Lanzer
(?)Admin Lead
- Posted: Thu, 23 Feb 2012 01:07:55 +0000
Hello everyone and welcome to this week's ask the admin thread! Hope everyone had a great time at the Gaia anniversary. We're still hard at work on the Towns update and planning for the next event plus more NPC stories are now under way.
I understand that many were concerned about the state of zOMG, and I'm sorry I don't have a specific solution to announce, but I'd like to share with you where we came from and give everyone a little more insight to where we came from:
Knowing that there are many unanswered questions about zOMG, I know that we owe everyone further explaination about where we came from and how we arrived at the current decision as it stands.
zOMG was a project we created many years ago, with a large team, tons of time, money, and resources, we put in enormous effort trying to make something with lots of depth and gameplay that is deserving of the loyal Gaians waiting for a battle system. Large console titles takes about 10M to 30M to produce, large MMO can cost north of 100M. Creating a complex game is a very expensive endevour and with a tight team our expense was low in comparison, but still quite astounding for a Gaia project. We invested tremendously and at the same time, we put in tons of effort in promoting the game, marketed heavily outside of Gaia, partnered with flash game sites to include zOMG as one of their titles, and hoped for the best as the game press forward.
As the fate of all games, there's a certain element of luck on whether or not the leader of the project comes up with just the right amount of idea, style, and organization to make a game a success. Thousands of games are created each year, only a hand full were ever profitable. zOMG received a warm welcome by Gaians and we had our initial supporters for zOMG, though over the next months, it was clear that the support for zOMG itself could not sustain the team to continue adding features at a fast pace. It's scary to think how many millions would a game need to make to sustain a team of engineers, but removing the math, the bottom line is that there just wasn't enough. Within the gaming industry, the math is pretty clear on what makes a profitable title and what doesn't. We were in a tough place when the numbers didn't add up.
Many of us adore zOMG and the effort we put into the game, and had been constantly putting in effort to maintain the game while trying to add more features on the side. While other companies typically shut down a game the moment they don't see success, we continue to do whatever we can to maintain zOMG because we love the game, and because we know many Gaians enjoy it. Two and a half years after we realized that zOMG couldn't cover the cost of building the game, we still released the DMS update. Not for profit, but only because we wish to entertain the Gaians who deserves more content from zOMG.
As a company, I cannot argue with anyone who thinks that Gaia is "money hungry" or only think about profit. We do think heavily on the bottom line, we do think through how many people should work on which project so that we can earn money. We think like this because every month we work out the math and we are faced with facts such as how much more time can we be in business if we can't make ends meet. We were once faced with hard facts down to the exact number of months that we can operate until we can't pay our staff members anymore and have to shut down. We had to make choices to make the company smaller, and we have to make the choice of making certain titles for wider audience because we would like to keep the lights running.
Despite the constraint in money and resources, Gaia is lucky to have such a great user base and we have the support to have a team dedicated to continue updating core features, creating new events, mini games, and items for the community.
I understand that many were concerned about the state of zOMG, and I'm sorry I don't have a specific solution to announce, but I'd like to share with you where we came from and give everyone a little more insight to where we came from:
Knowing that there are many unanswered questions about zOMG, I know that we owe everyone further explaination about where we came from and how we arrived at the current decision as it stands.
zOMG was a project we created many years ago, with a large team, tons of time, money, and resources, we put in enormous effort trying to make something with lots of depth and gameplay that is deserving of the loyal Gaians waiting for a battle system. Large console titles takes about 10M to 30M to produce, large MMO can cost north of 100M. Creating a complex game is a very expensive endevour and with a tight team our expense was low in comparison, but still quite astounding for a Gaia project. We invested tremendously and at the same time, we put in tons of effort in promoting the game, marketed heavily outside of Gaia, partnered with flash game sites to include zOMG as one of their titles, and hoped for the best as the game press forward.
As the fate of all games, there's a certain element of luck on whether or not the leader of the project comes up with just the right amount of idea, style, and organization to make a game a success. Thousands of games are created each year, only a hand full were ever profitable. zOMG received a warm welcome by Gaians and we had our initial supporters for zOMG, though over the next months, it was clear that the support for zOMG itself could not sustain the team to continue adding features at a fast pace. It's scary to think how many millions would a game need to make to sustain a team of engineers, but removing the math, the bottom line is that there just wasn't enough. Within the gaming industry, the math is pretty clear on what makes a profitable title and what doesn't. We were in a tough place when the numbers didn't add up.
Many of us adore zOMG and the effort we put into the game, and had been constantly putting in effort to maintain the game while trying to add more features on the side. While other companies typically shut down a game the moment they don't see success, we continue to do whatever we can to maintain zOMG because we love the game, and because we know many Gaians enjoy it. Two and a half years after we realized that zOMG couldn't cover the cost of building the game, we still released the DMS update. Not for profit, but only because we wish to entertain the Gaians who deserves more content from zOMG.
As a company, I cannot argue with anyone who thinks that Gaia is "money hungry" or only think about profit. We do think heavily on the bottom line, we do think through how many people should work on which project so that we can earn money. We think like this because every month we work out the math and we are faced with facts such as how much more time can we be in business if we can't make ends meet. We were once faced with hard facts down to the exact number of months that we can operate until we can't pay our staff members anymore and have to shut down. We had to make choices to make the company smaller, and we have to make the choice of making certain titles for wider audience because we would like to keep the lights running.
Despite the constraint in money and resources, Gaia is lucky to have such a great user base and we have the support to have a team dedicated to continue updating core features, creating new events, mini games, and items for the community.