Tabula Rasa goes AWOL from Q1 NCSoft financial reports
Filed under: Sci-fi, MMO industry, Tabula Rasa, MMOFPS

But finding financial information about Tabula Rasa was like trying to track down Deep Throat. In the whole of the Q1 financial reports, TR appears twice. Even when most of NCSoft's major properties are listed and statistics are given, TR does not get mentioned.
But where Tabula Rasa does briefly appear, things do not look good at all.
The first direct mention of Tabula Rasa comes on page three of the 18 page Q1 earnings report, under "Online Game Sales Mix by Game". In Q4 of 2007, TR's launch brought in about 5 billion Won. When compared to NCSoft's other games during that quarter, it comes closest to City of Heroes/City of Villains, which pulled in 5.4 billion Won. This quarter paints a different picture as TR brought in only 1 billion Won while CoH/CoV brought in another 5.4 billion. Quarter over quarter (QoQ), TR experienced a 63% drop in this category.
The only other mention of TR in the report comes on page 15, in the "Royalties Breakdown" category. Last quarter, TR had 1.2 billion Won in royalties coming into NCSoft. Now, this quarter, TR only has 49 million Won attributed it -- a QoQ loss of 104%.
NCSoft was contacted regarding how royalties are calculated in the financial report, however they declined to comment, stating that royalty calculations were not something that they would discuss externally.
The oddest part of the report is the server metrics section, which completely skips Tabula Rasa. Lineage, Lineage II, CoH/CoV, and Guild Wars are all represented in this section, which shows the number of users, highest concurrent connection rate, and users with monthly access. (In the case of Guild Wars, it only shows number of accounts activated to date.) TR is also skipped in the earnings press release, even though it seems to be experiencing an abnormal drop.
The only location that could give any information about TR's current subscriber base was MMOGchart.com, which estimated TR to have 75,000 active subscribers, a significant drop from their estimated 150,000 subscribers at time of launch -- almost half of the subscriber base. Coincidentally, Ultima Online, Garriott's other online game, also has an estimated 75,000 active subscribers.
When asked to comment on the significant drop, NCSoft attributed it to the seasonality of the game. Due to TR having both a double influx of new players wishing to try the game at launch in addition to the holiday season, it's pretty easy to have a drop occur into the next quarter. NCSoft expressed that TR has done the same, market wise, when compared to other titles during that time.
When asked where up-to-date server metrics could be obtained, NCSoft declined to comment, citing that the TR server metrics was information they did not wish to release at this time. Regarding the MMOGchart numbers, NCSoft stated that they don't know how MMOGchart calculated their numbers as they have not released any user statistics.
NCSoft does, however, use statistics pulled from MMOGchart inside their investor relations packet, on page 16. Statistics from MMOGchart are used to show how much of a dominant hold NCSoft has on the market and why NCSoft is a good investment choice. While NCSoft does not entirely approve of MMOGchart's numbers for TR these numbers are apparently good enough to show why people should invest in the company.
This quarter's conference call, located on NCSoft's investor relations site, helped explain some of the numbers, but eventually only lead to more questions. During the overview of the report, Tabula Rasa is completely skipped by the chief financial officer Lee Jae-ho, even when numbers for it are listed directly in the report. TR's fate is only brought up when one of the shareholders directly asked about the status of the project during the question and answer session.
Lee Jae-ho confirmed at that point that Tabula Rasa's performance was not satisfactory.
"We are not making any profit, I shall admit, from this Tabula Rasa operation," Jae-ho said during the call.
Later on during the conference call, Jae-ho did propose an estimated break even point for Tabula Rasa. He said that if TR could make a profit of between 10 and 15 billion Won, then the project would reach a break even point. All of this, however, is dependent on the development team staying at the current size. One would assume, then, if the development team's size was cut, the break even point may come sooner.
Assuming that TR repeats last year's Q4 launch in revenue, TR needs to make another 4 billion Won over the second and third quarter to make the low end of Jae-ho's figure. With the current trend, it seems like a hard reach.
Even with all of these dour statistics, there are still some reasons for TR players to celebrate. NCSoft has confirmed to us that they will be introducing new plans on both the development and marketing sides of TR, so expect to see some more advertising for the game coming later this summer. Also, the development team has been working hard on introducing new updates and simultaneously listening to the community for new game mechanics.
"There is a lot going on with the TR team. They are working on more updates. We are planning a Japan launch later in the year," said David Swofford, head of the NCSoft North American public relations department, to Crispy Gamer.
