September 15, 2009
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There's a Yellow Rose in Texas

This week I won’t be talking about what to expect this coming May at LOGIN. I certainly won’t be talking about the exciting addition of Filter and OfferPal Media as our latest sponsors to partner with us for the conference. I wouldn’t dream of reminding you about news you can expect in your inbox from us over the upcoming months about our call for speaker openings, keynotes, parties, sponsors and our many other ideas we’re cooking up for 2010.

Austin, TXWith Penny Arcade Expo (PAX) now behind me, I have just enough time to do a few loads of laundry before heading to the next show. This week, like many of you, I'll be heading to Austin, Texas, and I look forward to seeing many of you there. I will be spending most of my time just hanging out with friends, eating good food, and enjoying all that Austin has to offer. If you are planning to be in Austin or are already in the live music capital of the world, I’d love to meet you!

On Wednesday evening, September 16th, I am planning to relax at the Ginger Man Pub. If you are looking for a great place to grab a beer, stop by and say "Hi!" I should be there from 10pm - 2am.

Cynthia Freese Cynthia Freese
Executive Director
LOGIN Conference


How to Compete Around UbiActiBlizzardEA

In the business of massively multiplayer online games, there's been a trend that's been steadily progressing for years. Fewer and fewer companies are taking the gamble on developing subscription-based game titles, which often happen to be distributed through retail. Conversely, more and more MMO game titles are being developed as free-to-play (F2P) titles that are generally distributed online and are supported by microtransactions. Or, as the case may be, many existing F2P titles are simply localized from China, Korea and other Asian online game hot spots. Again, this on its own is not really news, but when an online game publisher red-flags this trend as a potential negative for developers and consumers, it becomes a story.

Reality Gap's J. Mark Hood, in a recent interview, contends, "How do you compete with $15, $20 million budgets that Activision, Blizzard, and EA are doing right now? Unless you have a huge company and a huge amount of capital, there are not a lot of ways to do that." Instead, Hood says, companies are weighing their resources and porting over Asian games or are developing minimum risk casual online games instead. The end result is a glut of too many of these types of games, of which only a few good ones will succeed.

I'm not going to disagree with Hood's conclusions. In fact, I'd agree that most companies are better off not trying to emulate an incredibly well-funded and profitable game like World of Warcraft, which for now is the pinnacle of success in the retail-driven, subscription-based business model.

The question remains, though: what should companies consider when drawing up a plan to create or localize an online game product?

When it comes to localizing, there's no better place to find a vast collection of MMOG titles than the Pacific Rim. If that region is where a company pulls their titles from, F2P is almost certainly the business model a company is going to inherit. Typically, these games will promote vanity (avatar customization) items for purchase, which are immensely popular in Asia, but typically receive a much cooler reception stateside. Also, some hardcore MMOG consumers are concerned that F2P games cater to younger, less committed users who will take shortcuts to accomplishment in a game by dropping money instead of investing time. Going back to Hood's concern, the market is already flooded with F2P MMOGs. By MMOsite's last count, there are 281 F2P titles available in the US alone, although it wouldn't surprise me if the list was actually longer. That's a pretty intimidating list of challenges, isn't it?

A patient, wise online games publisher can take a few steps to checkmate these thorny issues. A few ideas to keep in mind: Better localization, with better lingual and cultural adaptation in the game websites, advertising and the in-game text, goes a long way in showing the publisher cares about the details in their product and about giving their audience a high-quality experience. When going with the item sales model that is prevalent in most MMOGs, avoid relying on avatar customization items. Instead focus on offering lower-level, more basic in-game enhancements for purchase. Leave the higher-level items to be earned so as not to alienate your core audience. Above all, when signing a contract to localize a title, make sure the original developer or publisher gives you the flexibility to implement changes like these. Even if the best ideas are implemented in making a F2P title stand out, it doesn't change the fact there's a lot of competition out there.

Some companies would rather gamble on their own IP, and many companies lately are rolling the dice on casual MMO gaming as the answer, at least as the answer to standing out from the crowd. These originally developed games usually also happen to be F2P and supported by a microtransaction or freemium payment systems. These games being built from the ground up will almost certainly need more money, more time, a larger team, to create then run them. If an MMO game is truly casual, that is, allowing a gamer to enjoy bite-sized online entertainment for an hour here and there, then it should be able to attract even an MMOG subscriber, at least as an attractive and lower pressure alternative to a grind-fest. The risks in creating a high-quality original casual MMOG are higher, but so are the rewards.

The dynamics of the online game industry are not likely to change overnight. The big boys will continue to have the corner on the market for subscription-based games and more companies are likely to make a play for the unclaimed, uncommitted audiences who haven't married themselves off to a subscription MMOG. These smaller, independent companies will need more polish and more creativity than ever to be a beacon to gamers among the "me too" horde of F2P games and attract an audience.

