Archive for October, 2008

GoLive2 goes live with Stix compatible MMO Racing Game

Tuesday, October 21st, 2008

GoLive2, an independent gaming of Playhut Inc. has announced today that their “GoLive2 Racing” MMO has officially released.  What seems to be a rising trend in MMO’s, this new racer has an extra advantage that others do not: GoLive2’s Stix Controller.

Developed by Finland based developer Chat Republic Games, GoLive2 Racing is a PC client/server free-to-play MMO racing game that also seeks to introduce a social interaction aspect to the game.  The Lounge, paddock, and garage areas are open to the public, and facilitate other racers meeting, socializing, scheduling races, and recruiting fellow team members.   The game also features the obligatory online portal including a forum and a front page ranking system for bragging rights.

Players square off on two different tracks, one short course, one long.  The game is free-to-play, but GoLive2 seeks to monetize the game via a premium subscription fee to unlock a much larger selection of tracks, avatar and car customizations.

“We are very excited about this game,” said Brian Zheng, President and CEO, Playhut. “This game combines Stix-compatible online competitive arcade style racing with a social networking component to create a very addictive and fun game. GoLive2 Racing is a great addition to our large offering of Stix-compatible online games.”

The Stix controller is somewhat of a Wii/iPhone hybrid, in so much as it is an interactive controller for PC that gives the feeling of console play.  The iPhone reference comes via the unique touch screen capabilities of the Stix.  The Stix essentially eliminates the need for both mouse and keyboard for gameplay.

Chat Republic Games’ CEO Lasse Hyyti adds, “Our team built an outstanding game that works great with a standard PC Windows platform with keyboard and mouse but GoLive2′s Stix 200 and 400 improves the player’s experience. It transforms the game from a standard PC game into a physical action-oriented sport.”

 

K2 Networks launches GamersFirst 2.0 Portal

Monday, October 20th, 2008

Hot on the heels of the A2M deal, K2 Networks has recently launched a 2.0 version of their popular gaming portal, GamersFirst.

In addition to a (needed) rebranding of the site, GamersFirst.com new features an OpenID registration process, ensuring not only speed but accuracy, a much improved navigation, and most important; an expanded marketplace for game item and premiums purchases.  The marketplace also now features a wider selection of payment options including retail gaming cards.  New gamer profile pages and up-to-the-minute feeds can be found in the user interface.

To their credit, GamersFirst staff appear to be quite pleased about the new launch, appearing in a 3.5 minute film (see below).  The film was created by and stars staff members from production, marketing, and customer service.  The video pokes a bit of fun at gamers across the globe in their natural, if not sometimes odd and intriguing, natural environment.  Be sure to keep an eye out for the Law firm of Fragman, Griefer, and Noob. :)

Serving more than 23 Million gamers in over 160 countries, GamersFirst is currently available in English and Turkish with more languages planned for the near future.

“The new GamersFirst gives our gamers more of what they want,” says Patrick Ford, Vice President of Marketing at GamersFirst. “We’ve made it easier to get started with our games and to shop the marketplace. We look forward to adding even more to our platform in the coming months.”

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Martin Herdina to speak at Virtual Worlds London Expo

Monday, October 20th, 2008

Along with being an official sponsor of the 2008 Virtual Worlds London Expo, fatfoogoo’s CEO Martin Herdina will be join by Rohan Freeman, CEO of Sine Wave Company, Andrew Schneider, Founder and President of LiveGamer, and Karl Mehta, Co-Founder and CEO of PlaySpan in a panel discussion regarding Virtual Goods.

Taking place today and tomorrow, the Virtual Worlds London Expo is the leading European event for businesses seeking to maximize and comprehend business strategies within virtual worlds.  The Expo seeks to bring all major players in the virtual world space together in one location to look at best practices, insights, and networking.  Fortune 1000 companies, investors, media, startups, consumer entertainment and youth brands, ad agencies, and of course virtual world platforms and their associated developers regularly attend the annual event.

Martin Herdina will be taking part in the Virtual Goods: The Next Big Business Model talk from 2:45 PM to 3:30 PM.  An outline of the discussion:

Virtual goods and currencies have become the driving economic force for a number of virtual world companies. What does it takes to build a successful company with a strong virtual goods business? What types of items do consumer want to buy and in what context are they motivated to continually buy or upgrade their virtual items? How do you grow a virtual goods business and what are the pitfalls? In what cases does a virtual goods business model triumph over advertising or subscription models?

fatfoogoo’s CEO is expected to analyze and elaborate on the different monetization use cases (subscriptions, primary market, secondary market), their differences, their shortcomings and outline the key factors to run a
successful virtual goods business.

