Archive for January, 2009

Facebook shelves in-house microtransactions system

Saturday, January 3rd, 2009

Have a mental look through your microtransaction news archives, and you’ll probably remember Facebook’s J Morgenstern’s call to developers that were interested in working on an in-platform microtransactions/payments solution.  Got that ‘oh yeah’ memory on hand?  Good, because as it stands right now, a memory is all it is and will be.

Morgenstern’s initial offer required developers to sign a tight lipped NDA (non-disclosure agreement), possibly resulting in less than spectacular interest, and coverage/development news around the internet and amounted to nothing more than a mere ripple.  Surprising, as we know more about Zuckerberg’s choice in footwear than what could have been (and still could very well be for the right development team) the biggest news of the year.  At the time of the initial offer, PayPal co-founder Peter Thiel didn’t hesitate and quickly became a primary source of funding, along with pulling up a chair at the Facebook board members table via his Founders Fund.

A highlight of the initial developer call reads:

Transaction-based applications that use virtual currencies or kick users out to PayPal could soon start accepting payments from users directly in their applications.

A Platform payment system could also be a significant revenue generator for Facebook. While Facebook is not making money directly from application use (developers keep 100% of ad sales), developers would be happy to pay a commission for the service.

Sounds reasonable, if not downright right on the money.  Fast forward one year, and it looks like the facebook in-house transaction system might be moving slightly faster that molasses.  Justin Smith of Inside Facebook ran a post on the 29th of December stating:

…one year later, Facebook has not developed the system, and some signs from the company point to the project being on hold altogether while it focuses on other priorities.

Facebook has apparently decided not to get in the middle of third party transactions, leaving merchant solutions to other payment processors. Developers can continue to choose between established providers like Paypal and new entrants like Spare Change and Zong.

When asked directly about the future of a Facebook Platform payments system this afternoon, a Facebook spokesperson said, “We’ve been excited by advertising and payments solutions provided by the market, and we currently do not have anything to share around a Facebook Payments system at this time.”

The very next day, Smith ran in article analyzing why Facebook have deprioritized an in-platform payment solution.  While the article itself is insightful, a read of readers comments (both negative and positive) should be required reading for anyone involved in the microtransaction field.

While this might be a bit of a setback for Facebook itself, I DO know a certain facilitator of microtransactions, particularly in the way of social commerce monetization that already has a tool ready to roll: fatfoogoo.

Reblog this post [with Zemanta]
 

OGPlanet open US beta testing of Cabal Online

Friday, January 2nd, 2009

OGPlanet recently announced the open beta testing period for their newest free-to-play title; Cabal Online.  With almost 1 M players already enjoying the game across Europe and Asia, this much anticipated online action game now arrives on American shores.  The beta period opens today, January 2nd through to the official launch planned for February 21st.

Cabal will be a new and exciting entry to the free-to-play, microtransaction space with a host of features.

The game centers around players defending the people of Nevareth from an evil entity known only as CABAL.  This cabal nearly destroyed Nevareth centuries before, but the land was saved and rebuilt by seven great masters that use Force Power.  Fast forward 1000 years, and CABAL has returned to finish the job, leaving players to master the Force (Luke) and save Nevareth.

Cabal Online is set in a rich and featured filled environment which includes ice temples, forgotten ruins, desert hideouts, mutant forests and volcanic citadels.  Not wanting to be just another ‘me, me, me’ MMO, Cabal features a number of rich, dynamic quests, including over 300 dungeons (300!?!?!), and 170 levels (zOMG!).

Game Features:

  • An interactive combat system that utilizes combination attacks (precision and timing sensitive) to deliver blow after blow with NPC and PvP encounters.
  • Six distinctive classes of characters-Warrior, Force Archer, Blader, Force Shielder, Wizard and Force Blader-each offering an entirely unique game play experience within Cabal.
  • An in-game downloadable jukebox that allows players to download their own songs to play while they take on Cabal.
  • A fluid fighting interface that brings intuitive and elegant motions to players’ fingertips. Different classes bring unique movements and actions to their character both in and out of the battle zone.
  • All in-game items can be crafted into new items or enhancement.
  • A dynamic character-creation tool with more than 200 options.
  • More than 300 dungeons featuring highly original and challenging quest designs to explore.
  • Magical and mystical unlockables enhance healing, attacking, crafting and shielding powers.
  • Astral cycles and boards allow players to travel great distances in short amounts of time.
  • Hundreds of weapon styles, ranging from blade, bow and arrow, guns, and magic, are available.
  • Supports multi-player Server-Client.
  • A state-of-the-art game engine delivers stunning, high-polygon-count 3D graphics at a sustainable high frame rate, even on low-end machines.
  • Unparalleled special effects: dynamic lighting shading, Z-buffering, particle-based effects.
  • An engine designed and built by a staff experienced with massive network traffic management to minimize any latency.
  • Supports most popular 3D hardware accelerators.

For more info on Cabal and to sign up for the open beta, visit cabal.ogplanet.com