Xbox Q1 Losses Up From Last Year

I think you're wrong about Sony revising it's sales, which you stated earlier. AFAIK, they're sales have been inline with projections. The differential is due to their inability to move to 90nm (projected Spring verse Autumn reality) and cut costs as fast as hoped.

Qroach said:
"Microsoft has committed to spending $2 billion on the Xbox over the next five years. A substantial portion of that is on Xbox Live."

Gulp. Fatality.
 
Qroach:

> MS didn't spend 1 billion creating xbox live. tehy are spending 2 billion
> over FIVE years on live and xbox.

Which is what I've saying so far. Of course you conveniently left out the part about a billion going to Xbox Live.

> I may not be as current on sony and PS2 financials as I amd on
> gamecube and xbox

:rolleyes:

> like I said before, when it comes to xbox you're usually wrong.

I shall await the many examples of my errors with great anticipation.
 
The information is conflicting, but the reference to Live is still there.

$2 billion over 5 years does mention "and to fund research and development for the next version of the console and support for game developers" but of the articles linked the Live matter is specifically addressed.

Qroach said:
MS didn't spend 1 billion creating xbox live. tehy are spending 2 billion over FIVE years on live and xbox.

From the PCWorld article: In a bid to boost sales of its Xbox game console, Microsoft will announce on Monday plans to invest more than $1 billion to create an online video-game service, according to a report by The New York Times. which references to right here. (Who likely were pulling their information from the Reuters making that very attribution to Live--$1 billion.)

So yes, the "substantial portion" addressed in the $2-for-5yr comments is quantified elsewhere as indeed more than $1 billion. How MUCH more? <shrugs> How much have they spent so far? Unknown. But I don't think anyone has been making claims as to what they HAVE spent on it right now, but to what Microsoft itself announced it was committing. (It was misread and implied by Johnny and responded to sarcastically by Paul, but people bringing up the point and talking about it have only started MS's announced intentions.)

Please, feel free to rework the numbers even a "mere" $1 billion+ and see if Live is profitable has brought profit at the 5 year mark. (I notice you refrained from commenting on that bit.)
 
cthellis42,

But I don't think anyone has been making claims as to what they HAVE spent on it right now....

Actually someone did make tha tclaim. Cybermerc did on the first page of this thread.

Cybermerc said:
Xbox Live is a joke. The investments have been massive (1+ billion)


Funny, how I don't recall them investing 1 billion in live yet. The article printed about money MS was spending (the 2 billion came from a press release they put out ages ago. Around tha titme many websites interpreted what they said as MS spending 1 billion on live. In reality Ms will spend no where near tha tmuch on live. If you look at things in a reasonable manner, live is the equivalent of a pay to play MMORP. A publisher wouldn't spend a billion dollars on something like that to keep it running, and you scale your servers and datbase servers to expand as the userbase expands.
 
Boy, you guys love selectively quoting. -_- So you're going to be a stickler simply on the tense? In his very next post he replied to you with exactly what he meant by that line: "It's a 5 year investment of which the bulk has likely already been spent. No money to be made on that for a long time."

So essentially, he believes the bulk of it has quite likely been spent and you do not share that opinion. Considering your propensity for calling him an "idiot" because of it, how are YOUR "facts straight." Until someone whips out actual numbers FROM Microsoft as to how much has gone into it so far, neither of you can accuse the other of "ignoring facts" since we are bereft of them for that case.

Meanwhile, "investment" carries a lot of weigh and obviously is budgeted out and through WAY ahead of time, so the dollar amount is still "accounted for" even if it's not yet spent. Johnny later said "Listen, MS is on record as investing a total of around $3-4 billion into the Xbox project." Does he believe all the money was spent immediately? Will we have ANY idea what the assorted costs are without specific breakdowns or exacting announcements from Microsoft? Does it MATTER? They announced their intentions and budgeted over a timeframe, so unless figures are updates we just know the ghostly outlines of individual transactions and current states and have no FACTS--just guesses.

Qroach said:
Funny, how I don't recall them investing 1 billion in live yet.

They certainly did. They invested $1+ billion in the project before they ever made the press announcement, just as people "invest" in any long-term strategy. How much did IBM commit to their East Fishkill plant? Something like $2.5bn of a $5bn capital investment over 2-2.5 years? Does it MATTER what the exact amount was they spend at the one year mark? They planned, budgeted, and INVESTED that money into the plant from the onset. Could they "reclaim" some of that money? Sure, I suppose they could have just stopped building and sent everybody home, reclaiming what was left and only wasted a couple billion in the process, but the outcome of that is no East Fishkill plant. So are you trying hard to downplay what MS has spent so far on Live so that if they CAN it they'd get more money back? Oh, ok, cool! I... uh... understand now?

