[citation][nom]Marcus52[/nom]Right; a company is bringing in $20 million on its current player base, and it's "a tough place to be". We should all have it so tough.Here's the new business plan for an MMOG: Make a decent game, sell the game for a price that pays for its development costs, charge those people who paid $60 up front another $15/mo because, well because you can and that's what they expect, then go "F2P" to bring in more players and sell them in-game goods that will end up costing most of them more money than a subscription would.Why should EA settle for $20 million/mo when they can bring in $30-40 million by going F2P?I can think of how this could potentially turn around to bit the industry in its soft parts, but at this point the business model works and makes a successful product even more successful without near the investment it took to make it. That's why publishers are doing it - not because the industry is in trouble or saturated (seriously?), but because they can basically do a little hat-trick and make some easy money.[/citation]
from what i understand the game was a 70-150 million $ game, and they needed to hit the 1.5 million player mark just to break even on server costs, and keeping people employed, at least thats what i remember.