Archive for March, 2009

2009: The year of Free-to-Play

Tuesday, March 31st, 2009

Of the many great ideas, concepts, presentation and news coming out of this years’ GDC in San Francisco, nothing rises to the top more than ‘free-to-play’.

mmohub.org’s editor Brendon Lindsey’s recent article about the genre and how it’s the next big thing is an excellent read.  Lindsey even teases with info about at least three major studios well past the initial planning stages of brand new free-to-play MMOs.  He nails on the head what we’ve been thinking for quite a while now, it’s only a question of acceptance and are Western studios willing to take the risk?  Pre-GDC, I may have said that this day has yet to come.  Post-GDC, I think it’s fair to say that free-to-plays have arrived, and are now being taken seriously by everyone in (and outside) the industry.  My thanks go out to Nexon for keeping their eye on the ball and pioneering where all others said they would fail.

A primary deterrent to early free-to-play titles in the Western market was that they were developed in and for an Eastern market style of play.  That, and 9 times out of 10, well, to be honest, they just weren’t of very good quality, thereby leaving the end user with a ‘errr….this is crap, can I play WoW now please?’ experience.  Add to this experience the fact that Western developers and studios just couldn’t grasp the profitability margin in ‘optional payment’ games.  Fast forward, and may I introduce to you both ‘Runes of Magic’ as distributed by Frogster, and ‘Wizard 101’ as developed by Kingsisle.  Note that ‘Runes of Magic’ is in fact developed by Taiwanese studio Runewaker, but distributed and marketed by a Western firm, Frogster (based in Berlin, Germany).  Both of these free-to-plays have conquered a rather vociferous audience and successfully ported them to the world of free-to-play.  Sure, there have been some grumbles here and there, but at the end of the day, the numbers that both Runes and Wizard are putting up in such a short amount of time cannot be a coincidence.  There’s a movement afoot, and if you’re a studio or developer team not already thinking free-to-play/microtransactions, chances are, your competitors already are.  Petroglyph’s Mytheon anyone?

And here’s where East meets West philosophy starts to kick in.  In Eastern f2p’s the concept is simple; players can play the game entirely for free, but will be at a distinct disadvantage, thereby encouraging them to purchase better and better gear.  Conversely, the Western philosophy seeks to maintain in-game balance as best as possible (combating the pay-to-pwn theory) and I’d go so far as to say that devs are still experimenting with the best ways to approach this.  Kingsisle, for example, approaches the topic by providing a (more or less) glorified trial of Wizard 101, maintaining game balance.  There are a number of other free-to-play’s out there that broach the topic in very much the same manner, and offer microtransaction items as temporary bonus or assistance items (think health, mana, invisibility, etc. potions)

All things considered, I’d go so far as to say that 2009 (maybe 2010, as the holiday season is bound to be chock full o’ releases) is the year that free-to-play/microtransaction based titles shake the shackles that had been holding them back in Western markets, and really put their stamp on the gaming industry as a whole.

Now, as a free-to-play developer, why spend months upon months trying to develop, implement, test and re-test a microtransaction financial mechanism when there’s already an expert on the field that’s done all the work?  Wouldn’t you want to ride the wave of good tidings, and get your product in front of interested eyeballs as soon as possible?  fatfoogoo and you.  Let’s talk.

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Social gaming increases sales of virtual goods in social networks

Monday, March 30th, 2009

Putting some hard numbers behind what we’ve been thinking and believing for quite some time now, SnipClip trainee (read: intern) Matthias has poured over copious amounts of data over the past few months, and the results are in.  The survey was conducted over 15 various virtual worlds, social games and non-game social applications, and found significant differences in purchasing trends.  Most notably – sales of virtual goods in social gaming applications are ten times higher than those in non-gaming applications.

snipclip_logo_verticalAccording to the study, social games generate an average of $3.65 per monthly active user (MAU) per year.  Conversely, non-gaming applications have an MAU of only $0.37, with the highest average revenue being generated in virtual worlds, with an average of $8.04 per MAU per year.

Examining data strictly from social games and virtual worlds, the study found the average spend to be between $0.82 and $6.40, and $2.03 to $25.42, respectively.   This data supports SnipClip’s theory that virtual worlds and gaming applications are more engaging, therefore users are willing to spend more on virtual goods if they offer special functionality or higher social status.