Qroach said:
The article printed about money MS was spending (the 2 billion came from a press release they put out ages ago. Around tha titme many websites interpreted what they said as MS spending 1 billion on live.

Many websites didn't interpret, the referenced newspapers, which referenced Reuters articles, and all things considered the information didn't seem to be entirely vague. There's some discrepency between a lot who said "around one billion" to those who says "one billion plus" (likely from using words like "major part" and "most of which" in reference to the $2bn-over-5 plan), but they also mention "Microsoft representatives had already said the company would be spending $40 to $50 per game machine--which Microsoft already sells at a loss--to get the Xbox online service running." Averaging that over their current installed base is, what? $450 million? And they're certainly not at the number of consoles they expect to be at by 2007 when they expect 10 million full subscribers.

Qroach said:
In reality Ms will spend no where near tha tmuch on live.

In reality you have no idea how much MS will spend unless they actually ANNOUNCE how much they're spending and give future figures. At the moment all signs point to "a lot." Just who is running factless at the moment?

In reality Live is NOTHING like running a MMORPG, as it is trying to coordinate and influence a host of developers and appeal to a broad swath of gamers in all sectors of gaming. If a MMORPG publisher had expectations of getting to 10 million subscribers at $10 a month and could afford it, you could be DAMN sure a company would invest $1 billion over five years to get it operational. (Of course since the total MMORPG population on the planet would in no way add up to 10 million, let alone getting that into one game, the point is moot.) Even assuming 1/4 goes out to bandwidth costs (when EQ was still $10 they mentioned that maintainance rate for bandwidth alone) that's still $75 million per MONTH to throw around. I doubt Live has the maintainance a MMORPG does, but I also think the setup costs are MUCH more.

Microsoft is trying to bring about a bigger paradigm for consolling online and wants to profit from it. Problem is, they are dealing with the harsh realities of underestimating its draw, finding gamers who will pay at ALL, and constantly readjusting for what they WILL pay. And since we all know they are not going to abandon Live, what they have INVESTED stands and can be fully commented upon--I don't care what they have spent up until now.

And seriously, Qroach, if you and Cybamerc want to piss on each others' faces, take it to PM's. If you want to add something functional to a conversation, then do THAT or stop posting at all. "Functional" does not include continuing to whine about comments covered in page one and throwing around lofty comments about expenditures while singularly devoid of the "facts" you are often demanding.
 
cthellis42

They certainly did. They invested $1+ billion in the project before they ever made the press announcement, just as people "invest" in any long-term strategy.

That's just my point man. I can see them investing 1 billion into it over time, sure. How much time, I really don't know. Personally, I don't see that happening unless the install bases increases. You don't go and spend the money to expand the hardware and software needed for millions of extra users when they know they can’t get online (even if they wanted to).

However the point I'm making is, "where did MS actually announce that they ALREADY spent a billion on Xbox live before it launched"? Like I said before, I didn’t see them state this anywhere. There's zero proof that that has happened. I'm arguing with the people that saying it's a failure and they ALREADY spent 1 billion dollars on it. They haven't stated how much it cost them out of the game, and the only thing they stated BEFFORE the launch was that they were spending 2 billion over 5 years on Xbox live and Xbox.


but they also mention "Microsoft representatives had already said the company would be spending $40 to $50 per game machine--which Microsoft already sells at a loss--to get the Xbox online service running."

Yes, "per Xbox" that JOINS the service. They aren't going to spend that money on the entire Xbox user base when they KNOW only a percentage of the user base are capable of getting online. This is the second point I'm making, comon sense, unless you think MS is stupid or something. If you disagree that something like this is not reasonable, well we can just stop talking about it.


Averaging that over their current installed base is, what? $450 million? And they're certainly not at the number of consoles they expect to be at by 2007 when they expect 10 million full subscribers.

You can average it over the total current user base, or the total user base from the time that article came out if you want, but looking at this logically, MS will not spend 40-50 dollars per Xbox when the entire fan base isn't capable of going online with broadband. Think about it, it's per Xbox that joins the Xbox live Service.