Mr. Herdina is in good company at this year’s Virtual Worlds London Expo, as keynote speakers include Mark Kingdon, CEO of Linden Labs (Second Life), and Niniane Wang, Lively Engineering Lead, Google Inc.

The Virtual Worlds London Expo is made possible by Virtual Worlds Management, and includes The Virtual Worlds 2008 (New York, April 3-4, 2008), Virtual Worlds Expo (Los Angeles, September 3-4, 2008), Virtual Worlds London (October 20-21, 2008).

 

Could economic troubles spell big business for virtual worlds?

Sunday, October 19th, 2008

In uncertain economic times, people may be searching for an attractive virtual escape to help them forget the woes of a real world.

Forbes.com recently ran an article highlighting the economic aspects of virtual worlds may actually receive a significant boost during rough economic times.  The site Gaia Interactive and Habbo as examples of virtual worlds that are expecting a rise in traffic and microtransaction sales as the economy continues it’s downward spiral.

“As the ‘real world’ gets worse, virtual worlds get better,” Gaia Chief Executive Craig Sherman told Forbes.com in an e-mail. “As things get worse, people spend more time at movies or spend more time on a site like Gaia Online, which provides a relatively inexpensive respite from the offline world.”

Gaia, whose primary target market includes teens and twenty-somethings saw more than seven million unique visitors in September.

Another teen focused portal, Habbo does have concerns over falling ad sales, but 85% of the sites revenue is virtual goods, microtransaction sales driven.  On average, the site’s 2.5 million US users spend around $18/month, and time on the site has doubled to around 40 minutes per session over the past year, says EVP Teemu Huuhtanen.  Currently clocking in at approximately 10 million global users, Habbo is expecting to grow as the site begins offering new services and activities.

While not a free-to-play, microtransaction revenue model based title, EVE Online has seen over 30,000 new registrations and players since the beginning of the year.  EVE’s on staff economist, Eyjo Gudmundsson expects to continue this growth patterns over the next six months, especially as cash strapped people look for cheaper entertainment alternatives.  EVE is still holding firm to the subscription model at $14.95/month.  While Gudmundsson cautions in the Forbes article that virtual worlds may fall victim to some real world economic frustrations, I’m only left to wonder if this statement has something to do with the fact that EVE is still only offering play based on a subscription fee, while both Gaia and Habbo offer free-to-play, microtransaction based models.  This could be an interesting horse race to watch, and see who’s left standing at the finish line.

Michael Cai from Parks Associates also points out that registered and active users of Second Life have flattened out, it might have something to do with now ‘seasoned’ virtual world citizens are simply seeking out other virtual worlds to explore.  Cai forecasts more and more corporations will begin using Second Life or custom 3D worlds in order to hold meetings and cut down on expensive travel costs.

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Runes of Magic to expand closed beta

Saturday, October 18th, 2008

One of the most anticipated free-to-play games of the year, Runes of Magic, will be expanding it’s closed beta numbers to 30,000 says publisher Frogster AG.  Frogster is planning on running 2 stress tests on game servers over the October 30th/November 1st weekend, and if all goes well, the free-to-play fantasy RPG will enter Beta Phase 3, and allow more players in.  The publisher will make the choices by random from their already over 100,000 person registration pool.  If you’re not chosen directly by Frogster, fear not, as a number of large gaming portals have also been privy to beta keys from Frogster, and are planning a number of giveaways and promotions.

With such a wide range of features and customization options Runes of Magic borrows a number of great features from other popular MMOs and combines them into one highly addictive and playable MMORPG.  With over 600 quests already waiting for players upon entering the RoM world, this free-to-play is on target to redefine and change opinions about what a free-to-play title is, and what it should be.

Players can choose from six main classes, and six secondary classes, thereby offering players a total of 36 unique and individual rolls to play within the game.  All characters have unique combo attacks based on their primary and secondary choices, and may use mounts to speed travel later in the game.  One of Runes of Magic’s hallmarks is it’s unique home furnishings option.  Here, players can customize their own home with furnishings, shields and swords to hang above the fire mantle, etc.  All items are made available via the in-game microtransaction malls.

