Archive for January, 2009

Funcom’s Age of Conan servers to be halved

Thursday, January 15th, 2009
Age of Conan: Hyborian Adventures

Funcom has just announced their list of planned server merges, with over half falling by the wayside.  Of the current 49 servers in action, post mergers, funcom’s MMO Age of Conan will be reduced to only 18.

While European servers will see the least drastic of the changes, with 12 servers remaining open due to the language variety (Age of Conan is currently available in English, French, German, and Spanish), the North American and Oceanic regions will be hardest hit.  The current 24 servers operating in these areas will be reduced to six, with only one PvP, and two PvE servers remaining open in the United States.  Each of the 3 servers will combine populations of the six or seven currently operating servers.

Funcom tested this move last week, with a successful merger of the Oceanic servers, and is expected to roll out the US and European mergers this week.

This is a significant point in it’s own right, as this is the first quasi-indication from funcom on how AoC’s numbers have dwindled since launch.  The silver lining in this cloud is that dedicated fans, and even those that may be new to the game will see a much increased server population, thus leading to much player-to-player interactions, and naturally a boosted in-game economy (man, I can’t WAIT to see prices on the Auction House explode).

Funcom says that they’re pushing forward with the high level and end game content (a comment we heard directly from funcom representatives at the Leipzig GC), as well as the first expansion pack.

In some ways I’m a bit taken back by this, in other ways, not.  Funcom’s Age of Conan made a lot of noise prior to the launch, won Voodoo Extreme’s MMORPG of the year 2008, and who could forget Keaira’s playboy appearance?  I personally have only spent a few days with Age of Conan, but found the gameplay and graphics to be stellar.  As noted above, I did hear it directly from funcom reps that the biggest problem they’d experienced with the AoC community were complaints about not enough end-game/epic materials and dungeons.  The last I knew, they were working on this content last summer, but weren’t giving out any definitive dates as to when the content would be released.  Another fact to consider is AoC/funcom’s timing.  When AoC was first released, we knew that Blizzard was rapidly moving forward with the WotLK, but hadn’t given any indications to it’s release date.  Funcom nailed the AoC release date; in so much as WoW players (myself included) had cleared a number of heroic dungeons, collected their purples, and were, well, to be quite honest, a bit bored.  Age of Conan fit the bill and filled the void.  Given the massive numbers that Blizzard is yet again reaching with Lich King success, could many others like me have simply moved AoC down the list again?

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China’s IGA market poised to pounce in 2009

Wednesday, January 14th, 2009

In game advertising started in the Chinese market back in 2007 with a few game operators casually slipping a bit of code into some of their games, with a modest $8.77M ROI.  While this might seem a pretty decent take on an ‘experiment’, according to iResearch, it accounted for only four percent of the market’s total revenues of approximately $2B.

Fast forward one year later, with Chinese IGA revenues topping out at $19M.  Still a relatively small number in the overall scheme of things, but other Chinese firms started to take notice, with several independent third-party IGA providers popping up like daisies.

Two of China’s largest IGA providers, In-Game Media and Bihu.com both believe that the solid foundations laid over the past few years, combined with the current global economic downturn have prepared the market for explosive growth.

Bihu.com

Established in 2004, Bihu previous provided in-game value added services, i.e. in-game messaging, etc.  In 2008 they decided to regroup and refocus, turning the torchlight on in game advertising.  Back in April, Bihu announced their own independent IGA system with allows game developers and operators to insert advertising code into a game without altering the core technology.  Apparently, this was a wise move on Bihu’s part, as their client list shot up from 2 to 10, with major players Dell, Samsung and Intel among the roster.

“With 10 game firms accounting for over 20 online games, we have formed an online-game advertising network, which is a basic step toward attracting advertisers,” says Li Liujun, founder and CEO of Bihu.

Li says that the IGA market in China has been partially held back by the success of virtual item sales, and convincing gaming companies to form IGA relationships to diversify revenue streams.  “China’s game firms mainly earned money through the sale of virtual products, which has been very profitable. This means they were lacking in motivation to find new revenue models,”.  He also points out that a number of developers were a bit skeptical, as inserting IGA’s would require an alteration of the core code of the game, potentially having a negative impact on the game itself.  “Our independent system that can insert adverts without changing a game’s code helps drives our business,” says Li.

