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PW2 is dead

H8-SuperstarPosted on 05/29/03 at 07:00:17

Remember two years ago of hype claiming it will "blow TNM 7 and EWR out of the water?"  It turn into biggest vaporware since N64DD system. Here's the news on it.

http://www.scotsmanality.com/article.php?story=2003052322374218
Oliver CoppPosted on 05/29/03 at 09:13:17

... not to mention TNM 7 Gold ;-)
H8-SuperstarPosted on 05/29/03 at 10:13:00

One thing about TNM Gold, you admit you can't do it because of your time constraints. I don't know about how much hype on TNM Gold but I'm pretty sure it was low key. You didn't brag how great TNM Gold is. Another thing, despite TNM7 being 5 years old and some are saying its dead, its still one of best wrestling sim out there. You manage to prove users wrong slowly releasing a new build. There will still be TNM users in a "cult" fashion.
Oliver CoppPosted on 05/29/03 at 12:38:38

Actually, the reasoníng behind TNM 7 Gold was a different one, although time constraints did play a role in the decision.

To be perfectly honest, I made a proof-of-concept for what TNM 7 Gold was supposed to become. However, I wasn't satisfied at all with the results because there are so many intangibles *outside* the wrestling business that have to also be simulated in order to achieve realism (from politics to the economy, the weather and even non-wrestling programming on TV) that it would simply not have been realistic just to simulate wrestling-specific events.

Dynamics change so quickly in this business that no program will be able to do more than attempt to simulate the business end. If it were so easy to nail down what you have to do to achieve success in wrestling, wouldn't the entire scene look differently today ?

I don't want to knock other wrestling sims out there but all of them that I've used over the past five years have been suffering from the exact same problem that would have hit TNM 7 Gold: being unrealistic. There's always an easy way to beat the system... sometimes it took me two shows to figure it out, sometimes five - but there always was a clear path so success. Maybe I'm aiming for too much because those sims' users don't seem to be complaining about aspects of realism but still - I absolutely do not think a half-assed version just to throw something out there to compete is going to do anybody any good.
Adam_JenningsPosted on 06/05/03 at 21:44:16

On 05/29/03 at 07:00:17, H8-Superstar wrote:Remember two years ago of hype claiming it will "blow TNM 7 and EWR out of the water?" It turn into biggest vaporware since N64DD system. Here's the news on it.

http://www.scotsmanality.com/article.php?story=2003052322374218
As the creator of the Promotion Wars games, I'd like to make a few comments.

I don't know where you are quoting from, but I certainly never claimed any of my games were going to blow anything out of the water. I simply gave the facts on what to expect from the game. If people choose to get excited from that and make statements like the one you mention, there isn't much I can do about it. For you to use that against the game isn't really fair.

As for your source on PW2 being cancelled - you've chosen one of the least reliable sources for truthful information in existence. The Scotsman has a personal issue with me, for whatever reason, and has taken to writing complete fiction about me and the Promotion Wars games on his site. Unfortunately there are people who don't know what type of person he is, and they take what he says as being the truth.

Now to Oliver -  I respect your work on the TNM series, and you're obviously a very talented programmer. What I don't like is your general negative attitude towards the freeware games. To say something isn't worth making unless its 100% realistic is ludicrous. Every single game in existence substitutes a certain amount of realism, its what makes the games fun. When it comes to promoter sims, if they were made as a 100% true reflection of real life, they'd be no fun to play at all. Most people would probably get ill from stress trying to play them rather than enjoying them. Does that mean they shouldn't be made? Of course not. A lot of people are getting a lot of enjoyment from Adam Ryland's EWR series. That itself makes the game a success, creates a community and gives a lot of people things to do in their spare time. For you to say that they don't do anybody any good is madness.

Instead of stamping on every newcomer because they don't straight away match the highest standard, they should be encouraged. Its only through completing their first attempt that they'll be able to learn from it and improve the next time. Things have to be given time to grow. The attitude of 'this game isn't as good as this one, so what's the point in it being made' is the quickest way to kill the whole genre. Its those very games which will eventually set the new standard, IF they are given the encouragement and time to develop that they need.

