• Ben Hur Horse Race@lemm.ee
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      8 months ago

      this is a server basterdization of “Good, Fast, Cheap” regarding producing just about anything I’m guessing, which tends to hold true in the real world quite well, yes?

      • captainlezbian@lemmy.world
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        8 months ago

        As an engineer yeah, but honestly it’s usually pick one to prioritize, one to strive for, and one to ignore.

        We can get it out fast, and it can be not bad but pretty expensive or it can be pretty cheap but not good. If we get it good we can try to do it cheaply and take our time, or we can try to do it quickly and it’ll be expensive.

      • fidodo@lemmy.world
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        8 months ago

        Those are all the same attributes, just the planned out version of it where the balance of speed, reliability and cost are decided upon ahead of time.

  • YeetPics@mander.xyz
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    8 months ago

    Well 19m players x $29 is $551,000,000 banked so far.

    They could pocket a few dozen million and still run the servers for around 85 years.

    • alessandro@lemmy.caOP
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      8 months ago

      Don’t forget the cutshare

      29 = (8.7 to Valve) (20.3 Pocket)

      7m are on Xbox, so the count is:

      Pocket = 243.6 m (on 12m copies sold)

      Valve = 104.4 m ( on 12m copies sold)

      • YeetPics@mander.xyz
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        8 months ago

        I didn’t even think to figure that in, was just doing some rough math figuring the numbers in are sure to change over the next week (methinks an upward trend for another couple weeks at least).

        What even was Pokemon? This game stomps that entire franchise imo (been playing since red&blue).

        • Redeven@lemmy.world
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          8 months ago

          Also missing Steams regional pricing, which would be very hard to guesstimate but for reference in the LATAM/MENA regions, it’s like $13.

          They still made a shitton of money mind you but yeah, a bit lower than estimated here.

          EDIT: Also in some countries, the Xbox/MS price was like $1 so again, numbers could be lower.

          • KairuByte@lemmy.dbzer0.comM
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            8 months ago

            Game pass is routinely $1 for three months. You just keep cancelling and waiting a month before you can get the $1 deal again. Or just alternate between two accounts every three months, and you’re paying a grand total of $4/year.

    • KairuByte@lemmy.dbzer0.comM
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      8 months ago

      You’re forgetting the fact that all stores take a fee, and many users are paying a pittance to play through game pass, which can cost as low as $1.

      They still made quite a lot, but not $29 per user.

      • YeetPics@mander.xyz
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        8 months ago

        I was just making a loose estimate, there’s a lot I haven’t figured in but I’ll bet you with the sales in the next month they’ll surpass my numbers.

      • YeetPics@mander.xyz
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        8 months ago

        I have no idea what the over-under is between the creators and MS. my estimate isn’t exact, it’s close but relies on increased sales moving forward.

        I also haven’t figured in production costs or debts.

  • sunbytes@lemmy.world
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    8 months ago

    The thing is, I don’t need to be online.

    I bet most people are playing single player.

    Apart from the people doing multiplayer 10-20%?) everyone else could just be offline.

    This is for them.

    • Specal@lemmy.world
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      8 months ago

      But it also proves that if a company gives a shit, they can do it. This can be achieved with lower costs and experience, so in time the costs will come down.

      Whereas Activision blizzard don’t give a fuck and anytime there’s a new DlC or game there’s significant downtime despite being a multi billion dollar company. Why people continue to support them I’ll never know

    • lorty@lemmy.ml
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      8 months ago

      It’s even weirder because I’d expect even those playing with friends to be doing so in their locally hosted servers with at most 4 friends I think? The people playing on the official servers are such a minority that I can’t fathom this cost being worth it.

  • Doubletwist@lemmy.world
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    8 months ago

    $500k/mo isn’t really even all that much in cloud costs. I did some work for a large company and just the PoC/development account for our project alone was $100k/mo.

  • 50gp@kbin.social
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    8 months ago

    thats a fuckton of server space, i didnt think playing on random official servers with no admins or good anti cheats would be that popular

      • LazerVHSion@lemmy.world
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        8 months ago

        Running a passworded Palworld server on Linux. Have about 7-10 active players on it and the server instance balloons up to ~33GB of RAM usage in less than 12 hours of uptime.

        Supposedly disabling some features (like base raids) reduces resource utilization, but was curious what stock settings would do.

        When it was restricted to 10GB on a container it would just crash every couple of hours, running out of resources.

        • FeminalPanda@lemmings.world
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          8 months ago

          The issue that we found is the game doesn’t let go of the players when the log off and also memory leaks. I have the server reboot after taking a backup each day.