Looking forward, SnipClip’s study projects potential virtual goods sales in social games at around $340 million per year.  Their non-gaming siblings should be looking at around $215 million.  Virtual Worlds arrive at the party, just slightly ahead of non-gaming social application with projected virtual goods revenues of approximately $244 million.  SnipClip does give a nod to the recent Tencent study, with their projections reaching into the billions mark, but does not include this data in their survey.  Reason being, that Tencent did not make a distinction in their survey between the virtual goods applications, i.e. classical online games, instant messaging, and social networks.

It’s no secret that social gaming is rapidly becoming a driving force on social networks, and obviously the providers are carefully watching revenue streams generated from virtual goods sales.  Facebook has been toying with microtransactions and a homogenized platform wide currency for years now. SnipClips’ survey points out that it’s more about the context in which virtual goods are sold and how this can clearly affect monetization rates.

Oliver Hanisch, heading the partnership and strategic alliance efforts at SnipClip recommends focusing on virtual goods applications that provide users with an engaging gaming experience and at the same time enable them to promote their social status within their community.

“Collecting branded virtual goods, as offered by SnipClip, provides both: a social gaming experience and a way for fans to express their passion for their favorite sports team, music group, or TV show. Therefore, we encourage community providers and content producers to consider the sales of virtual collectibles and provide our partners with an easy and ready to use solution.”

The SnipClip survey aggregated revenue and number of users data from 15 social games, social networks, and virtual worlds.  Average values were weighted by the number of users to provide a better-balanced picture.  Social games with 15.1 million or more active users and virtual worlds with 21.8 million or more active users were used.  Social networks, including facebook, social games such as Mob Wars, and virtual worlds such as Habbo Hotel are included in the study.

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Playfish CEO: Our mission is to change how the world plays games

Friday, March 27th, 2009

Playfish CEO Kristian Segerstrale took the stage at the GDC yesterday, and delivered his view on how social networks are influencing the way the world plays.  At Thursday’s GDC sessions, he delivered five industry trends that all social gaming developers need to keep in mind.

“Social games are a phenomenon occurring on both the business and the development side of the industry”, says Segerstrale.  During his talk on Thursday, Segerstrale also commented that social networks reach a half a billion people on a global scale.  These networks connect new and old friends, and the bridge to playing games together isn’t that far of a leap.  Segerstrale notes that these games are a natural extension of real world sociability, and that this form of word-of-mouth recommendations is fueling the expansive growth in the casual/social games segment.  Audience members were treated to Segerstrale’s five industry trends, including digital distribution and games as a service (gaas?).

The end of big franchises may be over

Speaking to the 800 pound gorilla in the room, Segerstrale duly notes that the industry is standing by the old guard, and continuing to churn out franchise titles, simply because they (or have) worked.  He admits that consumers will naturally gravitate towards the product they are familiar with vs. one they’ve never played before.  This ultimately makes the job of studio marketing departments a heckuva lot easier.

Conversely, this method will not work in social networks, as the adoption process is influenced and pushed through friends.  Judged on these terms, notes Segerstrale, the entire product relationship and distribution mechanism changes.  It’s not a question of who’s playing what, but rather the simple question of who’s playing, and who isn’t.

Games will all become services

Ok, all gaas jokes aside, the CEO says that as soon as a game becomes digitally distributed they are set up and ready to go for consistent updates.  A natural progression in game development is to consistently revamp and improve the title.  According to Segerstrale, this wipes the traditional model of the product cycle right off the map.  He also believes that social networks are pushing games developers to work like mini-MMO operators.  Meaning, if your social game is a success, bring a pillow and a toothbrush, as the project isn’t ‘over’, but rather, just beginning.  And perhaps the most important point under this heading, “All your revenues move from point of sale to continual,”  Again, product cycle – where?

Marketing by numbers

Releasing a little known secret, Segerstrale commented that the video game industry is one of the largest spenders when it comes to the marketing department.  He sees digital distribution as a mechanism to drive the marketing spend down.  He sees video game industry marketing trends moving away from ‘traditional’ and focusing more on a ‘web’ marketing approach.  Taking nothing away from marketing firms that did outstanding jobs during the 1970’s, 80’s and 90’s, Segerstrale says that traditional game marketing skills are of a limited use in today’s market, because acquiring new customers is more about the quality of the game, not how good the marketing plans behind it look.  He says that in today’s market, you need to constantly tweak games, and become a numbers ninja, gauging the cost of customer acquisition, retention and perhaps most importantly, monetization.