And finally, a couple of questions to Oliver which I posted at PWSE but haven't had a reply on-

- You make money using WWE trademarks, so I'm guessing you must have some kind of agreement with WWE. Maybe you've been asked before, if so I apologise, but would you mind filling me in on how you've addressed the trademark issue?

- You said on the PWSE forums about how you disassembled some freeware games and found they were mainly just randomised. Could you tell us which ones you did this to? Obviously, there are several different levels of sim around, and if you've only chosen some beginners sims, it isn't really giving a fair impression.
Oliver CoppPosted on 06/05/03 at 23:25:46

On 06/05/03 at 21:44:16, Adam_Jennings wrote:
Now to Oliver - I respect your work on the TNM series, and you're obviously a very talented programmer. What I don't like is your general negative attitude towards the freeware games. To say something isn't worth making unless its 100% realistic is ludicrous. Every single game in existence substitutes a certain amount of realism, its what makes the games fun. When it comes to promoter sims, if they were made as a 100% true reflection of real life, they'd be no fun to play at all. Most people would probably get ill from stress trying to play them rather than enjoying them. Does that mean they shouldn't be made? Of course not. A lot of people are getting a lot of enjoyment from Adam Ryland's EWR series. That itself makes the game a success, creates a community and gives a lot of people things to do in their spare time. For you to say that they don't do anybody any good is madness.

Instead of stamping on every newcomer because they don't straight away match the highest standard, they should be encouraged. Its only through completing their first attempt that they'll be able to learn from it and improve the next time. Things have to be given time to grow. The attitude of 'this game isn't as good as this one, so what's the point in it being made' is the quickest way to kill the whole genre. Its those very games which will eventually set the new standard, IF they are given the encouragement and time to develop that they need.
For starters, I agree with you on one point here and one point only: that improving takes time and that one shouldn't expect perfection. Nothing is perfect as long as it is manmade.

That aside, I do feel it is fair to state that when somebody makes a business sim, it can be expected that the logic behind it all is refined over time. When in the xth release of a sim (and I won't name names) still suffers from the same logical flaws that the initial one suffered from, I don't think criticizing is going too far. Instead of adding dozens of gimmicks, bells and whistles, sometimes it's better to invest work where it won't be noticed immediately. Just my opinion, though.


- You make money using WWE trademarks, so I'm guessing you must have some kind of agreement with WWE. Maybe you've been asked before, if so I apologise, but would you mind filling me in on how you've addressed the trademark issue?
I don't make money using WWE trademarks. All wrestler data is provided free of charge. What I am selling works completely independently from any and all copyrighted material. There is an agreement, though, on which I won't comment because there's exactly two parties whose business it is.


- You said on the PWSE forums about how you disassembled some freeware games and found they were mainly just randomised. Could you tell us which ones you did this to? Obviously, there are several different levels of sim around, and if you've only chosen some beginners sims, it isn't really giving a fair impression.
I promised the authors beforehand that I wasn't ever going to disclose which sim works in what way, so I'm afraid I have to decline this request. Just as a pointer - all sims I looked at (five) have been out for at least one year.
RKLPosted on 06/06/03 at 06:05:52

I don't make money using WWE trademarks. All wrestler data is provided free of charge. What I am selling works completely independently from any and all copyrighted material. There is an agreement, though, on which I won't comment because there's exactly two parties whose business it is.
Just paste the url with the disclaimer that states this before purchase. That should shut that guy up.
Critic_of_the_DawnPosted on 06/06/03 at 09:50:45

On 06/05/03 at 21:44:16, Adam_Jennings wrote:


As the creator of the Promotion Wars games, I'd like to make a few comments.

I don't know where you are quoting from, but I certainly never claimed any of my games were going to blow anything out of the water. I simply gave the facts on what to expect from the game. If people choose to get excited from that and make statements like the one you mention, there isn't much I can do about it. For you to use that against the game isn't really fair.

