@pixlisreal my estimate only takes into regard development time.
Keep in mind that before a game releases, especially a game of this scale 100’s of millions of dollars are spent with zero income for that game.
2014 sot dev started, thats 4 years before release, 4 years of investment with zero income.
And like i said, i only took into regard the development, then there is the following costs:
- marketing, which is expensive.
- The cost of the building the devs are working in.
- the cost of their computers
- the cost of internal servers
- the cost of servers to host the game
- support teams
Everybody seems to forget or ignore all this the amount of time money and effort
During the for years of pre release development 200! People worked on this game. So again lets only talk about staffing costs, lets make it a bit lower since they are not all developers of course, lets say the monthly costs per employee where 12k
200 * 12000 = 2.400.000
12 * 2.400.000 = 28.800.000
4 * 28.800.000 = 115.200.000
Thats over 115 million without a single dime of revenue coming in and again that only accounts for development, no marketing, printing of disks, cost of servers computers etc etc etc.
That automatically means that for their initial investment to even come back to 0 (so no profit yet) all these 30m players needed to at least spend 3.84 dollars
And with all the gamepass players that is a big task
Then there is the fact that currently there are more people working on sea of thieves then ever, so we know dev cost has gone up over the years so lets say that dev cost has gone up 50 %
Then the cost of building this game from the start (dev only)
The game has been out for 4 years so we can double it and add 50%.
115.200.000 x 2.5 = 288.000.000
This automatically also means that revenue per player has to go up by that same amount
3.84 * 2.5 = 9.6 dollars per player
Probably if we would be able to find out all the costs incurred over the course of the game that revenue per player might even have to double again.
This is not a one and done deal, like alot of games this is a live service game so alot of costs are recurring. Especially all the server costs and the hosting of the microservices that run alot of the transactions in the backend. Let me tell you servers to host all that aren't cheap in the slightest.
And then there is the fact that of those 30m unique accounts there is quite a few people with 2 or more accounts, people that played the game for 5 minutes with gamepass and never touched it again.
Only 67% of players have set sail for the first time, so about 1/3 havent ever left the outpost… thats 10 million players
Only 33% of players ever bought a trading company promotion (which is available at level 5 in a company) so 2/3rds of players have never done that
So lets take a good middle ground and say that there is actually 15 million players that played the game for any significant and spent money to play it ( purchase/gamepass non PE)
That at least doubles the required revenue per player to 19.2 dollars just to cover development without making a dime in profit.
People expecting this game to run without any sort of extra revenue source are naive.
And again its an optional way to spend money, i have gotten the plunder pass ever single season however i have only paid for the full amount of it once, in total i have spent 15 dollars on plunder pass, all the rest i have earned for free by playing the game.
Lets make a calculation for you, you have played this game for 678 hours (your account says time played 28 days + 6 hours) lets say you spent the full amount on release to buy it, which you didnt because you started playing a year after release.
Anyway full price back then was: 60.00 / 678 hours you have spent a whopping 0.088 per hour playing.
For me, i played on release i have 4.6k hours in the game, so without accounting for my emporium spendings i have incurred a cost of 0.013 per hour….