Game design changes

“…designing social games is much different than traditional games,” says Segerstrale, “we are forced to unlearn a lot.”  Social games are more in line with traditional board games, as opposed to a ‘video’ game.  With social games, Segerstrale says that developers have to put the interaction between screen, keyboard, and mouse on hold, and remember that they are creating a playground for users.  It’s not about collecting something or leveling up, but rather about creating a space where users can play out their own story.

“Design also starts driving audience and monetization, he says. How do I make this game really fun to play, but make it irresistible so that players want to pay to play them?”

Listen to your players

In a moment, of, ‘well, yeah?’, Segerstrale told audience members to listen to their players.

“Your players will teach you how to make better games.”

Nodding to the obvious, Segerstrale pointed out that naturally game developers receive qualitative feedback from players about what they love and hate about your product, but also points out that likes and dislikes can also be discerned from game data.  Another obvious approach?  Flat out ask players what’s what with the game.  He says that a structured analysis of this data will teach you how what to do, and what not to do within the current offering, or one in the works.  Developers need to find a balance between qualitative and quantitative data.

Wrapping up his talk, Segerstrale comments, “This is still a nascent industry.  Creating a hit is very hard. This isn’t a protected environment. There are over 50,000 Facebook applications. Product quality is everything. And monetization is still being developed.”

Segerstrale simply asked three things from participants entering the social gaming space: create products that focus on value, not spam; innovate and inspire; and focus on building games for the long run.

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Facebook still flirting with Microtransactions

Thursday, March 26th, 2009

In yet another ‘fanning the flames of desire’ move by facebook, the social networking’s “game guru” Gareth Davis confirmed that they are in fact “looking at” developing a true virtual currency system.  Davis specifically choose the phrase “looking at” to indicate that facebook may or may not be hard at work on this project at the moment, but also reserve the right to shelve the project if they see fit.

If you remember back to the beginning of the year, we reported on facebook’s previous flirtations with microtransactions, and how they’ve still yet to take the plunge and put something out there.  Likewise, a few months after the social network announced their developer platform in 2007, they hinted at microtransactions, and even made the high profile move of bringing Benjamin Ling on board.  Ling is credited as the lead Google engineer in getting the Google Checkout product up and running.  But, less than a year later, Ling packed up his office and headed back to Google (no hard feelings, eh?)

“Clearly, it’s something that is a large undertaking,” said Davis in an interview at the GamesBeat conference in San Francisco. “So it has to be done carefully.”

Maybe facebook is really working the ‘build ‘em up, and only make ‘em want more’ strategy, but they’re also riding quite close the ‘boy who cried wolf’ line as well.   Davis would not confirm any specifics on the platforms plans for virtual currency, but he did comment on the main benefit for consumers would be the removal of friction from virtual goods transactions (I can haz cupcake?) on both the central platform and independently developed client applications.  Specifically, Davis’ pros and cons:

The con: Virtual currencies are vulnerable to fraud. If Facebook sells currency, it would have to police transactions to prevent scams.
The pros:

  • A Facebook currency would let its 175 million active users buy virtual items and game features more easily. Right now, users need to fork over their credit card information every time they want to spend money with a different application developer.
  • Like iTunes, the currency program could turbocharge sales by allowing one-click purchasing, which would result in more money flowing to third-party developers. Facebook also could decide to take a cut of the sales.
  • A system of virtual currency could make sales of as little as 25 cents viable since the currency would be purchased in chunks of $10 or $20, then spent in smaller increments over time. Currently, a single credit card transaction for a few pennies would cost developers more money than they would make.

(Source: latimesblogs)

Note the number of pros vs. con?  Another note worthy tid bit to notice here is that late last year, facebook itself switched the terminology on their own in house offerings.  Instead of pricing virtual goods at price points in Dollars ($), they chose the name ‘credits’, thereby making it easier for the site to charge more or less than it’s long standing standard of $1 per virtual item.

So there you have it casual games/facebook fans.  Another ‘hey baby, come here often?’  or serious commitment from facebook?  In a $1.5 billion global industry, wouldn’t it make sense for facebook to jump in on a piece of the action, and the future of gaming?  If fraud is the only thing holding facebook back, why not simply outsource the financial mechanism to a microtransactions service provider and be off to the races with real world testing, 100% platform integration, and dramatically reduced time to market?