As for your source on PW2 being cancelled - you've chosen one of the least reliable sources for truthful information in existence. The Scotsman has a personal issue with me, for whatever reason, and has taken to writing complete fiction about me and the Promotion Wars games on his site. Unfortunately there are people who don't know what type of person he is, and they take what he says as being the truth.

Now to Oliver - I respect your work on the TNM series, and you're obviously a very talented programmer. What I don't like is your general negative attitude towards the freeware games. To say something isn't worth making unless its 100% realistic is ludicrous. Every single game in existence substitutes a certain amount of realism, its what makes the games fun. When it comes to promoter sims, if they were made as a 100% true reflection of real life, they'd be no fun to play at all. Most people would probably get ill from stress trying to play them rather than enjoying them. Does that mean they shouldn't be made? Of course not. A lot of people are getting a lot of enjoyment from Adam Ryland's EWR series. That itself makes the game a success, creates a community and gives a lot of people things to do in their spare time. For you to say that they don't do anybody any good is madness.

Instead of stamping on every newcomer because they don't straight away match the highest standard, they should be encouraged. Its only through completing their first attempt that they'll be able to learn from it and improve the next time. Things have to be given time to grow. The attitude of 'this game isn't as good as this one, so what's the point in it being made' is the quickest way to kill the whole genre. Its those very games which will eventually set the new standard, IF they are given the encouragement and time to develop that they need.

And finally, a couple of questions to Oliver which I posted at PWSE but haven't had a reply on-

- You make money using WWE trademarks, so I'm guessing you must have some kind of agreement with WWE. Maybe you've been asked before, if so I apologise, but would you mind filling me in on how you've addressed the trademark issue?

- You said on the PWSE forums about how you disassembled some freeware games and found they were mainly just randomised. Could you tell us which ones you did this to? Obviously, there are several different levels of sim around, and if you've only chosen some beginners sims, it isn't really giving a fair impression.
Hey Adam.   First of all, welcome to the boards here.  Given the fact that you're the developer of a rival simulator, I don't know that it's too likely that you'll be hanging around here much once your curiosity is satisfied, but I thought I'd take the opportunity to say hello anyway.

Like most wrestling simulator fans, I've tried Promotion Wars, and I found that there was a lot to like therein.  Ultimately, the reason that I'm here discussing TNM7 comes down to a matter of personal preference on my part.  I prefer witnessing and creating stories to simulating a business.  That's not to take anything away from any of your work.  The fact that Promotion Wars undoubtedly has a much larger group of fans/users clearly shows that it's a pretty damn good program, and it has the added advantage of being free.

I don't want to put words into Oliver's mouth, because he's more than capable of explaining his own points of view, and probably has a far better idea of what they might be than I do anyway. ;)  However, I've personally interpreted his comments here about business sims as more of an "I wouldn't feel comfortable releasing something if I knew it wasn't realistic" than an "All simulators that lack realism inherantly suck."  Different people prefer different levels of abstraction and realism.   Oliver admitted that he didn't feel that he could make a program that could reach his own standards for such things before commenting that he hadn't seen any others that did so either.  

The only reason that the comparison/issue arose in the first place seems to be that Oliver was pointing out that no one is infallible.  As you say, the article that the link in this thread points to comes across as more than slightly hostile towards you.

That's my thoughts on that mess, anyway.

As for the freeware/non-freeware issue... eh.  While TNM is the only simulator I can think of off hand that costs money to purchase, a calculation of about how much I've played it when compared to the cost gives me a figure of about 4 cents an hour, which compares pretty well to more or less any other leisure activity out there.  As for the charge of picking on freeware games...  Well, since TNM7 is one of the only living pay sims out there, one could easily make a claim of extreme negativity against freeware from almost any comments or criticisms about any other sims out there.  Do you believe Oliver should keep his opinions to himself because he charges for TNM, then?  Or am I misunderstanding your point here?

Just curious as to your opinion, not trying to start a fight or anything.

Keep up the good work, and best of luck on your next project.

