Football Manager Live Interview
23 Jun 2010 at 10:07:05 by James Chalmers
IncGamers' James Chalmers chats to Football Manager Live's game producer Marc Duffy about the MMO's relaunch and whether it was a success, the upcoming 3D match engine patch and what other plans the team have for Football Manager Live. Oh and he also tries to find out whether Football Manager 2011 is in production.
Firstly whose decision was it to re-launch Football Manager Live (FML) and how did it come about? Was it a joint decision between you and Sega over where the title was going or did you feel the title needed a reboot to revamp the game?
A little bit of everything you’ve mentioned contributed to the reboot. From day 1 we were monitoring statistics and keeping an eye on a number of key metrics and it was in the Summer of last year that we sat down with SEGA as we did on a regular basis, to review our findings. Following this particular meeting and then a series of further in-depth meetings we took the decision that the only real way of sorting everything out would be to undertake a reboot.
Whose choice was it to cut the subscription fee to £4.99 GBP a month and why did you decide to do this?
I guess you could say that the price now is the price we’d always wanted it to be. The original FML announcement talked about the game costing a couple of pints and I’ve used this phrase a lot in the last few months but in the end it was more like a couple of Norweigan pints. Everyone who plays the game and leaves has to fill out a short survey and our analysis of this showed that price was a sticking point for a fairly large percentage. As part of this process we looked at revamping the pricing structure too – we did have different levels based on how long you wanted to subscribe for but in the end we opted for a simply month to month recurring plan.
Since the reboot and the new price plan have you seen an increase or decrease in subscriptions to Football Manager Live (FML)?
We’re looking at a fairly modest increase compared to when we decided to reboot and that’s very much our strategy for the next nine months. We’ve learnt our lesson from the original launch where we were very happy to keep opening new gameworlds and seeing our subscriber numbers increase in large spurts. However the flip side and ultimately the problem was had was managing the churn well enough.
Looking back are you glad you re-launched the title? Would you have done it differently?
Glad we relaunched in order to keep the game going but obviously not glad with some of the mistakes we made originally. We are exceptionally good at making a boxed product year on year but the land of MMO’s was a totally new and eye opening experience.
I played FML before the re-boot and found unless you were apart of the Game World from it’s launch you were at a great disadvantage when it came to signing decent players, have you tried to balance this making it easier for newcomers to create a well balanced squad?
As with the price, this was a common issue and a core reason why people left. We spent a lot of time analysing if this was the case and it was definitely true. Most of the longest running gameworlds were dominated by managers who were signed up and in during the early stages of the GW’s life. In those days it was a race to get in first and a race to get the best players - it favoured the FM fans who had a good level of database knowledge. Having the best players early on generally ensured you were able to get a better placing in the Football Associations and this led to these teams having more money than the others. With the top players and a lot of prize money it meant these teams occupied the top part of the rankings and new managers just had no way of competing. Add to this the fact that you never had to work at keeping these players it just made for a stale game experience for those managers trying to work at reaching the top.