 

Survey says – In-Game Advertising trumps Traditional TV Advertising

Wednesday, March 25th, 2009

Mountain View, CA based casual gaming advertising network NeoEdge Networks has released preliminary data that suggests that video advertising within games is more effective than traditional TV advertising.  The study is not yet complete and ready for publication, but reports are indicating that online gaming audiences are more likely to remember brands that are experimenting with pre, mid and post roll video ads inside web based games.  Whether or not this recollection is positive or not remains to be seen, but according to NeoEdge, it’s all good.

ingameadvertising1NeoEdge is conducting the study together with research agency Frank Magid Associates, and explain their reasoning:

The research goal was to determine both the value of online video advertising inside of casual games and the most efficient use of video advertising in casual games. In partnership with advertiser Zappos.com, casual game players across the NeoEdge Network were intercepted with a survey request after game play. Consumers saw one of ten different online video advertising scenarios, which varied number of ads seen, frequency of ads and additional ad products. Over 2,000 consumers participated in the research study and over 1 million ad impressions were used to conduct the comprehensive research.

EVP at Frank Magid Associates Vicki Cohen explains that the preliminary numbers indicate a quintuple increase in unaided brand awareness over TV advertising where a game included a zappos.com ad.  Over 80% of all those surveyed identified Zappos.com as the ad provider that “allowed them to play the game for free”, and 56% had a more favorable impression of Zappos.com due to the trade off of watching an ad – play the game for free.

Granted, in-game advertising surveys conducted by an in-game advertising agency must be taken with a grain of salt.  Regardless of the possible (read: keep it in mind) bias of the survey, the numbers and results speak for themselves and are interesting to note.  After all, both Google and Sony are eyeballing in-game advertising in a big way, and depending on which data you’re looking at, projections in this segment range anywhere from $732 million to $1.8 billion by 2010.

Now this study seems to paint a bright and rosy picture for the in-game advertising industry, but lest we forget, in-game advertising provider IGA is on rocky ground, and just recently, VentureBeat’s survey indicated that microtransactions, and not in-game ads were the ones to watch over the coming year.  Given the current economic conditions, and the online advertising rate freefall, I’m not completely convinced that the NeoEdge Networks survey will serve as anything more than an optimistic outlook in troubled waters.

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Microtransactions take the cake in anticipated development survey

Tuesday, March 24th, 2009

According to a survey of approximately 160 members of the games industry, as conducted by VentureBeat, microtransactions took the number one spot in the ‘most impactful’ areas of the games industry.  Smartphones took the number two spot.

Sixty six percent of respondents voted for microtransactions as THE area to watch, while sixty one percent clocked smartphones.  The VentureBeat survey broke user generated content out into it’s own category, but this area has obvious microtransaction implications, and forty three percent gave UGC top ratings.  Without surprise, the current advertising rates freefall also factors into the survey, with only twenty one percent calling IGA the hot spot, and voice recognition rounds out the top four with an eighteen percent vote.
VentureBeat lead writer Dean Takahashi comments, “The trends match closely to what is currently being funded by the venture capital community”

When speaking of platforms with the most potential, naturally, Apple’s iPhone received kudos, receiving a massive seventy four percent vote of confidence from survey responders.  Never left out of a good party, Social Networking nabbed sixty five percent of the vote, casual, web-based platforms, sixty two percent,  and home consoles rounding out the top four in this category at fifty seven percent.

This survey was conducted as part of VentureBeat’s GamesBeat event, which kicks off today in San Francisco, literally just down the street from the GDC.

“The content of GamesBeat was designed to stimulate discussion and understanding of the current and future market trends and attendees will find each of the top trends on the agenda and under discussion both on stage and in the hallways,” says Takahashi.

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It’s GDC Week!

Monday, March 23rd, 2009

Billed as ‘the’ game industry event of the year, the GDC kicks off later today in San Francisco.  Technically, the conference runs Wednesday through Friday, but a number of events are taking place on Monday and Tuesday that are sure to ignite imaginations and build solid connections.  According to Meggan Scavio, GDC Director, conference attendance is expected to be a bit off from last years’ whopping 18,000 attendants.  And while NPD reports that the gaming industry is still chugging along amidst an economic recession, lowered attendance is a clear indication of the uncertain financial outlook.

gdc-09-event-imageTwo standout highlights from this year include Wednesday mornings keynote speech by Satoru Iwata, chief executive of Nintendo.  This will be his third talk at the GDC, but his first since Nintendo’s Wii revolutionized what it means to be a ‘gamer’ and who’s included in the group.  Iwata is expected to speak about the DSi, the newest version of the popular hand held gaming platform originally launched in 2004.
Thursday morning brings industry legend Hideo Kojima, or Metal Gear fame, to the forefront; a ‘must see’ for any and all developers, designers, oh heck, if you’ve ever played a game – don’t miss this guy!

