There's a Yellow Rose in TexasThis 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.
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.
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How to Compete Around UbiActiBlizzardEAIn 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.
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.
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.
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Industry HighlightsBethesda Sues Interplay over Fallout MMOBethesda 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. » The Most Popular Digital Goods are Virtual Money, Weapons, and GiftsPeople 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. » Riot Games Raises $8 Million in FinancingRiot 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. » Chinese Gamers Blockade Legend Returns MMOThe 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. » Sony Combats In-Game SpammersSony 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. » Shanda Files $800 Million IPO for Games UnitShanda 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. » Earth Eternal Free MMO PreviewGamePro 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. » GAPP Issues Warning To Games Providers For Vulgar Content In ChinaThe 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. » EVE Online’s EBANK is 1.2 Trillion Kredits in DebtPlayers 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. » |
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