Okay, I see what you're saying now. I'm thinking that two cups of coffee this morning wasn't quite enough for me.lordrichter wrote: »lordrichter wrote: »jamesharv2005ub17_ESO wrote: »Guy has a point Zenimax is more than just ESO.
true ... except ZOS specifically refers to this 300$ million investment in their own FAQ that I mentioned above and got LOLed for.How are you paying for this?
ZeniMax Media recently announced a $300 million investment from Providence Equity Partners, and of course the massive success of The Elder Scrolls IV: Oblivion and Fallout 3 only adds to the assets that helped fund ZeniMax Online. Suffice it to say, we're covered.
Maybe they're "covered" in debt now.
Did you bother to follow the link in that answer you quoted? Had you done so, you would have discovered this little piece of info:Rockville, MD, October 25, 2007 – ZeniMax Media Inc. today announced the closing of a $300 million investment by Providence Equity Partners Inc. for convertible preferred stock of the Company. The proceeds of the investment will be used to fund future growth, increase game development and publishing, facilitate acquisitions, and finance massively multiplayer online games (MMOGs).
ZeniMax Media was founded in 1999 by Robert A. Altman, its Chairman and CEO, and through wholly owned subsidiaries creates and publishes original interactive entertainment content for gaming consoles (including the Xbox 360™ video game and entertainment system from Microsoft, the PLAYSTATION®3 computer entertainment system, and the Nintendo DS and Wii), the PC, handheld/wireless devices, and online gaming. Last year its wholly owned subsidiary, Bethesda Softworks, released The Elder Scrolls IV: Oblivion®which was voted Best Game of 2006. Bethesda’s upcoming title, Fallout® 3, has already been featured on the cover of more than 20 magazines worldwide and has won accolades as one of most anticipated games for 2008.
"We believe that Providence will be an ideal partner for us as we build our businesses worldwide in the years ahead. Providence shares our strategic vision for the Company and is excited by the opportunity to help us move into a position of leadership in this industry,” said Mr. Altman.
“We are pleased to partner with one of the best managed companies in the videogame industry,” said Michael Dominguez, a Managing Director of Providence. “ZeniMax Media has an outstanding series of proven interactive entertainment content and a burgeoning position in the rapidly growing global video game market. We look forward to working with Robert to build value at ZeniMax Media over the long-term.”
Note the bolded.
You are aware that Bethesda Softworks has other online games in the works, right?
And that has what to do with Zenimax Online Studios' mission goals and the reason they had Providence Equity invest in them?
Because the money was given to ZeniMax Media, not the ZeniMax Online Studios. I doubt that ZOS got the entire 300 million.clocksstoppe wrote: »
Um...what? I bolded that part specifically to show you that this game didn't cost three hundred million dollars like you claimed, but that the money was going into setting up Zenimax Online Studios, and all current and future projects. Where are you getting that I assume they only did one thing?
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
egosumacunnus wrote: »anyone know what they spent it on?
jjf42001_ESO wrote: »cgi and voice actors and marketing lol
Eh, not really. They still used the champion engine, all they did was make a few adjustments. They have a lot of money in advertisements and multiple platform support which is very bad because it is just a money sink without any of it going towards the actual game.I would be shocked--SHOCKED--if Bethesda didn't sink a couple of hundred million into ESO. TES is one of the most marketable game titles in existence. They aren't going to be stingy with a title that has the potential to be ridiculously profitable.
Besides, remember that ESO is built from the ground up. ZOS did all the coding, engine, etc. themselves in house. That ain't cheap.
I would be shocked--SHOCKED--if Bethesda didn't sink a couple of hundred million into ESO. TES is one of the most marketable game titles in existence. They aren't going to be stingy with a title that has the potential to be ridiculously profitable.
Besides, remember that ESO is built from the ground up. ZOS did all the coding, engine, etc. themselves in house. That ain't cheap.
