While i commend your well and thought out post...
First and foremost any copy bought digitally directly from SE is about 95 percent profit as only a fraction goes to there credit card auth company for use of the service usually 2.5 percent of the transaction.... which is about .25c on the dollar. Most of them don't take a lot of the transaction they just take a little off alot of transactions..
Just as a prospective there was about 1.5 million people that already owned ff xiv that didn't have to go out and buy a new copy but say 500k of them did to get the pets and or just didn't complete the legacy quest line to get early access..
New customers say it sold 5 million pre orders now out of that 5 million pre orders you had 2 million that got the CE at 60.00
you have
3.5 million @ 30.00
and 2.0 million @60.00
Overhead to remake the game aka salleries paid to programmers artists so forth is about 10-15 million for there work
PR promotion is about 4 million for media and hype.
and about another 5-10 million to re overhaul the existing engine + there server back ends... (only new servers would cost money as old servers they had they already own...) Most mmo companies do not rent servers they buy them.
basic Business profit is NP Before Bonus granted were not going to say they get a bonus but were going to use the same filtering so you can see how much came out in the end.
3.5 million * 30.00= 10,500,0000.00
2.0 million * 60.00= 12,000,0000.00
Total Estimate=22.5 million
This is a projection that 5.5 million preordred just the pc version Not even including Ps3
29.0 million In expensese estimated.
22.5 million made on pre orderes
-6.5 million in the hole Thats for just in pre order sales that can be tracked at the time and 0 in physical copies and or people that bougt the game but could not register do to server issues or lack of time..
if this game sells another 5.0 +million copies they already recuped the money spent... without anything in sub fees.
Yes there is over head in running a mmo
Its about 500 million a year to run a game the size of World of warcraft which was 12 million subscribers..
@ 14.99 a month at 1.5 million subscribers =$2,248,5000.00 x 12= $269,820,000.00 in residual income.
110 million a year to keep people updating it and the servers running and bandwith. which leaves 159 million in residual profit if they never gained or lost a user..
While you think there in the Red now that's a ton of money as a revolving income for any compnay hence why mmo's are profitable..
THe moral is its actually in there best interest to get the servers up and running quicker then drag there feet and do it later....
You also state that other mmo's have issues at launch while it is kinda true its now 2013 and issues like this should not be a issue at this scale. You talk about blizzards vanilla launch you realize that was in the early 2000s not 2013... When there really was no way to accurately project a MMO's launch user base. Now sense they can track how many keys they sent out via digital and hard copies Every key should be assumed sold and ready for use when planning your network intake... Servers will be added and removed accordingly and will be on standby as needed. You don't launch a mmo even at a modest projection of 1.5 million users which is about what Beta 4 consisted of with the capacity of not even half a million users... Then launch with that same server load 25 servers per region NA/EU 25x5000= 125000 JAP 25x5000=125000 combined 250 thousand users for a pre order that they already knew before beta 4 and then launching beta 4 was well over the million mark.....
Sorry for the miss spellings. Trying to type this on a mobile device is pita. While i agree the game is good they are working to fix the problem any IT department worth there salt would have got this handled and or had a Network roadmap that wouldn't have taken A as long and B would have had backup servers on standby.