Economics of MMO building
Posted by Voyages in Eternity [HTML][XML][PERM][FULL] on Thu, 11 Oct 2007 12:46:55 +0000

I never fail to be fascinated by the apparent economics of computer game production, particularly MMO production.  UO2, Mythica, MEO (the original), the recent example of Gods and Heroes…. years of development and asset production, millions of dollars invested… nah, let’s shelf it all.

There is an implicit acknowledgement that it is seen as unlikely that any recovery of the investment is impossible… that the benefit of moving forward to release doesn’t outweigh the costs by enough to justify continuing the process.  In Perpetual’s case, I suppose it could also have been a problem of 3 projects to pursue (ST:O, G+H, engine development and licensing), but funding for only 2… 

I may be the only person on the planet that is interested in this kind of thing, but I’d love to hear more about the decision-making process behind this type of event… another “post-mortem” I’d love to read about someday…




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