Runes of Magic doesn’t stop at housing with it’s customization.  Learning a number of things from 3rd party developers of addons, Runes of Magic developers have made the game play interface 100% customizable.  Almost every key on the keyword may be mapped to correspond to any number of spells, attacks, defense, etc. that the player so chooses.  Players may create as many action bars as they want, and move them freely around the screen.  Each action bar is customizable via drag and drop.

While Frogster plans on upping the world population shortly after the 1st of November, the open beta is planned for December 2008.  The open beta should launch under the title “Runes of Magic: Chapter 1: Rise of the Demon Lord”.  The German version of Runes of Magic should drop before Christmas, while the English version will follow shortly thereafter.  Taiwanese developer Runewaker will provide new content and challenges for players every three to four months via free updates and addons.

For more info and to sign up for the beta, visit Runes of Magic at www.ruinsofmagic.com.

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gPotato serves up free-to-play cart racing MMO Tales Runner

Friday, October 17th, 2008

Gala-Net Inc. has recently announced that the beta doors are open on the North American version of it’s new cart racing title: Tales Runner.  Developed by Rhaon Entertainment, players can sign up and download the game client at Gala-Net’s gpotato.com portal.

Originally inspired by Nintendo’s Mario Kart, Tales Runner is a free-to-play cart racer MMO focuses on a number of unique features and distinguishes itself from the crowd with a unique community interaction experience.  Racing events are not arbitrary, as Tales Runner places players in teams, encouraging community interaction, cooperation, and good sportsmanship.

Additional differentiators include:

  • The Item Alchemy: This crafting system allows players to collect special cards at the end of each race. Combining these cards creates the most powerful and unique weapons in the game.
  • The Tales Runner Leveling System: Tales Runner features a unique, rewarding leveling system. Each time a player reaches a new level they are rewarded with in-game currency as well as access to new racing rooms.
  • Customization: With 4 starting characters to choose from, 4 more to be released, and hundreds of different items, accessories and outfits
  • Tales Land Park: A central “Town” where players can hang out, show off their gear, and exchange tips with each other. There are also mini games within the park that rewards players with items and in-game currency.
  • Unique Racing Modes: There are several race modes available to players; 8 Player Mode, Team Mode, Relay Race, 30 Player Mode, and the crowd favorite, Survival Mode, where players must race toward their screen rather than away. Each Survival Mode course features a Boss Monster that eliminates players from the race with the slightest touch

A runaway hit in it’s home Korean market as well as in Japan and Taiwan, Tales Runner features reoccurring characters that take part in races based on a selection of maps inspired by fairy tales ranging from The Frog Prince to Momotaro, a Japanese favorite.  Supporting up to 30 players in individual and team modes, players will face obstacles, ski slopws and even monsters in their races.

And as with any good MMO, Gala-Net Inc. plans on rolling out a number of new content additions via in-game ‘Chapters’ through out the year.  These content updates are slated to include a number of new maps, items (for sale of course) and features.    Updates will also include a function similar to an achievment system along with alchemy, couple, fortune and family features.

When asked about the microtransactions present within Tales Racer and if they will present a playing advantage, Rhaon Entertainment producer Alan Hardie says,

…We don’t want to favor our cash users by giving them an advantage over the others. We consider all of them to be valuable, and we want to treat each one fairly.
There will be some things that can only be purchased with gPotatoes, but they are mainly of a cosmetic nature. Some provide various stats or bonuses, but we will offset this advantage by providing similar ones anyone can obtain…

Tales Runner is now open for beta testing in the North American market via Gala-Net Inc’s portal gPotato.  To sign up and download the client, visit Tales Runner at talesrunner.gpotato.com.

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Burda:ic flings the doors open on free-to-play Florensia

Thursday, October 16th, 2008

Munich, Germany based publisher of online games Burda:ic has announced that they’ve officially opened the doors to their newest offering: Florensia.  The new MMORPG has already received over 250,000 registered players during the open beta, and Burda:ic has already doubled server capacity to deal with new registrations.  No new comer to the market, Burda:ic is the driving force behind Ragnarok Online and Hello Kitty Online.

Developed by South Korean firm NetTimeSoft, the fantasy MMO is based around a maritime theme and features a wide range of high seas advertures.  Players choose one of four classes, from a swashbuckling Mercenary to the spell casting Noble, players slug it out with a massive inventory of weapons and magic spells as the explore underground dungeons and uncharted seas.

