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Dragon Quest X Has About 300,000 Subscribers So Far

Aeana said:
FF11 came out in a pre-WoW world

This is the key thing, and the fact that it was primarily a console-based experience in its home territory for many years.
 
If anybody's curious to see how this places amongst MMOs that aren't as gigantic as WoW

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I honestly kinda expect that SE is actually very pleased with how it's doing, especially since it's only in Japan so far.
 
This is the key thing, and the fact that it was primarily a console-based experience in its home territory for many years.

and required the purchase of a HDD add on.
 
Remember, FFXI had a PC release and was released in the West. For DQX to get that only on the Wii, in Japan, at the end of it's lifetime is pretty impressive. Of course the only negative variable is that it's pretty early... Let's see what the numbers are like a year or two from now.
 
I think the bigger thing to consider is that TOR almost certainly cost way more money to make. It's fully voiced, too!

I'm pretty sure that DQX's complete budget is about as much as Bioware's lunch money during TOR's development.

Remember, FFXI had a PC release and was released in the West. For DQX to get that only on the Wii, in Japan, at the end of it's lifetime is pretty impressive. Of course the only negative variable is that it's pretty early... Let's see what the numbers are like a year or two from now.

I don't think that the subsriber numbers are particularly impressive. I'd say they are about as expected, however its biggest problem is the console it has been released on. With the Wii being nearly dead, will players continue playing the game for the months to come or will they lose interest? Are they going to update to the Wii U version? I think these questions are what will determine whether or not DQX can be counted as a success a year from now.
 
How long did it take FFXI to become the most profitable FF in history? What's the opportunity cost for the 4 million + sales on a traditional iteration they gave up?

This discussion just feels so early, don't we need to wait like half a decade to say anything but "I guess this seems okay so far." Saying these are good numbers for an mmo on a dead system doesn't really say much I feel.
 
How long did it take FFXI to become the most profitable FF in history? What's the opportunity cost for the 4 million + sales on a traditional iteration they gave up?

This discussion just feels so early, don't we need to wait like half a decade to say anything but "I guess this seems okay so far." Saying these are good numbers for an mmo on a dead system doesn't really say much I feel.
They're great numbers for an MMO in Japan, period.
 
I honestly thought XI was more popular than that. Hell didn't TOR peak at like 1.3m or something like that.

You have to remember that a lot of ToR's subscriber numbers were buoyed by EA continually giving out free months. They would always do it right before a quarterly call, right on cue.
 
If you consider SE make more revenue from 3 months of subscription fees for FFXI than a sale of a full-priced retail title, and then there's add-on expansion sales on top of that...
 
As far as retaining subscribers goes, they're about to put out a major patch that adds two classes, player housing and the ability to respec, which is a pretty big deal for a free patch only two months after release.
This is pretty cool!

How has player feedback been since launch? I've been so skeptical about this, but if players - especially longtime fans - are enjoying it, that might give me some hope.
 
This is pretty cool!

How has player feedback been since launch? I've been so skeptical about this, but if players - especially longtime fans - are enjoying it, that might give me some hope.

Not so sure about the general consensus in Japan but I'm still logging in every day if that counts for something. Most of my pre-launch skepticism has been alleviated. There's a great atmosphere to it, running about bumping into other parties, cheering people on etc. There are also a number of things that make it easier to play on and off, or for shorter periods of time, which is appreciated. Story bits are really well done as well. I feel that all the DQ games are worthwhile in some way or other, and X is no exception.
 
I'm trying to work out why people are downplaying this. If there was nothing but bad news about the game's longevity then there was no way these numbers would have been released in any form.
 
Some people in this thread seem to forget the game is playable for 2 hours every day without subscribing. A big chunk of the userbase are probably youngsters who can't afford the monthly fee. In other words the low subscription to purchase ratio is not due to the game rapidly dropping in popularity. Unlike other subscription-based MMOs they have not lost the players who are not subscribing, and some of them will start paying in the future.
 
Game has the potential to be a huge success with the Wii-U version (could see more Japanese people jumping on board, off tv play is a killer feature in a timesink like an MMO, and current players are likely to upgrade at a reasonable rate as well, adding more revenue generated by buying the title again. Off TV play on an MMO in the West could be killer too, but they are probably going to have to lower the subscription fees here, or make it F2P after the game purchase with microtransactions for it to really catch on here, since there is much more competition in the MMO genre.
 
Not so sure about the general consensus in Japan but I'm still logging in every day if that counts for something. Most of my pre-launch skepticism has been alleviated. There's a great atmosphere to it, running about bumping into other parties, cheering people on etc. There are also a number of things that make it easier to play on and off, or for shorter periods of time, which is appreciated. Story bits are really well done as well. I feel that all the DQ games are worthwhile in some way or other, and X is no exception.
Thanks for the reply -- it sounds like something I'll enjoy. :)
 
Should be a great revenue stream for Square-Enix, especially after the Wii U version hits.

300k is a solid number for a MMO.

Anyone saying this isn't a good number and a bomba compared to previous Dragon Quest numbers should look for the door that says EXIT.
 
I'm trying to work out why people are downplaying this. If there was nothing but bad news about the game's longevity then there was no way these numbers would have been released in any form.

Yeah there are definitely some posts downplaying the raw numbers which is pretty dumb, but there are also posts talking about how FFXI is the most profitable Square Enix game ever. So if we're using profits as our success metric, which I think is appropriate, then I don't think discussion at this point has any real meaning. Sure, go ahead and say good start, but how long will it take for the game to match the profits a regular DQX would have produced? I honestly have no idea. We can say the game's got the foundation to be very successful, but I'm still curious how the game stacks up against the opportunity costs, and I don't think we can say anything about that for a while yet.
 
I thought I heard even higher numbers for SWTOR and that was a major/massive disappointment that was going to sink EA? What's the difference here?
 
I thought I heard even higher numbers for SWTOR and that was a major/massive disappointment that was going to sink EA? What's the difference here?

DQX is a Wii game with a Wii production values released only in japan, ToR is a PC game with tons of VA work released with localised versions and servers worldwide using the star wars license.
 
I thought I heard even higher numbers for SWTOR and that was a major/massive disappointment that was going to sink EA? What's the difference here?

Wasn't ToR's budget like $200 million and is the most expensive game ever developed up to this day? DQX's budget must be a fraction of that.
 
Hmmmm....seems like positive numbers but then again it depends on if this is the 'peak' or not.
Looking at the chart that Aeana posted a lot of these MMOs have HUGE drops after they hit their peak.

Considering how strong mainline DQ first day sales are for some reason I expected better MMO or not.

Didn't a lot of the spin-off titles like Monsters do around the same numbers?

I really need to look into the actual game more. It doesn't seem like it is worth the subscription to me(well no MMO does nowadays) but it could be interesting. Are there any interesting systems in the game or is basically the standard MMO model with a DQ paint job?
 
Would not trust these numbers at all. The author of the original source article is so clueless that he thought Dqx was released in July. We've had other antics such as 'journalists' claiming they had other players steal exp from them by hitting on mobs they're fighting (obvious bs from previous MMO experience, and they admitted to so when pressed on it), and I don't expect this to be any different.

My guess is they made up this number thinking it'd look pretty bad for DQ, when in reality a 60% retention would be rather phenomenal. I think squeenix of all people's would give out numbers if it was actually this good.
 
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