Games conferences are certainly about learning what’s hot, who’s got what technology coming out when, and making vital contacts, but let’s not forget about the events after the sun goes down.  This year, it looks like the Sony party is the hot ticket.  They’ll be kickin’ it hard on Wednesday night with their grand soiree.  In start contrast, with perhaps visions of AIG, Microsoft and Nintendo are slated to have a strong presence, but will be hosting lower-key events.

Also noteworthy is Apple’s presence, or lack there of, at the GDC.  Currently, there are approximately 6800 games available for the iPhone and iPod Touch.  These devices have been hailed as the fastest growing platform(s) in the industry.  Apple is there, but they’ve yet to announce any big undertakings.  A slight ‘huh?’ comes to mind, as again, this is the biggest industry event of the year.  If Apple were ready to blow the doors off something big, this would certainly be the showcase to do it at.

View the full schedule of GDC events here.

Naturally the fatfoogoo team will be at the event in full force.  Give us a shout, and let’s talk microtransactions!

  • Martin Herdina – CEO – martin (at) fatfoogoo (dot) com
  • Clive Jefferies – SVP Global Sales – clive (at) fatfoogoo (dot) com
  • Stevie Case – VP Sales & Business Development – Stevie (at) fatfoogoo (dot) com
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MindArk receives real world banking license

Friday, March 20th, 2009

MindArk and their wholly owned subsidiary Mind Bank AB made virtual world history earlier this week when the Swedish Financial Supervisory Authority (Finansinspektionen) granted a license to ‘conduct banking activities’ in MindArk’s virtual world(s) Entropia Universe.  This license officially sanctifies Mind Ark AB to act as a central bank within the Entropia Universe and conduct real world banking, and all associated financials for users.  This announcement follows the January announcement of MindArk launching their first planet company to oversee Planet Calypso.

“This is an exciting and important development for the future of all virtual worlds being built, using the Entropia Platform. Together with our partner planet owner companies we will be in a position to offer real bank services to the inhabitants of our virtual universe.” Says MindArk CEO Jan Welter Timkrans.

Again, MindArk is the first virtual world that has incorporated a real world bank into it’s systems.  Millions of transactions can be prcessed by the bank for further transfer to MindArk and the virtual universe.  Mind Bank says that they are also planning to offer selected banking services to customers on the conventional (read: real world) market.

So if running an MMOG wasn’t enough for the growing virtual world developer, they’ve now jumped into the unbelievably complex world of financial institutions.  Fighting fraud and microtransaction/monetization leakage is a topic that even the most savvy in-game monetization experts battle everyday.  MindArk is now taking this issue to an entirely new level by adding financial services.  Granted, they’ve segmented this operation into it’s own free standing business, but it is still plugged into the entire operation.  Since MindArk is the first Virtual World to brave these waters, they’re clearly blazing a trail, and my guess is will be watched with eagle eyed scrutiny.  If they get it wrong, the fingers are sure to be pointed in their direction very quickly.  If they get it right – well, now that’s something to study, isn’t it?

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Sci Fi partners with Acclaim Games and ZooKazoo

Thursday, March 19th, 2009

Launched in parallel with Sci Fi’s recent announcement of the formation of Sci Fi Ventures, a long-term growth project initiative to diversify Sci Fi’s portfolio of offerings to include media and non-media businesses into a global lifestyle brand, the company has announced their partnership with Acclaim Games.

syfyBoth free-to-play based Acclaim and ZooKazoo are slated to develop a new series of online games and entertainment destinations, further leveraging the love that Sci Fi fans have for one of the world’s most lucrative entertainment genres.  Acclaim will create an exclusive label for Sci Fi, and will jointly develop games, with the ultimate goal of spreading these titles out across various platforms, products, and other forms of media.  First out of the gate will be a new game currently titled ‘Tales of Magic’, and is expected to launch on scifi.com this spring.