Eric "Critic of the Dawn"
Oliver CoppPosted on 06/06/03 at 14:17:58

On 06/06/03 at 09:50:45, Critic_of_the_Dawn wrote:
Hey Adam. First of all, welcome to the boards here. Given the fact that you're the developer of a rival simulator, I don't know that it's too likely that you'll be hanging around here much once your curiosity is satisfied, but I thought I'd take the opportunity to say hello anyway.
Thanks for setting a positive tone here. The last thing we need is hostility towards others :-)


I don't want to put words into Oliver's mouth, because he's more than capable of explaining his own points of view, and probably has a far better idea of what they might be than I do anyway. ;) However, I've personally interpreted his comments here about business sims as more of an "I wouldn't feel comfortable releasing something if I knew it wasn't realistic" than an "All simulators that lack realism inherantly suck." Different people prefer different levels of abstraction and realism. Oliver admitted that he didn't feel that he could make a program that could reach his own standards for such things before commenting that he hadn't seen any others that did so either.
You're right on the money here although my thoughts on the subject go a lot further.

I made the decision to not pursue a business sim in 1998 because I felt that I didn't know enough about the business to deliver a product that is even remotely realistic.

I've been working on and off for companies in wrestling ever since and have learned things about how this business works financially that I would have never thought of back then.

Looking back, I'm glad I made that decision because it wouldn't just have been unrealistic but a laughingstock.

My point is: how can anybody who doesn't know the business inside-out make a wrestling business simulator ? Making a match simulator is easy because all you need to know is put in front of your face several times a week.

The business behind the business is well-hidden, though. Yes, there's a lot to be read on the Internet.

Wrestler salaries. Buyrates. Attendances. How much was taken in. Maybe even gross and net if you're lucky.

However, that's only superficial information which doesn't help one bit with making a business sim which can even remotely be deemed realistic.

Take WWE's recent RAW tapings in San Diego. You'll easily be able to find the number of people in attendance and if you're lucky also how many paid. But that's it.

What did WWE spend to rent the building ? How much did setting it up for the TV shoot cost ? What did lighting cost ? The Titantron ? How many cameras did they tape with and how many of them did they own ? How many production people were there, what did that cost (WWE has a hired staff but you'd have to break the cost down to a single event) ? Were there any union fees that had to be paid ? What about electricity ? Was WWE charged for that ? If so, how much ? What did the uplink cost to broadcast RAW live ? What was the price structure ticket-wise ? How much of it went to the Arena or the box office fans bought the tickets from ? What about the cost of printing the tickets ? Do the issuing parties carry this cost from their share of the pie or does the arena print its own tickets ?

That's only the beginning of problem, though.

WWE took out many radio ads on local stations in San Diego. What did it cost them ? Were those sweet deals or regular prices ? What about the personal appearances by wrestlers ? Were they for free ? If not, how much did WWE earn and how much did it cost them to send the wrestler and representatives there ?

It was a live broadcast. How much ad revenue did the show bring in ? What is WWE's share of this ad revenue for this particular show ? Were all ads paid for or were they make-good ads (which stations often place during wrestling programming because they deliver many eyeballs while having the lowest cost-per-second of all time slots -> i.e. the station loses least if make-good ads are placed during wrestling) ?

And again, that is only the tip of the iceberg.

In my opinion, there are very few people involved in this business who know enough about it to be able to make a realistic simulation of the wrestling business. However, those people are in positions where they would never bother.

Am I qualified ? I've learned a lot about the financial aspects of the business but in no way would I ever even think I'm qualified to create a realistic business sim.

Maybe that puts what I said in the right perspective.

It was and is not an attack on specific people from the wrestling sim community who make business sims but more the general questions if any of us are qualified to.

I think the answer to the question is a resounding "no". But that's just my $.02.
Adam_JenningsPosted on 06/06/03 at 14:39:57

Thanks to Oliver and Critic of the Dawn for your replies. I'll ignore RKL's post as I'm only interested in an intelligent discussion.

Oliver, maybe I misinterpretted your comments before. I actually agree with you about the adding of the 'bells and whistles' features in front of perfecting the more important basic features. I've questioned some sim author's priorities myself, and maybe I've been guilty of it at some point as well. Its easier as a sim author to make big fan-pleasing statements for your next version, rather than tweaking the foundations.

