--Supports 30+ players at at time
--Real-time, variable speed (not "I-go-you-go", however, players can speed up or slow down or pause the game)
--Allows players to implement various instruments of national power (Diplomacy, Information(research), Military, Economy)
--Easy-to-understand game mechanics
--Playable minor nations
What other characteristics can you think of?
The potential market is based on the daily player count and total number of sales of Hearts of Iron IV, a WW2-themed sandbox game that emphasizes alternative history...and focuses on the singleplayer experience.
--HoI4 has a daily player count fluctuating between 25000 to 30000 players (SteamChart.com)
--HoI4 has total sales since 2016 between 2 mil to 6.7 mil copies (steamdb.info/app/394360/graphs/)
--HoI4 playerbase sees 13% to 14% playing in multiplayer mode (https://forum.paradoxplaza.com/forum/go ... d=22926462)
However, the multiplayer experience in HoI4 is fraught with bugs and imbalances. HoI4 is not designed for the multiplayer market. Customers who wish to play multiplayer HoI4 rely on customer-made mods. This reliance on mods fractures the HoI4 multiplayer customer base into multiple gaming fiefdoms.
Assuming the following:
Since 2016, HoI4 sold 4.35 million copies (average of the steamdb high and low estimates)
--10% play in multiplayer mode
---Thus, 434000 customers interested in multiplayer
----20% of those 434000 would buy another WW2 multiplayer game
-----$40 per game
------$3.472 mil gross
This $3.472 mil estimate is a rough back-of-the envelope calculation. What is missing from the assumptions or math?
I probably overlooked some important features.