Li views the global financial downturn as a time ripe to harvest the benefits of IGA, as many companies will seek to lower costs, and invest more of their advertising budgets in the emerging online media.

In-Game Media

Echoing Li’s statements, strategy director at In-Game Media, Johan Wong says, “People will likely cut down on consumption and stay at home this year, which could lead to an increase in the number of game players,”

Given the global tightening of the collective belt, Wong predicts the Chinese market will see a notable increase in the overall average age of those playing online games.  This ‘raising of the bar’ will open a number of IGA opportunities for Chinese firms ranging from high(er) priced consumer goods and real estate.

Still a relative newcomer, opening in January of 2008, In-Game Media, a subsidiary of Chinese online giant Shanda Interactive Entertainment Inc. had only been delivering IGA to Shanda’s own titles.  But in December 2008 the company opened it’s doors to further expansion, signing contracts with 20 games companies across China.

Over the course of 2008, In-Game Media developed a number of IGAs for Shanda, their most successful involving the Puma brand in Shanda’s Crazy Kart racing game.  In-Game Media was responsible for the Puma branding of virtual characters clothing, which offered users the opportunity to enter and participate in specialized promotional races via the Puma website.

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Three Melons launches LEGO Agents advergame

Tuesday, January 13th, 2009

South American game studio Three Melons has recently announced the launch of their newest project: LEGO Agents.  This new endeavor is slated to both entertain and involve players in the exciting world of the LEGO Agents toy series.  It also marks a significant milestone for Three Melons, as the project is based on their new Daiquiri technology.

Three Melons specializes in well developed and produced short session online video games with an emphasis on free-to-play, advertising and microtransaction based business models, and has worked on projects for MTV Networks, LEGO, Discovery Networks, and a host of other media companies, game publishers, advertisers and agencies.  They are responsible for three other LEGO projects: LEGO Indiana Jones, LEGO ExoForce, and LEGO City Coast Guards.

‘’The link between the game and the LEGO Agents product line is very strong, which indicates a good understanding of our products and communication guidelines making it a very good advergame not only for us but more importantly for the kids”, commented Sten Lysdahl, Internet Content Manager at LEGO.

Their newest venture requires players to chase a villain across multiple levels, interacting with and utilizing a variety of high tech vehicles, naturally focused on the LEGO Agents Universe of products.

“We wanted the kids to be immersed in the Agents world using a deep 3Dish experience”, explained Pablo Mayer, Game Producer. “This is our fourth game with LEGO and we are looking forward to continue the relationship given that we are learning a lot about what the kids want.”

Speaking to the Daiquiri Technology, Three Melons Development Manager Nicolas Cueno commented, “Daiquiri is the baseline technology that allows us to create these types of games. We want to push the bar on what can be achieved inside Flash and Silverlight”

Having spent more time than I expected with LEGO Agents (kudos Three Melons!), I found the game to more than meet the needs of a fun to play, browser based game.  It’s probably not something I’m going to play again, but for the 45 minutes or so I spent with it, I was entertained (great soundtrack) and could very easily see this game leading to a ‘Mom, can we go to the toy store’ request from the little ones.  All in all, another great production from Three Melons, and a win for LEGO.

Have a go at http://agents.lego.com/en-US/games/default.aspx

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Facebook’s 2008 virtual goods sales between $30M-$40M

Monday, January 12th, 2009

Back in September, Insidefacebook.com revealed that Facebook has brought home somewhere in the neighborhood of 30-40 million pounds of bacon.  If this wasn’t a good enough sign for the virtual goods world, it looks like Facebook is now on target to get even more cupcakes and wrapped presents trading on the platform.

Facebook is starting to eyeball all those birthdays happening across the site as potential virtual gift sales, and is gearing up to make sure those options appear before friends eyes.  It breaks down like so; when facebook friends visit your page on your birthday, the facebook gifts application does an auto launch and presents you with a wide variety of virtual gifts to send to the birthday boy/girl.  Each of these virtual gifts costs around 100 credits, or approximately $1.