Where did you get that from, that was the cost of SW:TOR, figures I've seen for ESO are $300m.egosumacunnus wrote: »Apparently this was the cost of developing ESO, anyone know what they spent it on?
frosth.darkomenb16_ESO wrote: »Funcom has 288 employees and has positive cashflow at $1.43M a month. The equivalent of 95k subscribers.
http://gamepolitics.com/2014/03/05/funcom-q4-revenues-down-thanks-poor-secret-world-performance
This makes sense, the average employee is not going to be an engineer or a top artist. There are a lot of QA and other lower paying jobs. Inclusing taxes and work conditions, less than $5000 a month per employee is a fair estimate
frosth.darkomenb16_ESO wrote: »Funcom has 288 employees and has positive cashflow at $1.43M a month. The equivalent of 95k subscribers.
http://gamepolitics.com/2014/03/05/funcom-q4-revenues-down-thanks-poor-secret-world-performance
This makes sense, the average employee is not going to be an engineer or a top artist. There are a lot of QA and other lower paying jobs. Inclusing taxes and work conditions, less than $5000 a month per employee is a fair estimate
Funcom has 162 employees registered on Linkedin. Zenimax Online has 473. I think your calculations should be based on those figures instead of old ones from wikipedia.
@eisberg: ZOS bought the Hero engine licence during the development process and built their own engine afterwards.
I would be shocked--SHOCKED--if Bethesda didn't sink a couple of hundred million into ESO. TES is one of the most marketable game titles in existence. They aren't going to be stingy with a title that has the potential to be ridiculously profitable.
Besides, remember that ESO is built from the ground up. ZOS did all the coding, engine, etc. themselves in house. That ain't cheap.
ESO uses Hero Engine, they didn't create the engine, same engine as SWTOR.
http://www.heroengine.com/2012/05/heroengine-licensee-zenimax-announces-elder-scrolls-online/
Detailed numbers here.
You can find some info on their FAQ and in their own press release about the first $300 million investment that they received from Providence Equity Partners in 2007.
In 2010 they got an extra $150 million from the same investors, announced here on their website.
Who's FoS now @SFBryan18?
I would be shocked--SHOCKED--if Bethesda didn't sink a couple of hundred million into ESO. TES is one of the most marketable game titles in existence. They aren't going to be stingy with a title that has the potential to be ridiculously profitable.
Besides, remember that ESO is built from the ground up. ZOS did all the coding, engine, etc. themselves in house. That ain't cheap.
ESO uses Hero Engine, they didn't create the engine, same engine as SWTOR.
http://www.heroengine.com/2012/05/heroengine-licensee-zenimax-announces-elder-scrolls-online/
People really need to stop posting stoned.
When the rumor started a long time ago at $200 million there was someone who then posted the cost was $300 and his defense of it was that "$300 million isn't much different than $200 million".
SAY WHAT?!
So if I give you $100 million dollars and then take it away you won't notice the difference? Most here likely don't even know what it feels like to have more than 4 digits in their bank accounts. If you spend over 50% of your net worth on a video card for your computer PLEASE stop talking about corporate level investments ... PLEASE!
frosth.darkomenb16_ESO wrote: »Funcom has 288 employees and has positive cashflow at $1.43M a month. The equivalent of 95k subscribers.
http://gamepolitics.com/2014/03/05/funcom-q4-revenues-down-thanks-poor-secret-world-performance
This makes sense, the average employee is not going to be an engineer or a top artist. There are a lot of QA and other lower paying jobs. Inclusing taxes and work conditions, less than $5000 a month per employee is a fair estimate.
ZOS has 250 employees now according to wikipedia.
But during dev had more QA and had more voice actors bills to pay. Probably more marketing costs as well.
So let's say $1.5M a month for, or $18M a year to stay more than afloat.
Let's consider your 473 employees figure is accurate. Let's even beoverly generous and consider it was that number for the whole 7 years.
473 is a 83.2% increase from 250, so 18M a year become $34M.
For 7 years that's $238M.
We've been generous several times in these estimates, so it is likely less, but it's better to have a worst case scenario.
From what we can gather from some sources of average fiability, ESO pulled $111M in the first 6 months. This includes the box sales, the steam release and sale and the fact that the imperial edition outsold the standard edition by 5 times the numbers, alegedly.
Still, reimbursing nearly half of your investment in the first 6 months is impressive.
Even if subs are extremely low now, let's say 200K, and we use the $18M a year in costs, that's still $36M revenue, $18M profit a year.