In addition to doubling their server capcity, Florensia now features French, Portugese, Italian, and Spanish (in addition to their English, German, and Turkish) language servers.  The official opening of the game also introduces a Sealed Item System.  This system dictates that all equipment pieces found now have a number of unique seals that may be released by specific Non-player Characters.  Think built in enchantments to weapons that are just waiting to be released by specific NPCs.

“We are convinced that Florensia will give fans a terrific gaming experience”, says Ingo Griebl, Managing Director at Burda:ic.“And we are already excited about doubling the server capacity again in the future.”“Although we offer Florensia free-to-play, the support by our team will be the same as for any pay-to-play online roleplaying game– that means customer support as well as the numerous expansions”, reassures Achim Kaspers, Managing Director at Burda:ic.

Again, Florensia is free-to-play, with a high amount of customization available via microtransactions.  Visit them at: florensia-online.com

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World of Warcraft to receive Paid Character Customization

Wednesday, October 15th, 2008

In what could be an opinion changer for the entire online gaming industry, it now seems as though we might see microtransactions showing up in Blizzards runaway success: World of Warcraft.  Die hards of the ‘subscription or die’ model have long held WoW as the bastion of last hope in a market increasingly turning towards alternate revenue models.

WarCry has been providing excellent coverage of the Blizzcon and released juicy details about Blizzard’s implementation of microtransactions.  When WoW Production director J. Allen Brack was asked about a button found in the Wrath of the Lich King’s beta files entitled “Paid Character Customization” he initially hesitated with answering the question.  Several questions and answers later, Brack took the bull by the horns and answered the question, confirming that Wrath of the Lich King would eventually have some form of paid character customization, but that they details had not yet been worked out.

It’s also been reported that Blizzard has been investigating opportunities to monetize it’s popular Battle.net gaming service, but Diablo 3 Lead Designer Jay Wilson answered that the company has not yet decided how to approach the matter.  He did however rule out that charging for multiplayer action within Diablo 3 was out of the question.

As stated in the opening paragraph, World of Warcraft has been a flame of hope for all microtransaction neigh sayers since the business model started making waves in the Asian market years ago.  If Blizzard is now finally starting to show cracks in it’s ‘subscription only’ armor, they very well may be in the position to sway the general opinion in the ‘microtransactions are the devil’ camps.  Wow’s new patch 3.0.2 includes a number of Wrath of the Lich King prep updates including a Barber Shop in Stormwind, Ironforge, Undercity, Orgrimmar, and Area 52.  This barber shop allows for character customizations, I’m assuming much in the way that ‘Paid Character Customization’ would, with just the difference of real world money vs. in game money.  This is a brilliant move on Blizzards part to get parties interested in the entire idea of re-shaping the looks of their character.  Once Wrath of the Lich King arrives on November 13th, audiences are already familiar with the process, and the conversion from in-game money haircuts, to real-world money purple and black leather, ultra sweet looking, you don’t have one outfits for their rogue should be smooth sailing.

All said and done, let’s remember that Mr. Brack’s comment was only “World of Warcraft would eventually have some form of paid character customization”.  It’s far too early to even speculate on what Blizzard may or may not do with this option, but the game just got far more interesting to us here at fatfoogoo with this option on the table.

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Football Stars makes a virtual season free-to-play

Tuesday, October 14th, 2008

CyberSports, a Nottingham, England based startup is setting out with some lofty goals: To produce the worlds best free-to-play football (soccer) season simulator.

The firm has invested more than £5m over 2 years thus far in creating Football Superstars.  CyberSports has a team of over 80 programmers all working on perfecting the soccer title in this highly lucrative MMO genre.  They plan on fusing a Second Life style virtual world with console style football titles currently on the market.

Players may download the client for free and begin their football career through training and skill building exercises.  Players level up through various stages including 3, 5, and 7 man games with the end goal being a full 11 a-side game.  Based on a skill tree, if players have sufficient skills, they may qualify and be picked for representative games and international tournaments.  All players on the field, with the exception of the goalkeeper, are manned by virtual players.  CyberSports has also built a real time voice chat feature into the game, thereby enabling players to converse with each other, define strategies, and call for the ball, just is in real life play.