Not a bad plan, and hey, who can fault fb for offering a service, and turning a decent profit at the same time?  Certainly not me…until they flub the interface.  The Industry Standard reports that users have been a bit confused as to the new feature.  Upon visiting a friend’s page on their birthday, instead of being able to leave a ‘Happy Birthday’ message straight to the friends’ wall, facebook automatically defaults to the gifts tab.  Trying to post birthday greets results in a pop-up stating that the user must select a gift (see below).  D’oh.  Naturally, users can click away from this tab to close the gift app and then click back to the wall to leave their birthday greetings, but it does seem a bit dubious to the unschooled user of facebook.

No doubt, if this birthday pilot program goes well for facebook, we’ll surely be seeing a heckuva lot more virtual gifting options during holiday and special events (send Pete a handful of bottle rockets?).

Now here’s where things get really interesting.  You might remember that we reported on facebook’s apparent shelving of a platform-wide microtransaction system.  With $30M-$40M of real world cash circulating through the platform, facebook is obviously a very valid mechanism for hundreds of developers to monetize their applications – what gives fb?  Is this a blatant snub to 3rd party developers, as they’ll certainly have a harder uphill climb selling their wares if each app requires a different form of currency?  Granted, Facebook has not officially said that the microtransactions platform is done and dusted, so perhaps they’re just brewing up something mind blowing in a sub terrainian bunker?  Guess we’ll have to wait and see…

 

MindArk launches First Planet Company to oversee Planet Calypso

Friday, January 9th, 2009

Entropia Universe virtual world platform developers MindArk have recently announced the creation of First Planet Company AB to oversee the operation, development and marketing of the MMORPG “Planet Calypso”.

Former CIO of MindArk, Marco Behrmann will take the reigns as CEO and Creative Director at First Planet Company.  He started his career with MindArk in 2002 working as a concept writer, game designer, community director and information officer (umm…when does this man sleep?).  Prior to MindArk, Behrmann worked with lifestyle magazine Codex in the role of Marketing Director, as well as Lead Designer and PR Manager at the game studio, Computer House.  Adding to his credits, Behrmann is also a co-founder of one of Sweden’s most popular tabletop role-playing game studios, Neogames AB.  If this wasn’t enough, he’s also authored over 20 books.  Again – does this man sleep?

“My vision is to supply the resources needed to allow the creative team the freedom and time to create interesting short- and long-term storylines, enhance and polish game-play, add role-playing aspects, and cater to events,” says Marco Behrmann. “My role and objective is to bring and maintain a coherency to the Planet Calypso history and storyline. We are dedicated to achieving our over-arching goal of making Planet Calypso a truly outstanding Massively Multiplayer Online Role-Playing Game.”

The appointment of Behrmann and creation of First Planet Company AB is a win-win situation for MindArk.  This new company will allow Behrmann and his team to focus solely on the development of the end-user experience for MindArk’s popular Planet Calypso MMO, while at the same time MindArk itself now has a new source of available resources that can be dedicated solely to the development of the award winning 3D online virtual universe.

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Turbine squashes LOTRO microtransaction rumors – new title in the works

Thursday, January 8th, 2009

Maybe publicly posting a microtransaction/e-commerce manager is the new way to generate tons of publicity and hype for your business.  At the same time, dedicated fans of your biggest product tend to get a little jumpy.  A catch-22?

If this is the case, then Turbine has managed to accomplish it’s goals, and then some.  As previously reported Turbine is in fact looking for a microtransaction/e-commerce manager, and let the speculation train leave the station.  It seems as though hundreds of fans of Turbine’s successful Lord of the Rings Online game feared that microtransactions would be applied to this title, thereby igniting some truly ridiculous forum posts, to those that support the growing trend in gaming.

And while Turbine didn’t exactly nip the discussion in the bud, they did acquiesce to public pressure and wild speculation, by revealing that they are in fact working on a new title that will be microtransaction based.

“We know the recent job listing has caused a bit of a stir, but please be aware that this posting is for an unannounced future project,” says Sapience, a Turbine Online Community Specialist.