          • LazerVHSion@lemmy.world
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            8 months ago

            That makes things even more bizarre considering pal AI just ceases to function if you log out at a base and leave pals out.

            But early access is early access I guess 😂

  • rab@lemmy.ca
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    8 months ago

    Hey my boss tells me the same and I barely make six figures wtf

  • Rikj000@discuss.tchncs.de
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    8 months ago

    Imo they should:

    • Ask money for a subscription to go online on official servers (after they ironed out a good anti cheat)
    • Keep the self hosted / dedicated servers as a free alternative
    • BananaTrifleViolin@lemmy.world
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      8 months ago

      500k a month to support 19 million person play base doesn’t seem totally unreasonable. They’ve already made £400m+ in early access in the first month - so it’s a drop on the ocean at the moment.

      Costs will probably come down - at the moment they’ve been scrambling to keep up with demand which means expensive rapid deployment rather than long term server build out.

      And presumably they plan to get the game out of early access so potentially get more players (although may not get many more players in this case as it’s so popular) and more importantly start rolling out DLC content to make more money.

      I doubt they need to go the subscription route plus may be too late as they launched without it.

      • echo64@lemmy.world
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        8 months ago

        Also, the player base will be a fraction of what it is today in a month. They’re dealing with unprecedented demand that’s gonna fall off into something more reasonable by throwing money at it.

        It’s the right thing for them to do. It would have been stupid to plan for this much demand. You’d delay the game by another year just building out a cloud native architecture. Letting the servers buckle would have killed momentum.

      • lemmyng@lemmy.ca
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        8 months ago

        They can go the Minecraft route and allow players to self host servers, plus a subscription option for online servers.

    • Hotzilla@sopuli.xyz
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      8 months ago

      No one in their right mind would deploy own servers for this kind of load. It fluctuate way too much and in half a year you have unused servers that are junk. Initial purchase price would be millions, and setup would take months.

      They are definately running in some cloud, and 500k/month is about what you would expect to host servers for a popular game like this in close to launch.

      • brygphilomena@lemmy.world
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        8 months ago

        I don’t particularly like the either or approach. You can certainly spin up some minimum on local hardware. You have some up front capex but something that doesn’t have a fluctuating, expensive monthly opex bill.

        You can then use cloud architecture to add capacity resources on demand and in different geographic locations. You can also utilize multiple cloud architectures to further add redundancy and cost optimization.

        If you build out the scripts used to dynamically scale to also pull current pricing, you can have something that is both heavily redundant and somewhat cost effective. Sure it’s not like azure, AWS, Google cloud, or any other public cloud option changes their pricing that frequently, but it would give a good way to compare specifically in different regions.

        For a game like this, building capacity and the ability to scale early was clearly more important than optimizations in the server code base. 500k/mo isn’t actually a lot to companies and it’s likely to go down as optimizations are implemented and popularity stabilizes.

        • Hotzilla@sopuli.xyz
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          8 months ago

          Main problem with game like this, is that you are probably not going to have it running more than 6 months with heavy loads, after that you can scale everything down.

          If you have a business that is going to run 10-20 years, you can build complex solutions to optimize the cost.

          In this kind of rocket like need of global computing power, the cloud is only real solution.

          • brygphilomena@lemmy.world
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            8 months ago

            Oh yea. Though I don’t feel that utilizing different public cloud options should incur significant additional development time, at least not if it was something they considered during the development of the game.

            It can also go the opposite way, moving from cloud to on premise as things stabilize and they want the more stable, consistent costs decreasing opex and spending more capex and have done optimizations to better determine the hardware they need so they don’t over buy.

            It’s entirely possible they have some private servers from the development of the game that they used cloud to augment.

            No matter how it was architected, right now it’s primarily in a public cloud of some sort.

    • Justin@lemmy.jlh.name
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      8 months ago

      But then they’d be paying $2M a month! /s

      Tbh they probably already are, $500k/month is a lot of money. They would be able to get those costs down by hiring a few it engineers and renting a few racks at a CoLo. Geographic distribution is hard for a company of their size, though, and maybe it’s not worth making that investment if the game’s popularity isn’t going to last.

      • TexMexBazooka@lemm.ee
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        8 months ago

        Yeah the up front cost of the type of infrastructure necessary to handle the player volume they have is not only expensive, but requires a ton of expertise to be done correctly, AND requires lots individual geographically discrete locations to keep latency down.

        The fear for them would be investing in all that infrastructure just for the game to fall off in popularity after a few years.