I think it makes the process of playing the game a lot more meaningful if you know the basics have been carefully worked on, rather than just making the screens look nice and offering X types of matches. I fear a lot of the new sim authors give the formulas etc a lot less thought than superficial elements. I'll agree that if they all do this, and continue to neglect the foundation of the game while adding 'bells and whistles', it isn't a good thing.

I won't claim to be completely innocent in that area, but I do put a lot of thought into creating causes and effects as realistically as I can. Some elements I rely on randomness, but its always something I look to improve on when making future versions. I don't remember you emailing me, so I'm assuming Promotion Wars wasn't one of the sims you disassembled.

I wasn't trying to say that you shouldn't express an opinion on freeware sims because he charges for TNM, I was just concerned that if they are looked on in a negative light by someone in as high a position as you, it may turn some people away from both making and playing the games.

I think hearing your views on it now has helped me understand your thoughts a bit more. Thanks for your replies.

Just in case anybody misinterprets me - don't think for a second that I would compare TNM to Promotion Wars. I know my programming ability is limited and that I'm pretty much still a beginner. You wouldn't believe how many people jump on me and say things like "who do you think you are, thinking PW is anywhere near as good as TNM" etc etc.

Good luck with the second edition of TNM 7.
Oliver CoppPosted on 06/06/03 at 15:14:18

There's *always* a certain randomness to simulating wrestling matches because if there weren't, every match would be the same. That never was the point of contention.

It's more on the business side when it comes to determining attendance counts etc. I am using Windows on a UNIX host which allows me to freeze the exact state of the CPU, memory and all CPU registers.

If you restart the same frozen process at two different times, it will behave exactly the same, random numbers included. Since all known algorithms for random number generation involve the built-in timer for seeding these numbers, there's a simple test that can be done.

If you restart this process twice, once with restoring the timer to what it was at the point of freezing, once without, the results will be different if random numbers are involved.

To get to the point, I was using one well-known wrestling sim and froze it. The exact same card sold out the arena in one attempt and just changing the timer, on the second try it was almost empty.

That's where IMO such a program becomes a glorified randomizer because nothing you do business-wise will be able to influence the results you're getting as much as the random numbers used.

Good luck with PW2 BTW.
Critic_of_the_DawnPosted on 06/06/03 at 18:54:13

Thanks for setting a positive tone here. The last thing we need is hostility towards others :)
Not a problem.  We're adults here, after all. :)  Rational arguments and constructive criticism generally seem to get better reactions than flames, so why waste my time with the latter when I've got the the former to share?

As for the continuing issue of realism, I agree up to a point.  However, given the fact that there's a demand for Wrestling business sims, I'd consider that a certain level of abstraction of details is inevitable, unavoidable, and probably constructive to the gameplay experience even if realism suffers in comparison.

This brings an interesting thought to mind.  You have a certain amount of experience in the business.  Maybe you could write a column for PWSE or somesuch trying to explain some of the factors that are often overlooked, and give a rough ballpark figure for what these things would cost a company like WWE?  By doing that, you could probably do the wrestling simulator community a favor by helping them to boost their realism to a higher level, even if it is just through the addition of an "assorted overhead costs" variable added in to the income of shows, etc that scales with promotion size or somesuch.  Just a thought.  A little knowledge may be a dangerous thing, but it's better than no knowledge at all. :)

I think it makes the process of playing the game a lot more meaningful if you know the basics have been carefully worked on, rather than just making the screens look nice and offering X types of matches. I fear a lot of the new sim authors give the formulas etc a lot less thought than superficial elements. I'll agree that if they all do this, and continue to neglect the foundation of the game while adding 'bells and whistles', it isn't a good thing.

