CCP didn't aim low and hope for moderate success -- they built the best game they could possibly make (at that time) and then hoped for the best. When the game came out and the numbers made themselves clear CCP merely aligned their business to match their reality (I have no insider information...) Then they made necessary tweaks and changes to the game and built a strong community and explored other avenues for the IP (magazine, and now CCG's).
Looking at Bruce's numbers at MMOGchart tells a good story of things, but don't assume that the smaller players are failing to make a profit. You have to consider the cost to make the game (in it's time) and then do the math on the subs. You will find that most MMORPG's turn a profit, even the ones with small numbers. The ones that don't are removed from the market (Motor City Online, Asheron's Call 2, Majestic, etc.).
Most of the 'losses' endured my MMO companies is endured prior to release when the companies involved decide that they don't have enough to derive a profit and just quit.
Looking at Bruce's numbers at MMOGchart tells a good story of things, but don't assume that the smaller players are failing to make a profit. You have to consider the cost to make the game (in it's time) and then do the math on the subs. You will find that most MMORPG's turn a profit, even the ones with small numbers. The ones that don't are removed from the market (Motor City Online, Asheron's Call 2, Majestic, etc.).
Most of the 'losses' endured my MMO companies is endured prior to release when the companies involved decide that they don't have enough to derive a profit and just quit.