ZooKazoo, a virtual world focused primarily on the 6-12 year old age group will create the ‘Sci-Fi Club’ that will reside inside ZooKazoo’s world.  Only one year old, ZooKazoo focuses on collaborative games and youth generated content and already has some impressive user statistics including average user sessions lasting over an hour per login.  Given that one of ZooKazoo’s tenets is to provide a safe environment for kids to develop and create their own ideas around imagination, the Sci Fi Club area of the world could very well be a massive hit with users, and naturally draw in an entire new segment of future rocket builders.

This move into the gaming space also heralds the beginning of a strategic move by Sci Fi, or should I say SyFy, as the company will soon be known as, to bring the genre to the masses.  Sparked on by an entire new generation of Science Fiction fans (I’m looking at you Battlestar Galactica), SyFy’s opening of the Sci Fi Club in ZooKazoo is the network’s first strategic move into a youth market.  And as the old saying goes, “There’s proof in the pudding”, Sci Fi has recently acquired big gun Alan Seiffert to fill the role of Senior Vice President at Sci Fi Ventures.  Seiffert is currently in the role of SVP of business development and partnerships for CNBC Asia Pacific in Singapore, and will assume his new position beginning in May with Sci Fi Ventures.

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Apple iPhone 3.0 brings microtransactions on board

Wednesday, March 18th, 2009

It was only a matter of time, but get ready to break out the DLC via the iPhone OS updates due out this summer.  In a press conference yesterday, Apple made a number of official announcements concerning the iPhone OS update, most notably, the inclusion of microtransactions, specifically called the ‘In-App Purchase’.

iphone3Obviously, news of microtransactions being made available via the app store changes the entire landscape of gaming on the iPhone, but that’ not all.  Apple also revealed that they’re tossing in a whole slew of features that could very well make the iPhone a preferred gaming device.  iPhone OS 3 will also allow for mulitplayer peer-to-peer gaming thanks to wireless play (WoW for iPhone?).  iPhone will utilize bluetooth and scan a 10 meter (approx. 30 feet) range for other handsets running the same application, allowing users to challenge each other in head-to-head competition.  At the present time, there are probably only a handful of games that could successfully pull this off, but given then lead time, I’m quite sure that a number of iPhone app developers have just rescheduled their vacations.

Another feature that Apple’s been promising for quite a some time, but until now failing to deliver; push notification.  Rather than having to manually check for updates, the new OS will allow developers to push updates directly to a users’ phone, thereby providing real time updates in socially oriented and multiplayer games.  What’s more, users do not even need to be in-game to receive invitations to play from friends to ‘come out and play’.  Likewise, the new update will also support in-game chat and even access to your iPod all from within the game.

Both EA and ngmoco were featured during this announcement, demonstrating a host of the new features.  EA showed how microtransactions will be made available in ‘The Sims 3’ via furniture and clothing options which will be available for $0.99.  ngmoco’s LiveFire is a multiplayer first person shooter that makes use of a number of the new features including in-game chat, and on-the-fly weapons purchases.

So what are the implications for developers and gaming studios working on iPhone apps?  Beyond the obvious revenue generation streams now sanctioned by Apple (don’t forget about iMafia’s backdoor microtransactions), this move releases a tremendous amount of pressure on the already cut throat Apple iPhone application store.  Amongst the 6000+ applications in the app store, price wars have been brewing for quite a while now.  A glance at the top 100 iPhone applications at any given time reveals that 98 of them are at a $5.99 price point or lower, with some top shelf apps, including Warner Bros. “Watchmen” at the shockingly low price of $0.99.  What this means is that there a lot of games available for the iPhone that aren’t making a whole lot of money.  With the announcement of microtransactions being introduced, developers now have a whole new way of looking at how they price their product on the app store.  Apple has not sanctioned microtransactions for free applications, but buy releasing a bare minimum price version of the application, developers can now walk the user through the whole experience, and not hope that they come back to the store to upgrade to the more ‘robust’ version.  What developers need to keep in mind is scalability.  If they’re going to focus on monetization via microtransactions they’ve simply got to make sure that the pipe is full and constantly being refueled.  If the available content doesn’t meet user demand, consumers will simply take their business elsewhere.

With the iGames Summit 09 coming up tomorrow in San Francisco, this iPhone OS 3.0 news couldn’t have come at a better time, and I suspect that a number of presenters are scrambling to re-write their speeches right now.  More news to come as we draw closer to OS3 launch date.

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