In reality you have no idea how much MS will spend unless they actually ANNOUNCE how much they're spending and give future figures. At the moment all signs point to "a lot." Just who is running factless at the moment?

I know that I don't know how much they will spend, all I can say is to use some common sense when looking at this logically, and come to your own conclusion. IAfter all I didn’t CLAIM that I already knew this to be a fact, and you didn’t see me state it as such! Now if you want to go on talking about who is "running fact less" you should be talking to Cybermerc and his claim that MS ALREDY SPENT 1 billion on Xbox live when he doesn't have any idea how much they already spent.

In reality Live is NOTHING like running a MMORPG,

In reality live is A LOT like running a MMORPG. I worked on online game for five years, and helped launch Massively Multiplayer games and technology for the PC. A lot of people were fooled from what live actually was due to the way MS PR talked about it. They made it seem like they were planning on running tons of game "servers" when they actually weren't planning that, and even frowned up on it.

as it is trying to coordinate and influence a host of developers and appeal to a broad swath of gamers in all sectors of gaming.

That's not the point. I'm talking about from the point of view of the people playing on Xbox live. From the users perspective this isn't really any different fro signing up for a MMORPG, and connecting to database severs that record your stats and finding and playing games with other people. The only real difference is that you can either play with 1 person to a maximum of 16 at a time, unless the game runs a dedicated server.

If a MMORPG publisher had expectations of getting to 10 million subscribers at $10 a month and could afford it, you could be DAMN sure a company would invest $1 billion over five years to get it operational.

There's no way it would cost that much. That's my point, it doesn't cost that much for massively multiplayer games to be run. For massively multiplayer games that are done correctly, you only ship as many units as the hardware is capable of supporting. That’s why so many MMORPG's have come out with tons of troubles (like WW2 online). This is what I’d suspect MS is doing, instead of hitting threshold for numbers and automatically adding more data servers.

Anyway, For the sake of the discussion, let's break this down into what a massively multiplayer service needs to be operational.

1. Game Servers (Hardware and software. Each single server runs a specified amount of users in this case it can be anywhere form 1000 to 10,000 depending on the game. and when you hit user threshold you add more servers.)

2. The billing system. (This is where credit card information is stores and recorded) this can be expensive if you don’t have a pre existing solution.

3. Database servers (Hardware and software. This is where the game data is stored)

4. Network Operation Centres (NOC's) close to the major internet backbone. This is necessary so the player’s don’t have to get a large number of hops before connecting to the service.

5. Labor (all the people running the network, and maintaining it). There's numbers been worked out for this. You expand the number of service employees per number of servers running.

6. Internet connection. (In the case of MMORPG's bandwidth is the most costly part of running a service.)

7. The creation of the game and online technology. (This is the most expensive and time consuming process. It can run anywhere from 5-million to 15 million to develop a working MMORPG.



Ok, now this is why I say it's similar to a massively multiplayer RPG from the users perspective. As the first 5 options I listed are what Xbox live uses. There are some small differences to what Microsoft is doing however, since this is a console service and all. Those exceptions are...

1. They don't have game servers in the traditional sense. There's a few titles that would actually run on MS hosted servers ( i can't think of any right now), and MS actually discouraged developers form setting up a server client structure in any thing but massively multiplayer games (this is why you're seeing limitations like 16 players in Xbox live titles.

2. The billing system is the Xbox live starter kit, and that connects you to web servers. On PC this would be done through a web browser. Either way, MS already used billing software, if I remember from researching this correctly; they use the Portal billing system (just like the MS gaming zone). They could write their own, but it may not be necessary. To use portal it can sots up to a few million dollars.

3. The database servers are basically the same as a multiplayer online RPG. Stats are store per user, and those stated can be retrieved by users. I'm sure they run this on MS database software, so the cost involved is probably only hardware and labor by itself.

4. Network operation centers, used for monitoring the network usage and server load, etc... This is similar to anything a PC publisher would do, but probably on a slightly larger scale.

5. Labor for running and maintaining the servers. This is the same as anything done by a PC publisher.

Some of the more costly things like bandwidth on Xbox live networks is much lower then you'd find from hosting a game like Everquest. On top of that MS owns their own ISP, so I'm sure they could work something out pretty cheap. On Xbox live users connected to the MS servers, and then disconnect and go peer-peer. So MS doesn't actually incur huge bandwidth costs like a MMORPG does. Their bandwidth usage comes from users connecting to database servers when they exit or finish a game and reconnect to the Xbox live service. The only game that could spike usage more would be Phantasy star online, but that may not even be hosted on MS run servers. When you think about it Xbox live is a glorified matchmaking system (like GameSpy) that doesn't incur it's own huge bandwidth costs.