While this announcement alone is not earth shattering, it does put another brick into the Western market acceptance of microtransactions in the wall.  We’ve now got EA working on Battlefield Heroes (ok, let’s put the delays aside), SOE with free realms, Nexon’s Combat Arms is moving right along, and now Turbine has officially confirmed their development of a microtransaction based title.  Heck, even the stronghold of all things subscription, Blizzard is offering paid character customization, a microtransaction in it’s own right.  The winds of change are hard to ignore, and they seem to just keep gathering steam.

We’re obviously watching Turbine with an eagle eye now, and will keep you up to date with any further developments.

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Double Fusion turns up the IGA heat with Jana Friedman

Wednesday, January 7th, 2009

Following Massive’s year end push to get the deals inked, in-game advertising competitor Double Fusion is turning up the heat with promotion of Media and Advertising veteran Jana Friedman to Senior VP of Worldwide Advertising Sales.

Prior to her new position, Friedman served as Double Fusion’s VP or Sales for the Casual Games Group, and replaces Julie Shumaker.  Shumaker was responsible for building the company’s sales force, and aiding in making Double Fusion into what it is today: a leading provider of in-game advertising to the marketing and advertising community.  Double Vision CEO and President, Jonathan Epstein made the announcement yesterday, also citing Double Vision’s double digit growth over the past year have put the company in a prime position to continue accelerated growth in the multimillion dollar in-game industry.

Friedman comes to Double Fusion via Conde Nast and Electronic Arts, where she served key sales and development roles.  She served as the Associate Publisher of Brides.com, Conde Nast’s premier bridal site, where her team created unique programs that allowed advertisers to reach this highly targeted audience.  Friedman successfully executed campaigns for a wide variety of clients including Discover Card, JC Penney, and Macy’s.

Prior to the Conde Nast gig, Friedman served as Senior Director of Online Ad Sales at EA where she oversaw a team that was responsible for generating advertising revenue on EA’s online platforms, including EA.com, Pogo.com, and The Sims Online Communities.  Jana Friedman is responsible for pioneering some of the ad industry’s first video game deals, and has been a driving force behind the recent uprising of advertising in the casual games environment.

As Senior VP of Worldwide Advertising Sales, Friedman is now in charge of leading the company’s representation of in-game advertising opportunities with over 30 of the world’s best known publishers and platforms, including but not limited to, PS3, THQ, SEGA, Eidos, and Midway Games.

“I am thrilled that we have a talent like Jana Friedman to build upon the successful foundation Julie Shumaker created here at Double Fusion,” said CEO Jonathan Epstein. “Jana has been instrumental in developing our successful North American media business, and we’re excited at the prospects 2009 will bring as we further our commitment to provide free and ad-supported games for everyone.”

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Holiday 2008 online video game sales top brick and mortar

Tuesday, January 6th, 2009

Comscore has recently released figures comparing holiday spending 2007 vs. 2008 revealing that both online sales of Sports and Fitness equipment and Video Games increased and outperformed offline sales during the holiday 2008 season.

Data compared data from comScores’s overall (online and offline) consumer e-commerce spending published by MasterCard Avisors’ SpendingPulse Unit from November 1 – December 24 of 2007.

The data doesn’t lie, with comScore showing that the top growing online product category for the holiday season was Sports and Fitness, growing 18 percent yoy, with Video Games, Consoles and Accessories growing a close 14 percent.  Naturally, the top grossing platforms include the big three: Nintendo Wii, Microsoft xbox 360, and Sony’s Playstation 3.  The only other positive growth segment was apparel and accessories, which generated higher sales as a result of retailers’ price slashing and promotions, combined with bad weather across most of the country.

And while certain categories lost significant traction across the board, the silver lining is that the online component of these sales is significantly higher than their offline counterparts

  • Sales of Apparel & Accessories was up four percent online, compared with a 19-21% decline in overall sales of the category.
  • Electronics declined five percent online, while Home, Garden and Furniture declined 14% online. This compares with a 26% decline in overall sales of Electronics/ Appliances.
  • Jewelry & Watches declined 24% online, compared with a 34% decline in overall sales of Luxury Goods (including Jewelry & Watches).

“For an online holiday shopping season that recorded a disappointing three-percent decline in sales, a positive note is that e-commerce trends outperformed overall consumer spending in several product categories, which is to say that e-commerce continued to capture an increasing share of consumers’ wallet,” said Gian Fulgoni, comScore chairman.