I won't claim to be completely innocent in that area, but I do put a lot of thought into creating causes and effects as realistically as I can. Some elements I rely on randomness, but its always something I look to improve on when making future versions.
Obviously functionality is more important to me than appearance any day.  I spend ungodly amounts of time playing and discussing a game which uses an interface somewhat reminiscent of the original SimCity's install program, after all.  ;D

And there's nothing wrong with randomness in and of itself.  As Oliver says, it makes things unpredictable.  For example, Promotion Wars tracks Wrestler Morale, and (I assume) takes it into account when a wrestler is negotiating a new contract.  To the best of my knowledge, things like wrestlers giving notice or declining to renew contracts in TNM7 are handled through a straight random check.  While this works well in a booker/match level simulator, in a promoter/business level simulator such as Promotion Wars, it'd seem arbitrary and annoying, as more feedback and information becomes necessary as the level of play rises.  It's a more complex subject, after all.

I wasn't trying to say that you shouldn't express an opinion on freeware sims because he charges for TNM, I was just concerned that if they are looked on in a negative light by someone in as high a position as you, it may turn some people away from both making and playing the games.
I see what you're saying now.  Now that you mention it, it does make sense that being in the public eye would seem to require a certain level of discretion.  People tend to view the opinions of game developers and internet personalities as more important and relevent than those of average schmucks like myself. ;)  Point well made.  My apologies for misinterpreting it the first time.

Just in case anybody misinterprets me - don't think for a second that I would compare TNM to Promotion Wars. I know my programming ability is limited and that I'm pretty much still a beginner. You wouldn't believe how many people jump on me and say things like "who do you think you are, thinking PW is anywhere near as good as TNM" etc etc.
Oh, piffle!  (I love using that word!)  So you're a relative beginner.  The fact that so many people play Promotion Wars just goes to show that what you lack in experience, you have in talent.  You know your limits, and you work within them to make a pretty damn good game.  TNM vs. Promotion Wars is like comparing apples and oranges, or NetHack and Final Fantasy.  They're completely different beasts.  Comparing them is pointless, because each one does very different things very well.

Eric "Critic of the Dawn"
Critic_of_the_DawnPosted on 06/06/03 at 19:00:35

This thread seems to be turning into a "Who's who of the wrestling simulator world" rather quickly.

Weird.

Eric "Critic of the Dawn"
91Posted on 06/06/03 at 20:06:40

On 06/06/03 at 19:00:35, Critic_of_the_Dawn wrote:This thread seems to be turning into a "Who's who of the wrestling simulator world" rather quickly.

Weird.

Eric "Critic of the Dawn"
Yes, all we need now is Adam Ryland, Tony Lister and that guy who now shoots birds at the airport.
UWFWhyteTygerPosted on 06/06/03 at 20:09:11

OK, 91, you might want to explain that one....

??? ??? ???
91Posted on 06/06/03 at 20:57:28

Eric said it was like a "who's who of the simulator world" so I said all it needed was Adam Ryland (guy who made EWR), Tony Lister (nothing to do with simulators, but he wrestled under the name Zeus which shares the name of another simulator) and since I couldn't think of another simulator and all good things need to come in threes, I just stole a line from the Simpsons.
Critic_of_the_DawnPosted on 06/06/03 at 21:01:53

Ah, Zeus...

Should the fact that I made Zeus a Main Eventer for about a month and gave him my promotion's second highest title make me feel dirty?

Eric "Critic of the Dawn"
UWFWhyteTygerPosted on 06/06/03 at 21:02:59

Ahhhhh.....didn't know who Ryland was. And I think I should be should for not catching the "Zeus" referrence.....  :'(

Thanks  
Oliver CoppPosted on 06/06/03 at 21:26:26

On 06/06/03 at 18:36:35, Scotsman wrote:Good luck with PW2 BTW.

Ah Oliver...you're always good for a laugh ;D
Welcome back, my friend :-). And so the old beta tester team is once again complete :-)
91Posted on 06/06/03 at 22:43:23

On 06/06/03 at 21:01:53, Critic_of_the_Dawn wrote:Ah, Zeus...

Should the fact that I made Zeus a Main Eventer for about a month and gave him my promotion's second highest title make me feel dirty?