The chinese chicken industry is soiling itself over this kind of profit with Warframe.
http://www.gamesindustry.biz/articles/2014-10-16-digital-extremes-sells-61-per-cent-of-shares-for-usd73-million
If you add in the console launch which has the potential of selling at least a million copies accross both platform, they can get ROI in under a year.
That's what motivated the b2p switch, not long term profit. Investors just wanted to get their money back quickly to go spend it on another short term venture. They have no interest of seeing ESO become a cash cow.
For the record, if a more "niche" game like Eve Online has 700k subs, $126M revenue, so can ESO with a susbcription.
But heh, that will unfortunately never happen now.
People really need to stop posting stoned.
When the rumor started a long time ago at $200 million there was someone who then posted the cost was $300 and his defense of it was that "$300 million isn't much different than $200 million".
SAY WHAT?!
So if I give you $100 million dollars and then take it away you won't notice the difference? Most here likely don't even know what it feels like to have more than 4 digits in their bank accounts. If you spend over 50% of your net worth on a video card for your computer PLEASE stop talking about corporate level investments ... PLEASE!
frosth.darkomenb16_ESO wrote: »Funcom has 288 employees and has positive cashflow at $1.43M a month. The equivalent of 95k subscribers.
http://gamepolitics.com/2014/03/05/funcom-q4-revenues-down-thanks-poor-secret-world-performance
This makes sense, the average employee is not going to be an engineer or a top artist. There are a lot of QA and other lower paying jobs. Inclusing taxes and work conditions, less than $5000 a month per employee is a fair estimate.
ZOS has 250 employees now according to wikipedia.
But during dev had more QA and had more voice actors bills to pay. Probably more marketing costs as well.
So let's say $1.5M a month for, or $18M a year to stay more than afloat.
Let's consider your 473 employees figure is accurate. Let's even beoverly generous and consider it was that number for the whole 7 years.
473 is a 83.2% increase from 250, so 18M a year become $34M.
For 7 years that's $238M.
We've been generous several times in these estimates, so it is likely less, but it's better to have a worst case scenario.
From what we can gather from some sources of average fiability, ESO pulled $111M in the first 6 months. This includes the box sales, the steam release and sale and the fact that the imperial edition outsold the standard edition by 5 times the numbers, alegedly.
Still, reimbursing nearly half of your investment in the first 6 months is impressive.
Even if subs are extremely low now, let's say 200K, and we use the $18M a year in costs, that's still $36M revenue, $18M profit a year.
The chinese chicken industry is soiling itself over this kind of profit with Warframe.
http://www.gamesindustry.biz/articles/2014-10-16-digital-extremes-sells-61-per-cent-of-shares-for-usd73-million
If you add in the console launch which has the potential of selling at least a million copies accross both platform, they can get ROI in under a year.
That's what motivated the b2p switch, not long term profit. Investors just wanted to get their money back quickly to go spend it on another short term venture. They have no interest of seeing ESO become a cash cow.
For the record, if a more "niche" game like Eve Online has 700k subs, $126M revenue, so can ESO with a susbcription.
But heh, that will unfortunately never happen now.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
frosth.darkomenb16_ESO wrote: »Funcom has 288 employees and has positive cashflow at $1.43M a month. The equivalent of 95k subscribers.
http://gamepolitics.com/2014/03/05/funcom-q4-revenues-down-thanks-poor-secret-world-performance
This makes sense, the average employee is not going to be an engineer or a top artist. There are a lot of QA and other lower paying jobs. Inclusing taxes and work conditions, less than $5000 a month per employee is a fair estimate.
ZOS has 250 employees now according to wikipedia.
But during dev had more QA and had more voice actors bills to pay. Probably more marketing costs as well.
So let's say $1.5M a month for, or $18M a year to stay more than afloat.
Let's consider your 473 employees figure is accurate. Let's even beoverly generous and consider it was that number for the whole 7 years.
473 is a 83.2% increase from 250, so 18M a year become $34M.
For 7 years that's $238M.
We've been generous several times in these estimates, so it is likely less, but it's better to have a worst case scenario.
From what we can gather from some sources of average fiability, ESO pulled $111M in the first 6 months. This includes the box sales, the steam release and sale and the fact that the imperial edition outsold the standard edition by 5 times the numbers, alegedly.
Still, reimbursing nearly half of your investment in the first 6 months is impressive.