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Nintendo to bring microtransactions to Wii

Monday, January 5th, 2009

Nintendo has recently released a bit more information about their plans to join Microsoft and Sony and bring video on demand to connected Wii owners.

Microsoft’s xbox 360 console now has Netflix up and running, and Sony’s PS3 is slated to get Play TV later this year.  Last month, Nintendo started leaking bits and pieces around the interwebs via their selected ad company Dentsu announcing that they plan to create specific programs for the Wii.  While Microsoft’s Netflix deal allows users to ‘rent’ downloadable content, and Sony’s system will provide a similar service, Nintendo, staying true to wii form, is going off in their own microtransaction-based direction.

Unlike the big M and S, don’t be on the look out for any movie style entertainment from Nintendo – which makes sense, as they’ve not bothered with the deal cutting that both Microsoft and Sony have trudged through.

Nintendo’s new path will happen via ad agency Dentsu, who also have deals with Fuji Television and Nippon Television.  Similar to wii’s weather forecaster, wii vote, and wii channels, Dentsu will create video on demand centered around family-oriented cartoons, brain teaser quiz games, culinary delights, educational, and other assorted lifestyle programming.  Given the delivery vehicle that Nintendo has chosen, I’m going to go out on a limb here and suspect that the channel will also be chock full o’ advertising.  Combine that with the extremely wide demographic that the wii console appeals to, we might be looking at a shotgun approach to the ads – one might see a game ad for a 4-12 age range title back to back with an ad for the superbowl.

Currently named Wiinoma, the service is expected to connect to the 18 million of the estimated 40-million wii consoles connected to the internet around the globe.

While some content is slated to be free, other not yet specified content will be available via microtransactions.  Japan is expected to get a first view of a live Wiinoma this spring, with a global rollout following shortly there after.

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Turbine seeks microtransactions manager

Sunday, January 4th, 2009

With more and more Western development companies starting to see the light, or at least investigate and test the waters of microtransactions, 2009 looks like it might very well be the year of RMT and/or MTX.  More and more western developers simply can’t ignore Nexon’s run away success, doubling and tripling revenues from the previous year.  SOE is a prime example with the recent EverQuest and EverQuest II introductions of items available via an in-game shop, not to mention ‘home’.  EA is still working hard on microtransaction based Battlefield Heroes, and now Turbine is recruiting for a new position.

Despite recent staff cuts, Turbine’s Westwood, Massachusetts office is currently recruiting for a “microtransactions/e-commerce manager” who’s job responsibilities will include “delivering and maximizing the revenue derived from Turbine’s micro-transaction-based in-game store.”

While Turbine has kicked this idea around in a number of interviews, they’ve never given a truly concrete answer, but this job ad certainly hails a new direction for Turbine. 

While the Eastern market has a tendancy to lean on the ‘pay to pwn’ style of play, offering players superior items (mainly weapons and armor), this concept hasn’t really taken off in the Western market, where players like a more balanced play style, but do support cosmetic and non-stat enhancing items.  Turbine has played a lot of cards right in the past, and it would be a mighty stretch for them to botch this kind of deal.  If anything, I’m willing to bet the farm on the fact that Turbine is obviously going to respect the market that they’re working in and only offer cosmetic upgrades.  Then again – I may be entirely wrong, which, I hope for Turbine’s sake, I’m not.

Turbine’s responsibilities for this microtransaction/e-commerce manager include:

 

  • Deliver sales and drive growth in monthly in-game transaction amount and frequency through merchandising and price/product mix optimization
  • Recommend and implement in-game store offerings and promotions
  • Use web analytics tools to optimize store layout, flow, and user experience
  • Develop product catalog and roll-out plans for new product offerings
  • Provide detailed reports and analysis of sales, traffic, and in-game merchandising
  • Create and deploy email promotions to drive players to the in-game store
  • Work with product development to balance the in-game economy and ensure that revenue driving game features and items are available to players
  • Keep abreast of competitor and micro-transaction/e-commerce practices
  • Identify short and long term product initiatives and opportunities for meeting goals and driving revenue