The following is a screenshot of one of the pages from our NcSoft Aion Subscription Tracker.
This is one of many reports currently available to our clients. Please contact firstname.lastname@example.org to inquire about subscriptions to our data products.
NcSoft Aion sales globally have declined 38% since Q4 2009 primarily due to lack of interest in EU & US. However, the Korean-based sales of Aion increased 17% in the same period.
The MMOLOG Real-Time Subscription Dataset for Aion supports these numbers and accurately shows this trend on monthly basis (based on a proprietary dataset) prior to any official numbers being released by NcSoft. For additional information on the proprietary MMOLOG Real-Time Subscription Dataset for Aion or any other MMOLOG data products please contact sales [at] mmolog.com
According to an NCSoft spokesperson quoted in the Game Developer Magazine, NCSoft had only spent around $20M to develop Aion. The development of the game took roughly four years with 130 people working on this blockbuster title. Aion is credited with a 836 percent revenue increase last year and is responsible for NCSoft’s stock price surge to all time high levels.
MMOLOG is currently tracking Aion and other NCSoft game titles. The daily character creation numbers (43,269) quoted by the publisher are consistent with our data set. MMOLOG Data products include monthly game sales and subscription data collected from a combination of proprietary data sources and innovative technology. For this and other MMO title data, please contact our sales team (http://mmolog.com).
|133||Current Number of Servers for Aion (worldwide)|
|60||Nations in Which the Game is Distributed|
|7||Number of languages serviced
(Korean, English, Japanese, French,
German, Chinese, and Russian)
|43,269||Average number of characters created daily during
Aion’s first year
|3 : 2||Ratio of Male to Female Characters created|
|2,500,000||Total Number of Words in Aion|
|31,000||Number of Items in Aion|
|16m/s||Max Flying Speed|
|50 meters||Fatal Fall Height|
|228,336||Number of Legions (Aion’s guilds)
created since the OBT
|10:1||Ratio of Aion’s land mass to Seoul’s|
|2 real-world hours||Length of one full 24 hour cycle in Aion’s world|
|Number of Developers||130|
|Length of Development||About 4 years|
|Release Dates||November 11, 2008 South Korea;
September 22, 2009 North America;
September 25, 2009 Europe
|Budget||KRW 23 billion (about US $20 million)|
U.S. gamers spent $3.8 billion on massively multiplayer online games in 2009, almost 15 times more than other substantial MMO markets in Europe, according to a new study.
Consumer data from Today’s Gamers MMO Focus Report by Gamesindustry.com and TNS indicates that the number of MMO players in the U.S. has reached 46 million, 46 percent (21 million) of which paid to play online games; the rest, around 25 million gamers, play MMOs without spending any money. The average paying MMO player spent around $15.10 per month on their games.
The report points out that Blizzard’s World of Warcraft has the most number of players in the U.S. out of all the MMOs it tracked, just in front of NeoPets and Club Penguin. Other MMOs in the top five include Disney ToonTown and RuneScape.
The study also breaks down the $3.8 billion total spent on MMOs in 2009: 47 percent ($1.8 billion) was spent on monthly subscriptions, 15 percent ($580 million) on annual subscriptions, 19 percent ($740 million) on virtual currency, 8 percent ($280 million) on direct microtransactions, and 11 percent ($400 million) on the initial boxed product or client download.
Consumers in the UK, which has the second highest total measured by the report, spent only $270 million on MMOs in 2009. However, the country’s total had the highest percentage of revenues from direct microtransactions, 19 percent ($51 million).
Germany ($250 million total), France ($220 million), and the Netherlands ($65 million) had the biggest 2009 revenue percentages from virtual currency, each pulling in at least 26 percent from that source. Belgium’s ($55 million) revenues had the highest percentages for monthly and annual subscriptions, at 53 percent and 20 percent respectively.
Today’s Gamers MMO Focus Report adds that it expects growth in MMO revenues from countries such as Italy, Spain, Russia, Turkey, Poland and Sweden.
We have just released updated subscription data for February 2010 for ATVI’s World of Warcraft and NCSoft’s Aion. The data includes global subscription levels.
For sample data and sales inquiries visit our website at http://www.mmolog.com.