(Of course since the total MMORPG population on the planet would in no way add up to 10 million, let alone getting that into one game, the point is moot.) Even assuming 1/4 goes out to bandwidth costs (when EQ was still $10 they mentioned that maintainance rate for bandwidth alone) that's still $75 million per MONTH to throw around. I doubt Live has the maintainance a MMORPG does, but I also think the setup costs are MUCH more.

There's no way Everquest costs 75 million per month in bandwidth. That game doesn't make 75 million in a year. Last i checked, the game bought in somewhere in the region of 25 million a year.

Microsoft is trying to bring about a bigger paradigm for consolling online and wants to profit from it. Problem is, they are dealing with the harsh realities of underestimating its draw, finding gamers who will pay at ALL, and constantly readjusting for what they WILL pay.

You’re right, that is what they are trying for console gaming, but don't think they don't already have a clue that broad band penetration is the biggest problem with getting people interested in Xbox live. They knew this long before launching Xbox live. I think you have a slightly strange perspective on this. MS hasn't “constantly†readjusted what gamers pay for the service. They took a survey from the Xbox live users to find out what they are willing to pay and the types of options we want ( i took part in the survey btw.). Then a few months back they announced the final pricing structure. It hasn't constantly changed. Btw, do you have Xbox live, because you would already know that?


And since we all know they are not going to abandon Live, what they have INVESTED stands and can be fully commented upon--I don't care what they have spent up until now.

Well what they have invested IS what they have spent up until. I do agree, that's not what I want to know also. I was only talking about how much some people claim it initially cost them to launch the service. I still don't see how it could be a billion dollars when the testing phase on consisted of 10 thousand users, and they only shipped 100,000 Xbox live kits when it launched.
 
You know what, let's start a new topic abotu building a virtual xbox live. We can go through with a fine tooth comb and make some reaosonable estimates on how much i would cost, and prove if in fact it would cost 1 billion dollars to launch our own version of the service. Seriously we can break everything down into costs estimates. If it's an execise you want to partake in let, me know and I'll start the thread.
 
Qroach said:
You know what, let's start a new topic abotu building a virtual xbox live. We can go through with a fine tooth comb and make some reaosonable estimates on how much i would cost, and prove if in fact it would cost 1 billion dollars to launch our own version of the service. Seriously we can break everything down into costs estimates. If it's an execise you want to partake in let, me know and I'll start the thread.


Lordy Lord someone has time in his hands.... :LOL:
 
Q is right though, it's ridiculous to think that MS spent a billion on servicing 500k users with almost no game servers. Everyone should use their head a little. There are many reasons why MS might want the press to overstate their initial investment in Live just to get the hype going etc...
 
Couldn't the expenses for Xbox Live mainly be attributed by the games themselves? Of the 67 Xbox Live enabled games listed on Microsoft's web site, 22 are made by Microsoft. That's a lot of games that could contribute the expenses attributed by Xbox Live. Just a thought. In the end, I believe a lot of things contribute to the expenses and it's not so clear cut as some may believe.

Tommy McClain
 
See Qroach, was that so hard? ;)

We could feel free to make another topic, but this rather co-opted this one a while back, so I'm not sure it matters. Hehe...

Don't have enough time to reply specifically right now, but I'll get down to it later.
 
Whatever the marketing budget was, i have not seen ONE single commercial on Xbox Live in the UK.
There are loads of EA PS2-online games commercials, loads of GC price-cut commercial, but not a thing on Xbox...
 
I've only seen a xbox live commercial onse single time and I live in north ameirca. It seems they are working xbox live into commercials for other MS games. Like the Amped 2 commercial talks about xbox live while advertising the game.
 
Quit poking a dead horse man... I'll start up that thread around a virtual xbox live when I have some time. I don't know one single game developer that would agree that MS spent a billion getting live off the ground. It's just not possible IMO. I honestly can't even see it costing them sevral hundred million a year to operate, but that's another story.
 
The marketing, of course, certainly not restricted to TV ads. Considering the posters that are plastered across the front of almost every game store, they're just concentrating the way most game companies to--specifically targetting the audience. Attractive games get them to but the box, and where else do they go to get the games? Hehe...

