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i have no idea how that works on a business end. like do they pay for it but if it draws in more customers they get paid back? i dunno. there could be extra earnings from that greater than just the sales.
i hope they avoid micro transactions... DLC bundles would be okay for like cosmetic packs and such. so long as they avoid selling map packs like Ark survival did they should be alright in that department.
i mean i didnt say it wouldnt be enough to keep thing rolling for a few years. honestly they manage it right it could last em till past 1.0 release if it all got dumped into development.
but we also have no idea how employee contracts look either. some of em could be gettin big fat chunks of the total sales already.
Go to school kid: https://i.ibb.co/vsqp0T4/mln.png
https://en.wikipedia.org/wiki/Palworld - wiki says they hired 40 workers, and started with 10 ppl team. So please first start reading, then start typing.
I mean, Hell, Palworld is so bloody successful that Microsoft is giving them support and making sure patches for Palworld are given priority so that Gamepass players don't have to wait weeks to get an update. If Microsoft plays their cards right, they may finally have an IP that can actually contest with Nintendo's Pokemon franchise.
So, relax. I think the Devs have this in the bag, and it is just one more bump on the road to success.
You really think you had something with this? Holy... you are SUCH A NERD.
20 million copies across XBOX and steam, let's cut off a third for the greedy hosting platforms, you get that they've made about 350M before taxes. Just on Palworld mind you. Now do some math, they can host the servers for 60 years straight on that alone. The company is fairly small and I doubt they have that many pockets to fill.
But also, there is absolutely no way the servers cost that much. It's most likely in yen or some stupid translating error. That is an absolutely INSANE number. It might be hard to visualize, but someone recently calculated that the upkeep for Youtube (not just the servers mind you) is about 1-2 billion a year. Youtube, a platform which streams lightning fast videos all across the globe and has like 10 hours of video uploaded every second costs less than 2 billion to host.
That means that if Palworld is 5M a year, then it's suggesting Youtube is only 200 times more maintenance than Palworld, a little rust like game. Not very realistic.
If that figure is accurate, then some SERIOUS reworking needs to be done to optimize the code, because that's just unreasonable and there's clearly some deeper underlying issue there, even with the popularity 500K a month is positively absurd for something like this. This is coming from a SWE/CS.
No one said 20 million COPIES across Xbox and Steam... go back and read again. They said 12M copies from Steam and 7M PLAYERS on Xbox GAME PASS, not copies sold on xbox. Regardless, I'm not arguing with your post but am just pointing out that your numbers are incorrect. However, at this point it is probably 13-14M copies sold on Steam which is insanely good.
That's what banks are for.
It's not like valve is known for not paying publishers/ devs what they are owned based on their sales on steam.
It's pretty easy to get a juicy credit or a large investment if you have hundreds of millions in revenue just around the corner.
Microsoft, Activision, nor Blizzard own this game. There will not be a cash shop. If there is, it'll be strictly cosmetic and they will include a way to get the items in the game as well.
Or it'd be a good way to segue into adding server transfers like they have in Ark
Even if they pay 6M a year, they have enough profits already to pay for 50 years of server time, idk what to tell you LOL
I said "even if"