We Built This City
Monte Cristo's Jerome Gastaldi on the launch of Cities XL, and the challenges of creating a new kind of MMOG
We will need to get a fair number of subscriptions to cover the initial cost, yes. The overall level of investment wouldn't be sustainable for a boxed-only product, not in the current state of the PC market.
It's clear that for us it's one of the key challenges - to be able to move from a product company to a service company, because effectively that's what happens. We've had to acquire expertise that we didn't have in the company: the head of customer support is coming from outside of the industry; the head of platform is coming from one of the leaders in the MMO genre.
We have had to open ourselves up to people that could bring experience, that had been through launches before - so that they can help in changing the mentality of the company. When you're under the pressure of the community you react differently to when you're not, and more than anything it's been a management challenge, and a really interesting one.
To meet that, we brought them in really early on so they could go through the beta, and basically we tested the service-side too - so far we're pretty happy with the way it's gone.
Overall we're happy with the way it's been handled - and when I say that, we are seeing volumes that are four to five times larger than those we had during the peak of beta-testing, so we're in a zone that we've not been in before.
Nevertheless it's been pretty clean - although it would have been 'perfect' if we hadn't had the bottleneck on the trading system, but what we're effectively discovering is that people who bought the game are making far more use of that trading than those in the beta.
So clearly the pattern of play - it's not the number of hours that's being played, but the pattern that's significantly different to what we noticed in the beta. But it's nothing to worry about, it just means we'll play catch-up for a while.
I think it's impossible for us to tell - what we know from past experience of city-building games is that they're not big day one sellers. They're not games that people jump on in the first week, and you make 50 per cent in that first week. The curve is pretty stable.
So we think it's a good start, and the time ahead of us - the build-up to Christmas - should see an increase in numbers... but I don't know how much tranquillity that will give us in the next couple of months!
But that's a nice problem to have - potentially we've have to postpone some acquisition content, and we cut the access earlier this week for trial players, so we're not registering more trial players at the moment: The trial version that can be given away in the box meant that numbers were going up drastically, and we want to put the emphasis on people who have played the game first.