Qroach said:
That's just my point man. I can see them investing 1 billion into it over time, sure. How much time, I really don't know.

Indeed, but none of us know what they've spent nor how they're continuing to spend, and no one is claiming to know exact figures right now. The only thing we've got are "announced intentions" and our own hypotheses.

Qroach said:
Personally, I don't see that happening unless the install bases increases. You don't go and spend the money to expand the hardware and software needed for millions of extra users when they know they can?t get online (even if they wanted to).

Maybe, but MS also knows that the only way to GET their installed base higher is to not back down from their plans--perhaps kick them up a few notches since the "online revolution" doesn't seem to be picking up steam too quickly. Obviously if the sales are slower the hardware costs from the setup packages are less, but how much will anything else be? I imagine they will continue pushing hard and offering incentives to developers--as well as donating dev time to help--and making sure all the servers for all the games are set up and ready FOR people regardless. I don't think bandwidth costs will be at the forefront.

Qroach said:
However the point I'm making is, "where did MS actually announce that they ALREADY spent a billion on Xbox live before it launched"?

No one has claimed that, and it's been clarified since page one. Cyba thinks they may well have spent a majority of it already (which could be anywhere between $501m and the full amount), or at least "could see" it. THIS is certainly a dead horse that should stop being beaten.

Qroach said:
Yes, "per Xbox" that JOINS the service...

Since no reports specified this, we don't really KNOW that "joins" is any qualification whatsoever. We don't know how Microsoft was doing it's math. They could simply have been dividing their total expected cost over the total expected Xbox installed base to make for a quotable figure. They could have been quoting it over the expected subscription base at the end. <shrugs> It's not like the moment a new Live user logs on MS goes "whelp, time to spend another $40-50 dollars on him!" It all depends where the costs are.

Qroach said:
IAfter all I didn?t CLAIM that I already knew this to be a fact, and you didn?t see me state it as such!

You're actually the only one to use "fact" in your commentary: Xbox live didn't cost a billion dollars to create, setup or operate, get your facts straight. And your fixation on this is going nowhere, since all this was clarified since page one. Cyba indeed restated that the investments were over fives years and that he thought it likely that the bulk has already been spent at this point. You can argue figures and likelihood, but no one has been arguing facts or specifics, though you have used the term to denegrate opinions.

Qroach said:
w if you want to go on talking about who is "running fact less" you should be talking to Cybermerc and his claim that MS ALREDY SPENT 1 billion on Xbox live when he doesn't have any idea how much they already spent.

This is the kicker, and I hope the LAST TIME we see this bandied about: he has not. Neither stated it as known fact, nor said for Xbox alone. If you want to apply his BULK comment on his OPINION to the $2 billion figure, then that applies to more than Live as has been already shown.

Meanwhile, the topic this WHOLE TIME has been discussing the viability of Live as a service, and talking about when they would expect to profit from it, and not a stitch to do with "how much they have spent already." Hell, it'd be BETTER to say they spent close to a billion already, as then their losses would point to amazing profits in the future. ;)

Qroach said:
In reality Live is NOTHING like running a MMORPG,
In reality live is A LOT like running a MMORPG. I worked on online game for five years, and helped launch Massively Multiplayer games and technology for the PC. A lot of people were fooled from what live actually was due to the way MS PR talked about it. They made it seem like they were planning on running tons of game "servers" when they actually weren't planning that, and even frowned up on it.

So then doesn't that make it LESS like a MMORPG since they DO run on tons of servers for their game? ;) MMORPGs feed on the same basic gamer pool and hardly bother to advertise--as any MMORPG big enough to attract attention is already well known to that crowd, and new players filter in on their own accord. They don't need to do much of anything outside the house, while Microsoft has been trying to meld an entire industry of developers to its plans, not to mention specific designs and quality demands. And I rather doubt MS wants to build a system that would have the continuing bandwidth demands, support costs, and developmental upkeep as a MMORPG does.

Qroach said:
as it is trying to coordinate and influence a host of developers and appeal to a broad swath of gamers in all sectors of gaming.
That's not the point. I'm talking about from the point of view of the people playing on Xbox live. From the users perspective this isn't really any different fro signing up for a MMORPG, and connecting to database severs that record your stats and finding and playing games with other people. The only real difference is that you can either play with 1 person to a maximum of 16 at a time, unless the game runs a dedicated server.