Eric "Critic of the Dawn"
Extremely.
Oliver CoppPosted on 06/06/03 at 23:34:27

On 06/06/03 at 18:54:13, Critic_of_the_Dawn wrote:

Not a problem. We're adults here, after all. :) Rational arguments and constructive criticism generally seem to get better reactions than flames, so why waste my time with the latter when I've got the the former to share?

As for the continuing issue of realism, I agree up to a point. However, given the fact that there's a demand for Wrestling business sims, I'd consider that a certain level of abstraction of details is inevitable, unavoidable, and probably constructive to the gameplay experience even if realism suffers in comparison.

This brings an interesting thought to mind. You have a certain amount of experience in the business. Maybe you could write a column for PWSE or somesuch trying to explain some of the factors that are often overlooked, and give a rough ballpark figure for what these things would cost a company like WWE? By doing that, you could probably do the wrestling simulator community a favor by helping them to boost their realism to a higher level, even if it is just through the addition of an "assorted overhead costs" variable added in to the income of shows, etc that scales with promotion size or somesuch. Just a thought. A little knowledge may be a dangerous thing, but it's better than no knowledge at all. :)
Eric, I never said my obsession with realism was healthy ;-). That said, it shouldn't surprise you that I agree with you on the fact that abstractions need to be made in order to keep things enjoyable as opposed to crazy.

Yet still: no matter what abstractions are made, it's IMO only prudent to make them if you stay in the same ballpark.

For instance, if you run a major house show that is being taped for later release on video or DVD, you're looking at roughly $200,000 (assuming commentary is done in post-pro as opposed to live-to-tape). The same show as a live shot with all the bells and whistles costs at least $350,000 up to $800,000 for WrestleMania level.

That's just production cost, mind you. All talent, transportation, rent and so on goes on top.

If one tried to simplify it in some way (abstract), you could of course say that $200,000 would be ok for a basic shoot with a live shoot costing in the $350k to $800k ballpark.

But even that would be a false assumption because it also depends greatly on the arena you're running in. Setting up proper lighting can cost up to $60,000 for an arena holding 20,000 and explodes disproportionally the more people fit into the arena. If the Skydome hadn't already had state-of-the-art lighting, WWE would have had to invest upwards of $250,000 for lighting alone for WrestleMania last year.

Anyway, I'm going off on a tangent. The gist is that once you try to simplify, you end up creating something that isn't even a remotely close reflection of reality. I see your point, though, that simplification may be a must sometimes.

As far as the suggestion of writing a column goes, as flattering as the idea is, it isn't going to happen because I wouldn't know where to start. I could easily write a book of 800 pages just on the basics of promoting wrestling shows, what money goes where, what kind of staff you need and why and so on. You know what the scary part is ? That would cover maybe 10 percent of what is relevant... because that's all I know. WWE has a staff of 15 which does nothing else than negotiate arena contracts and provide estimates on production costs and revenues for every event that is run.

If you add up all the relevant areas a sim would have to at least touch upon, you'd be talking about the condensed business knowledge of roughly 100 to 150 people having to be instilled into it.

If you started really small and simple, a business sim writer would have to realistically know the following:

* how much rent the various arenas around the world ask for per shot,
* what "production modifier" needs to be associated with every arena (depending on things such as lighting, the sound system and so on); values could be anywhere from $50,000 to $500,000,
* the exact positions of these arenas and how far they are apart - after all, you need to get your wrestlers, talent and equipment from one place to the other,
* how television contracts typically are structured,
* what the PPV universe is, how it is structured and what splitting usually is done between the company providing the content and the technology,
* ...

As simple as it sounds on the surface, gathering all this information alone would take upwards of a year... if you're lucky and you get it at all.
Critic_of_the_DawnPosted on 06/06/03 at 23:54:31

On 06/06/03 at 23:34:27, Oliver Copp wrote:

Eric, I never said my obsession with realism was healthy ;-). That said, it shouldn't surprise you that I agree with you on the fact that abstractions need to be made in order to keep things enjoyable as opposed to crazy.

Yet still: no matter what abstractions are made, it's IMO only prudent to make them if you stay in the same ballpark.

