KEY TOPICS
Historically, persistent worlds (PWs) have been a 40 “50%-margin business. For a developer or publisher, the only niche with significant support costs are the PWs (we're assuming you don't run a web game portal or assume bandwidth or hardware costs for a hybrid). In an ideal world, PW post-launch support costs would be limited to approximately 40% of the total revenue generated (or 40% of the revenue goal, for newly released games building a subscriber base). Often, the percentage is closer to 60%, due to a lack of concern in the past for providing the customer service (CS) staff with the right tools to do their job quickly and efficiently . [1]
More and more publishers are learning the value of building adequate CS tools during the development process instead of tacking them on at the last minute. Well-designed tools allow each CS representative to do more in less time. During the next three to five years , support costs should go down across the board, and PW games will have a better chance of making the 40% or lower support cost mark. |