed to support that 2.5 years of salaries. Quadrupling that to represent the previous guess comes to 832,000 copies. A reasonable assumption.

They will likely pass this value, but not as much as they would due to used copies. While not everyone who buys used will buy new, the game will drop in price, to a range some people would warrant buying. But, people who buy used aren't going to rebuy new, so those are sales lost, not something WBIE wants. So, with this method of money gaining, for every six used copies that have the owners buy a pass, it's one game sales. So, assuming some won't care about online that much, and others will not buy new even if there was an option, they can regain, what, maybe a fourth of lost sales (facting that they're getting more of than the exact 1/6th due to people who'd never buy new getting the passes, but others not caring enough preventing that number from growing too big).

These are just what ifs, with no real facts (outside of the reasonability in pay ranges).

In the end, you don't need to read this post really, just remember it's WBIE's idea to enforce this to all WB games, not NRS, and don't punish them for what the bosses demand.

RIDER KIIIIICK!

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RE: Mortal Kombat Online Play to Require WB Pass
04/03/2011 01:08 PM EDT
This is where that $60 dollars is going.

http://www.gametrailers.com/video/episode-111-pach-attack/64278

at 2:44
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RE: Mortal Kombat Online Play to Require WB Pass
04/03/2011 01:24 PM EDT
In this economy people are trying to save as much money as possible while companies are trying to get as much money out of the consumers as they can.


Yeah no one sees a problem here?
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RE: Mortal Kombat Online Play to Require WB Pass
04/03/2011 01:30 PM EDT
TheManWithTheGoldenGun Wrote:
In this economy people are trying to save as much money as possible while companies are trying to get as much money out of the consumers as they can.


Yeah no one sees a problem here?


That is a problem, but I think it's out of WB games hands even with their top money maker known as MK.
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