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#1
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How many active players in iRacing now?
Since they dropped the prices quite a while ago, I assume that
the number of active players has increased quite a bit. Anyone here know how many active players and how many current iRacing subscribers there are now? Last I recall it had increased from around 10,000 to 14,000, quite a few players, but far short of what would be needed to pay off the original $20 million investment in 3 or 4 years. |
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#2
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How many active players in iRacing now?
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#3
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How many active players in iRacing now?
On Fri, 26 Mar 2010 21:47:44 -0700, "rcgldr" > wrote:
>Since they dropped the prices quite a while ago, I assume that >the number of active players has increased quite a bit. Anyone >here know how many active players and how many current iRacing >subscribers there are now? Last I recall it had increased from >around 10,000 to 14,000, quite a few players, but far short of >what would be needed to pay off the original $20 million >investment in 3 or 4 years. > > > > > I did the Beta test and think that this is hands down the best sim out there, however I dont think the package the way it is done will ever be profitable without a stand alone box product. I would love if they would release this as a product I could buy, because simply the cost of the current setup adding cars tracks etc cost more than what a boxed product would. My idea would be for them to do a sim product release it and then charge a monetary fee for online service or something like that. |
#4
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How many active players in iRacing now?
On Wed, 31 Mar 2010 21:22:08 -0400, Russell Unger wrote:
> I did the Beta test and think that this is hands down the best sim out > there, however I dont think the package the way it is done will ever > be profitable without a stand alone box product. I would love if they > would release this as a product I could buy, because simply the cost > of the current setup adding cars tracks etc cost more than what a > boxed product would. My idea would be for them to do a sim product > release it and then charge a monetary fee for online service or > something like that. Couldn't agree more. I also beta tested for 2 years, subscribed for six months but I always HATED the incident system and the fact that I only "licensed" the content, but never owned anything of it. Uwe |
#5
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How many active players in iRacing now?
> I would love if they would release this as a product I could buy
I never understood the online service as a business model, unless they really over-estimated the number of active subscribers when they started this. Initially the physics still needed tweaking, and there wasn't a lot of content (cars and tracks), but there is enough content now to release a stand alone game, and given the fact that there aren't any other new sim-oriented racing games being released now (when is rFactor 2 supposed to happen?), sales should be good for a sim-oriented racing game. Who knows what will happen. I recall a few predictions that drastic changes would happen within 3 years of release, and some of those drastic changes, mostly price reductions and now the hosted racing, have already occurred. |
#6
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How many active players in iRacing now?
> Overall iRacing remains the best darned sim on the planet.... trapped within a
> structure which really annoys me much of the time. After the high pricing, the next issue for me is the 45+ minute races. I and most racing game players aren't willing to commit that much time to a single game. NR2003 seemed like a time killer with essentially 2 races per hour, and now iRacing has reduced this to 1 race per hour. Then again, these issues and more were all posted in the "why aren't you subscribed to iracing" thread at rsc forums. The thread went inactive 4 or 5 months ago, and now RSC is gone, (although it's name is now used for a different forum). Seems like the sim fans are stuck in a waiting game. iRacing pricing and/or format isn't attractive to many players, don't know if a boxed version will ever be sold. rFactor 2 may be a year or more away from release. And for the few that care, Live For Speed is undergoing a "do-over" of it's "tyre physics", which has essentially stopped progress there for over a year now. |
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How many active players in iRacing now?
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#9
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How many active players in iRacing now?
"I never understood the online service as a business model, unless
they really over-estimated the number of active subscribers when they started this." They admit they did overestimate. But they also have ignored non-English speaking markets. An acquaintance figured out how to count unique keys for NR2003 that logged into the arena and it was only 55000. A game that was a revered as that probably gave us a more accurate count of how many "hardcore" SIM racers there really is in the world. So iR can't ignore the non-English markets when trying to reach it's membership goals. rcgldr wrote: >> I would love if they would release this as a product I could buy > > I never understood the online service as a business model, unless > they really over-estimated the number of active subscribers when > they started this. Initially the physics still needed tweaking, > and there wasn't a lot of content (cars and tracks), but > there is enough content now to release a stand alone game, and > given the fact that there aren't any other new sim-oriented racing > games being released now (when is rFactor 2 supposed to happen?), > sales should be good for a sim-oriented racing game. > > Who knows what will happen. I recall a few predictions that drastic > changes would happen within 3 years of release, and some of those > drastic changes, mostly price reductions and now the hosted > racing, have already occurred. > > > > > > > > > |
#10
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How many active players in iRacing now?
> "I never understood the online service as a business model, unless
> they really over-estimated the number of active subscribers when > they started this." > They admit they did overestimate. > unique keys for NR2003, only 55000. and that was a game where players could race on open servers running daytona and talledega with assists on, where just about anyone could win. A significant part of the NR2003 fan base wasn't hard core sim. Another indicator: Less than 9000 GPL Rank entries, and less than 4000 of those negative. |
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