The action doesn’t stop or start just at game time, as Football Stars also includes a vast social world off the pitch.  Players will have a wide variety of shopping and socializing options as well.  CyberSports has laread signed a deal with major athletic sporting goods provider, Puma, and they’ve recreated a virtual in-game model of Puma’s Carnaby Street store.  Here, players can fork over their hard won cash in exchange for premium branded football boots, jerseys, and any other variety of puma branded merchandise.  CyberSports is currently working on similar deals to provide real world branded merchandise available in their virtual football world.

Football Stars is free-to-play, which investors hope will provide an added bonus during an economic downturn.  Players may (and are encouraged to) use real world money to purchase specialized in-game gear via micro-transactions.

Football Stars currently has over 100,000 registered users, with CyberSports recently reporting that registrations are clocking in at around 3,000 per day.  While EA’s FIFA 09 has released an online component that allows players to do very much the same things, CyberSports CEO Malcom Clark is sweting it.  He says that Football Superstars will provide a much more realistic gaming experience where players train and socialize in the virtual world along with playing full fledged matches.

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Wall Street meltdown is good for free-to-play gaming

Monday, October 13th, 2008

Unless you’ve just arrived from Caprica, chances are you’re probably well aware that the global financial market is in a freefall right now with some of the largest banking names going under, and others receiving a massive federal bailout.  Both the Dow and NASDAQ are riding somewhere in the North Atlantic aboard the Titanic, and it doesn’t take an advanced degree in economics to understand that a recession is looming on the horizon.  Lose all hope and head for the hills?  Heck no.  NOW is the time for free-to-play gaming to go in, guns blazing.  Let’s see how and why:

Let’s take a step back for a moment and think about the last recession that we saw.  The 2000-2003 recession, while not quite accompanied with a multi-tiered sub prime mortgage fiasco, was quite harsh on retailers worldwide.  BUT  some industries and specific companies actually manage to thrive in poor economic markets.  Those that buy advertising (as opposed to selling it) are the ones that make off like bandits.  Obviously, given a recession, ad buyers are able to snatch up much higher profile and/or wider reaching advertising that previously affordable.

Online gaming companies, ecommerce companies,  and lead generation firms for example are all buyers of online advertising.  In our last round of ‘oh crap, where did all the money go?’ companies such as Expedia, Zappos, Lending Tree, Lower my Bills, Netflix, and Classmates.com were all able to grow to over $100 USD in revenue thanks to the ultra cheap media.

There is however, a notable difference this time around, and it comes to us via Consumer Confidence.  In the 2000-2003 recession, consumer confidence was higher than this time around.  In order to highlight this, let’s take a look at ‘In-Market Automotive Shoppers’.  Compete.com talked about consumer confidence back in September with this article and graph:

Obviously, an in-market buyer is someone ready and willing to make a purchase.  Clearly, times for the auto industry have seen better days.  Granted, a car and a free-to-play game (microtransactions included) aren’t even in the same ballpark, but I note this to point out that ‘considered purchases’, big ticket items including cars, homes, etc. have showed a noted decline, in part due to consumer confidence.

Taking a look at small purchases, Seeking Alpha is quick to point out that even the morning cup of Joe, normally purchased at Starbucks as seen a decline:

There was a time when getting a coffee at Starbucks Corp. (SBUX) – whether a basic “tall bold” or a souped-up venti concoction – was considered a relatively cheap treat, though those of us with a daily Starbucks habit might think otherwise.

However, a report from RBC Capital Markets analyst Larry Miller indicates that even that daily cup of store-bought java is one of the victims of the credit crunch. Mr. Miller lowered his 2009 earnings estimates – to $0.90 from $0.95, and said:

[The move] reflects our proprietary survey work, which suggests Starbucks sales continue to weaken as consumers are changing their habits and brewing more coffee at home.

And now for our bright shiny star in the midst of a seeming dark financial future: Games.  The gaming industry has traditionally bucked the financial trends, and thrives in time of discontent.  Perhaps folks are looking for a way, if only momentary and fleeting, to forget their bank account issues or missing 401k by blasting their way through level 27, or purchasing that shiny new outfit for their head banging Guitar Hero.

A certain amount of any game development budget is dedicated to new customer acquisition.  If free falling advertising rates can still maintain the same amount of pre-recession eyeballs, free-to-play games may be in the perfect position to cash in on advertising fiesta.  And given the price…who could resist something for free?

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