Even if subs are extremely low now, let's say 200K, and we use the $18M a year in costs, that's still $36M revenue, $18M profit a year.
The chinese chicken industry is soiling itself over this kind of profit with Warframe.
http://www.gamesindustry.biz/articles/2014-10-16-digital-extremes-sells-61-per-cent-of-shares-for-usd73-million
If you add in the console launch which has the potential of selling at least a million copies accross both platform, they can get ROI in under a year.
That's what motivated the b2p switch, not long term profit. Investors just wanted to get their money back quickly to go spend it on another short term venture. They have no interest of seeing ESO become a cash cow.
For the record, if a more "niche" game like Eve Online has 700k subs, $126M revenue, so can ESO with a susbcription.
But heh, that will unfortunately never happen now.
Reference funcom...TSW was designed to be cheap to maintain and cheap to rapidly produce new content in the future. This came up multiple times before the game left p2p and was released by the devs themselves. I don't have the sources off hand but its what happened. They had planned on a smaller subscriber base (...less income) and implemented appropriate systems to produce a niche game.
TES is completely different and I don't think it is fair to compare operating and development costs between the two.
frosth.darkomenb16_ESO wrote: »Funcom has 288 employees and has positive cashflow at $1.43M a month. The equivalent of 95k subscribers.
http://gamepolitics.com/2014/03/05/funcom-q4-revenues-down-thanks-poor-secret-world-performance
This makes sense, the average employee is not going to be an engineer or a top artist. There are a lot of QA and other lower paying jobs. Inclusing taxes and work conditions, less than $5000 a month per employee is a fair estimate.
ZOS has 250 employees now according to wikipedia.
But during dev had more QA and had more voice actors bills to pay. Probably more marketing costs as well.
So let's say $1.5M a month for, or $18M a year to stay more than afloat.
Let's consider your 473 employees figure is accurate. Let's even beoverly generous and consider it was that number for the whole 7 years.
473 is a 83.2% increase from 250, so 18M a year become $34M.
For 7 years that's $238M.
We've been generous several times in these estimates, so it is likely less, but it's better to have a worst case scenario.
From what we can gather from some sources of average fiability, ESO pulled $111M in the first 6 months. This includes the box sales, the steam release and sale and the fact that the imperial edition outsold the standard edition by 5 times the numbers, alegedly.
Still, reimbursing nearly half of your investment in the first 6 months is impressive.
Even if subs are extremely low now, let's say 200K, and we use the $18M a year in costs, that's still $36M revenue, $18M profit a year.
The chinese chicken industry is soiling itself over this kind of profit with Warframe.
http://www.gamesindustry.biz/articles/2014-10-16-digital-extremes-sells-61-per-cent-of-shares-for-usd73-million
If you add in the console launch which has the potential of selling at least a million copies accross both platform, they can get ROI in under a year.
That's what motivated the b2p switch, not long term profit. Investors just wanted to get their money back quickly to go spend it on another short term venture. They have no interest of seeing ESO become a cash cow.
For the record, if a more "niche" game like Eve Online has 700k subs, $126M revenue, so can ESO with a susbcription.
But heh, that will unfortunately never happen now.
You cannot, quite simply, break down the assets of a multi-million dollar corporation in a few speculative paragraphs. Its assets are far more complex than this. End of story.
LadyNerevar wrote: »In short, tens of millions of dollars, or even a hundred million dollars, are absolutely a normal price to go into the development of an AAA title. Especially if that title is an MMO, which takes many years (something like half a decade, in ZOS' case) to develop.
Brittany_Joy wrote: »Eh, not really. They still used the champion engine, all they did was make a few adjustments. They have a lot of money in advertisements and multiple platform support which is very bad because it is just a money sink without any of it going towards the actual game.I would be shocked--SHOCKED--if Bethesda didn't sink a couple of hundred million into ESO. TES is one of the most marketable game titles in existence. They aren't going to be stingy with a title that has the potential to be ridiculously profitable.
Besides, remember that ESO is built from the ground up. ZOS did all the coding, engine, etc. themselves in house. That ain't cheap.
I'll counter that by mentioning the income from the ridiculous number of collectibles helped pay for a good portion of things, as well.
Lotta $ from that stuff, which is mostly profit.