Post your comments

Paul Phileo Paul Philleo
Contributing Editor
LOGIN Beat

Industry Highlights

Bethesda Sues Interplay over Fallout MMO

Bethesda has filed a lawsuit against Interplay for trademark infringement and breach of agreement over the Fallout MMO, citing failure to "commence full scale development by April 4, 2009 and to secure certain funding for the game". Interplay has disputed the claims and maintains that it still holds the rights to develop Project V13 with Masthead Studios. »

Story on vg247


The Most Popular Digital Goods are Virtual Money, Weapons, and Gifts

People are paying real money for digital goods in all sorts of online applications ranging from Facebook apps to massively multiplayer online games. The number one thing they buy is virtual money, followed by virtual weapons and gifts for social networking friends, according to a survey released today. Free-to-play games, now account for more than half of all virtual goods transactions, according to the July survey by market researcher VGMarket and virtual goods platform company PlaySpan. About 58 percent of gamers made purchases in free-to-play games in the past year. »

Story on VentureBeat


Riot Games Raises $8 Million in Financing

Riot Games, an independent developer and publisher of online games, announced on Wednesday that it has raised $8 million in new financing, from Benchmark Capital, FirstMark Capital and Chinese online services firm Tencent. Founded in 2006, Los Angeles-based Riot Games develops free-to-play games for consoles, mobile devices and the PC that include virtual item-based economies. »

Press release on BusinessWire


Chinese Gamers Blockade Legend Returns MMO

The Legend Returns is a remake of the classic Chinese videogame Hot-Blooded Legend, a classic Chinese MMO, billed as a having the 'flavor' of the original. Fans quickly discovered that microtransations seemed to be the order of business, and feeling slighted by what they described as publisher Shanda's 'false advertising', they organized an in-game protest As the game went live at 2pm on August 28th, thousands of players blockaded the entrances to the game's various cities, preventing other players from entering. »

Article on The Escapist


Sony Combats In-Game Spammers

Sony Online Entertainment has created a nine-member covert group called the Norathian Underground Gnome Investigation Team (NUGIT) to specifically tackle in-game spammers infiltrating EverQuest II, Free Realms and its other MMO games. To date, SOE has closed a whopping 295,000 accounts across all of its MMOs. Sony's ultimate plan is to put a dent into the $2-billion-a-year industry that farms virtual items within its games, a practice that's banned by all game publishers. »

Story on Reuters


Shanda Files $800 Million IPO for Games Unit

Shanda Interactive Entertainment Ltd., China’s biggest online-games provider, plans to sell as much as $800 million of American depositary receipts in an initial public offering of its online-games unit. The Shanghai-based company is following rival Sohu.com Inc. in spinning off its unit to capitalize on increasing demand for online games in China. Changyou.com Ltd., which operates the “Tian Long Ba Bu’’ online role-playing game, has more than doubled since its April IPO. Shanda operates the Aion game. »

Article on Bloomberg.com


Earth Eternal Free MMO Preview

GamePro recently sat down with Matt Mihaly, Sparkplay Media's CEO and Creative Director, to look at the company's upcoming free-to-play MMO Earth Eternal. This game is targeting the 14-17 year-old crowd, and as such has stripped away some of the complexities of games like World of Warcraft in favor of more streamlined, easy-to-grasp gameplay and a unique approach to home bases. Like most MMOs, Earth Eternal begins with a fairly robust character creation kit. Rather than use traditional fantasy-based memes like elves, dwarves, and humans, this MMO uses anthropomorphic animal types. You can choose from bird people, owls, bears, and even Yeti. »

Article on GamePro


GAPP Issues Warning To Games Providers For Vulgar Content In China

The General Administration of Press and Publication of China has blacklisted 71 types of computer games and issued warnings to 27 game operators during its campaign against vulgar online content. According to a representative from GAPP, 45 foreign games that have not undergone any approval procedure have been closed, 26 computer games have been checked and treated for bad content; and 27 computer game operators including 51wan.com have been issued a warning and asked to correct their games within given deadlines. »

Story on ChinaTechNews.com


EVE Online’s EBANK is 1.2 Trillion Kredits in Debt

Players of MMO EVE Online who use the game’s largest financial institution EBANK have had their accounts frozen in the wake of a former CEO’s embezzlement. EBANK is operated entirely by players according to standards and practices that match real-world banking organisations. It even publishes online balance sheets via Google spreadsheets. Unfortunately for EVE players, it seems that these checks and balances haven’t prevented EBANK from falling into a similar situation as many real-world institutions. »

Story on Geeks.co.uk


LOGIN 2010 Sponsorship Prospectus

Sponsorship Opportunities Available at LOGIN 2010

Without our sponsors there would be no LOGIN! We are currently seeking sponsors for the 2010 event. Interested? To learn more about sponsorship opportunities at LOGIN visit the sponsorship page on our website, contact Cynthia Freese at cynthia@loginconference.com, or call 1.425.533.5973.

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