Also, the community of Tabula Rasa is extremely strong. With events being held weekly by players in the community and many active clans in the game, it seems pretty easy for new players to join up and get active with the social aspects of TR.
TR is certainly a game with much potential that can easily improve to the point where it can make the break even goal set for it. But, with the current statistics, it's going to be a long and hard road to get there.



















Reader Comments (Page 1 of 1)
ScytheNoire said on 9:26AM 6-06-2008
Richard Garriott jumped off the Tabula Rasa train really fast. Surprised his name is still linked to it.
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Brian! said on 1:53PM 6-06-2008
I am sorry to say this, but I really don't like Richard Garriott. Well, from a producer standpoint.
The guy strikes me as being a lot of hot air with yesterdays ideas. He gets all this credit for UO, but other than the intellectual property (which I will admit Ultima is a big gold star for Richard) I think that the great online ideas came from the other team members.
If you want seriously interesting insights into games, Ralph Koster is one to check out. I don't always agree with his direction, but I almost always agree with his reasoning. If I were still in the game development space, I would want that guy on my team.
Ravious said on 12:22PM 6-06-2008
This was an excellent post and a good reason of why I RSS to Massively. Peering behind the corporate curtain of any major MMO developer is pretty tough now-a-days. Thanks for doing just that.
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Leshrac said on 12:32PM 6-06-2008
I agree.
Nice piece Massive.
Lor said on 4:55PM 6-06-2008
From the article: "Last quarter, TR had 1.2 billion Won in royalties coming into NCSoft. Now, this quarter, TR only has 49 million Won attributed it -- a QoQ loss of 104%."
You can't have a loss of greater than 100%, unless the royalties starting being paid out by NCSoft, rather than being paid TO NCSoft, so I presume this should mean a loss of 95.9%.
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Organut said on 9:26PM 6-06-2008
One has to look at the MMO Sci Fi genre to see the problem
is obvious http://www.mmogchart.com/Chart8.html
The fantasy based MMO's knock the socks off the SciFi MMO's
Even games like SWG can't compete with the likes of
WOW.
I'm just curious to know which subscribers NCSoft was thinking
to attract to TR.
If they make TR a free to play with microtransactions they hooked me.
Beam me up Scotty!
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Capn King said on 5:31PM 6-07-2008
There's more to see in that quarterly. For instance, we all knew that Robert Garriott, Richard's brother, was CEO of NcSoft Austin until earlier this year. Supposedly he was "promoted"--but no one really knows what he's doing now.
But I didn't know that Robert Garriott was also on the Board of Directors of NcSoft! That puts him even higher in the decision making and resource allocation of RGTR. When you sit on a board, you're supposed to be looking after the interests of the investors in the company. And nobody knew better had hard Richard was working, and how much Richard was working, than Robert.
If you go back to the public disclosures section of the NcSoft site--May 17, 2001--there is a release about how much cash they gave the brothers for rights to use their name and the IT. 43 billion won--about $43 million dollars.
Also, the brothers shared 6% of the company at one point in 2005 (Yahoo financials). The company "cap" is about 20 million shares, so the company gave them about 1.2 million shares in addition to the cash. Depending on the price when the stock was sold, this could be between $50-$100 dollars in stocks/options.
And none of that was development costs. That was just paid to the brothers as compensation. Development costs were on top of that.
As we know, the first version of TR was thrown out after over two years work in 2004. Auto Assault cost $14 million, so it's reasonable to think the first version of TR cost about that much.
From 2004-2007, add in about $20M for the second version of TR.
From the cost of buying the Garriott "name brand" (cash and stock) and development of the two versions, you're looking easily at $150 million in total outlay for the brothers and their project-- likely more.
Are you thinking "biggest flop in video game history"?
The accountant in this story during the conference call said they'd need between 10-15 million dollars to break even for maintenance costs in 2008. So far in 2008, TR has brought in $1.8M in revenue. Divide that by three months and you get $600 thousand per month.
At that rate, they'll be lucky to see $7.2 Million for the whole year of 2008.
Not only have they lost big, they're still losing big.
Do the Garriotts have anything to say except--"My dad's an astronaut"--?
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sean said on 9:43AM 6-09-2008
yes, it's time to speak frankly: TR is a failure.
it might well be a good game, but that's largely irrelevant - it had the funding and the ambition to be a mass market game, competing with WoW, and they've produced, with all that funding, a niche market game (albeit one which might be very good, i honestly don't know).
paying blockbuster rates to get art-house produce is a definition of failure in the film industry - and with TR we've seen the MMO industry's first Heaven's Gate-standard bomb.
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