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Myself and a few collegaues got around to debating whether a rebooted EQ-like game could actually make a profit in todays market.
If i made a new indie MMO that at its heart was a reboot of the original eq and the first few expansions how many subs do you think i would be able to get per month.
When i say reboot, i dont mean reskinning the dungeons and zones and models as this would be copyright infringment, but if we made something new but very familiar.
Lets say hypothetically that at launch i have:-
* Good grahpics (not AAA but on par with other recent kickstarter projects)
* 40 zones with non instanced world dungeons, bosses
* No "!" questing, Having to 'H'ail NPC's and ask questions etc
* Corpse runs / XP loss when you die
* Placeholder mobs / A mix of long and short spawn timers
* Epic quests (and i mean EPIC - read months and months of work, 2-4 hours a day etc...)
* A dozen playable classes and over twenty races
* Factions / Religions where your KOS to a decent % of the world
* Very very long levelling treadmill - 50 levels at launch (8+ hours a day will still take 6 months+ to reach max level)
* Very limited automated fast travel - player to player travel would be the main way
* Classic Trinity, Crowd control, healing, taunt/aggro / pulling mechanics
* Real darkness, lack of infra / nightvision on most
* a /pizza command that auto alt tabs from the game and loads up Dominos.com ;-)
How many subs do you think it would get a month, on average for say the first two years and how much do you think they would be willing to pay for that month.
I summise the player base would max out at 10k people (if the game achieved the maximum success possible) and more likely would be sub 1k but on the flip side these players would be willing to spend a little more than your average sub fee for a modern eq-like experience (say $25-$35 per month)