Why isn't it a point? I don't recall the end-users paying nor using their technical know-how to create and promote the service. The way they are billed and the way they log on really has nothing to do with anything. The behind-the-scenes costs do deal with the continuing costs of the system, and as I've already said I don't expect Live's running costs to be proportional to a MMORPG's demands. Hence if MS is giving figures, I think it's much more associated with the front-end and setup.

Qroach said:
There's no way it would cost that much. That's my point, it doesn't cost that much for massively multiplayer games to be run.

And I don't assume MS's costs from from "running" either. MMORPG's are one game, one developer, and nowhere near the scale Live wants to be. (And we all know the larger the scale of a project, the less efficient the costs are.)

Qroach said:
Anyway, For the sake of the discussion, let's break this down into what a massively multiplayer service needs to be operational...


I both agree with your statements and your commentary pretty much, which is why I stated equivocably that Live is not like a MMORPG. I have been stating all along that Live will not have the running costs to the same scale that a MMO would either, and MS certainly knows this as well. (If they did they wouldn't have left the price at $10, either.) Hence, why are they stating costs ANYTHING like that
in their announcements? The only answer I can think of is that there are a buttload of other costs they have to account for that are more front-end in nature than continuing-operational for a project of this scale.

I already stated a NUMBER of times that Live does not RUN like a MMORPG nor involve the continuing costs of one, which is WHY I said it is nothing like one. I imagine it's considerations are far different and its costs much more widespread precisely BECAUSE of what it is and what MS has said. (MS could have been outright lying and misleading about figures, but then that makes THEM the ass.)

So what was that whole point-by-point showing other than the point I have been making? It shows the viability of a far-reaching service with lower proportional costs, but re-emphasizes exactly how differently the costs are laid out for this project.

Qroach said:
There's no way Everquest costs 75 million per month in bandwidth. That game doesn't make 75 million in a year. Last i checked, the game bought in somewhere in the region of 25 million a year.

Um... I know it doesn't. I said "if it had 10 million players paying $10 a month." The incentive for massive spending expecting massive returns would certainly be there. (I also said that even if 1/4 went to bandwidth that would give $75 million to apply to the other expenses and pure profit.)

Qroach said:
You?re right, that is what they are trying for console gaming, but don't think they don't already have a clue that broad band penetration is the biggest problem with getting people interested in Xbox live. They knew this long before launching Xbox live. I think you have a slightly strange perspective on this. MS hasn't ?constantly? readjusted what gamers pay for the service. They took a survey from the Xbox live users to find out what they are willing to pay and the types of options we want ( i took part in the survey btw.). Then a few months back they announced the final pricing structure. It hasn't constantly changed. Btw, do you have Xbox live, because you would already know that?

I know they're not "operating without a clue" but there have been at least two price lowerings since they started a year ago, now putting them at about half of what they were expecting to run with in five years with 10 million subscribers on board. The kit price is less, and they also give away two months to every new console purchaser... And depending on adoption rate they may go down even further, because it's more important to them to have more people and a more popular service than draw out the profit from it at this stage. (And though they might get more people, it's usually not enough extra to compensate. Raising prices later is an option, but harder to get people on board with and might cost you the exact other way. Especially if there are other non-cost options out there.)

Qroach said:
And since we all know they are not going to abandon Live, what they have INVESTED stands and can be fully commented upon--I don't care what they have spent up until now.
Well what they have invested IS what they have spent up until. I do agree, that's not what I want to know also. I was only talking about how much some people claim it initially cost them to launch the service. I still don't see how it could be a billion dollars when the testing phase on consisted of 10 thousand users, and they only shipped 100,000 Xbox live kits when it launched.

I've already said that "invest" means many different things, and since we don't know what costs they actually have involved and all pretty much KNOW that their running costs are more forgiving than other online games that charge monthlies, from what WERE they establishing that $1 billion figure from in the first place? And though personally I think we're behind their expected rates, we won't know until June 2004 how it lines up with their predictions (1 million subscribers), and though I don't think they'll get anywhere near their predicted 10 million by 2007, we are still not too far from their running charts so far. (Except for their service price, of course.)

And since we all agree that bandwidth and running charges shouldn't be too cumbersome at all, and not out of line for developers/companies who provide it freely, then obviously to state ANYTHING CLOSE to the amount they have, there are many more logistics involved having nothing to do with their active subscribers' needs.
 
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