For instance, if you run a major house show that is being taped for later release on video or DVD, you're looking at roughly $200,000 (assuming commentary is done in post-pro as opposed to live-to-tape). The same show as a live shot with all the bells and whistles costs at least $350,000 up to $800,000 for WrestleMania level.

That's just production cost, mind you. All talent, transportation, rent and so on goes on top.

If one tried to simplify it in some way (abstract), you could of course say that $200,000 would be ok for a basic shoot with a live shoot costing in the $350k to $800k ballpark.

But even that would be a false assumption because it also depends greatly on the arena you're running in. Setting up proper lighting can cost up to $60,000 for an arena holding 20,000 and explodes disproportionally the more people fit into the arena. If the Skydome hadn't already had state-of-the-art lighting, WWE would have had to invest upwards of $250,000 for lighting alone for WrestleMania last year.

Anyway, I'm going off on a tangent. The gist is that once you try to simplify, you end up creating something that isn't even a remotely close reflection of reality. I see your point, though, that simplification may be a must sometimes.

As far as the suggestion of writing a column goes, as flattering as the idea is, it isn't going to happen because I wouldn't know where to start. I could easily write a book of 800 pages just on the basics of promoting wrestling shows, what money goes where, what kind of staff you need and why and so on. You know what the scary part is ? That would cover maybe 10 percent of what is relevant... because that's all I know. WWE has a staff of 15 which does nothing else than negotiate arena contracts and provide estimates on production costs and revenues for every event that is run.

If you add up all the relevant areas a sim would have to at least touch upon, you'd be talking about the condensed business knowledge of roughly 100 to 150 people having to be instilled into it.

If you started really small and simple, a business sim writer would have to realistically know the following:

* how much rent the various arenas around the world ask for per shot,
* what "production modifier" needs to be associated with every arena (depending on things such as lighting, the sound system and so on); values could be anywhere from $50,000 to $500,000,
* the exact positions of these arenas and how far they are apart - after all, you need to get your wrestlers, talent and equipment from one place to the other,
* how television contracts typically are structured,
* what the PPV universe is, how it is structured and what splitting usually is done between the company providing the content and the technology,
* ...

As simple as it sounds on the surface, gathering all this information alone would take upwards of a year... if you're lucky and you get it at all.
...

My brain hurts... ;)

Eric "Critic of the Dawn"
pszPosted on 06/07/03 at 05:04:02

Heh, he hasn't even factored in Legal Fees (if needed), Insurance, Local Taxes/fees (Which, depending on where you are, can be quite cheap or a total rip off), State Taxes/fees, passports (where needed),  liscenses, merchandising (Profit and R&D costs), etc etc etc... You think your brain hurts NOW? ;->
Critic_of_the_DawnPosted on 06/07/03 at 06:52:12

On 06/07/03 at 05:04:02, psz wrote:Heh, he hasn't even factored in Legal Fees (if needed), Insurance, Local Taxes/fees (Which, depending on where you are, can be quite cheap or a total rip off), State Taxes/fees, passports (where needed), liscenses, merchandising (Profit and R&D costs), etc etc etc... You think your brain hurts NOW? ;->
Ow...

It...

It hurts...

Mommy?

...

...

...

MY HEAD EXPLODE!



Eric "Critic of the Dawn"
A_Man_Called_MikeyPosted on 06/08/03 at 17:03:01

It now seems so obvious why so many promoters fail in the wrestling biz.
pszPosted on 06/09/03 at 04:26:25

Only too true. And people just think that when the WWE gets 10 thousand people in an arena at $75/pop, that they've just pocketted $750,000 profit. Nope.

It's not just wrestling, either. EA ups the price of UO by $3, and everyone's in an uproar. "Look at all the money they make NOW! Why do they need more? ? ?"

No one takes into consideration that both EA and the WWE (and pretty much ANY entertainment company) has bills to pay (that usually go up), salaries to pay (that usually go up), hardware to buy (which usually costs more each time, and has to be replaced/upgraded often), fees, liscenses, etc etc etc.


Hrm. I went off on a tangent. Bummer.