Archive for April, 2009

Challenging economy not slowing growth of Microtransactions

Thursday, April 16th, 2009

While we all know that the ‘traditional’ advertising market has been taking a beating over the past few months, according to a recent Insidefacebook.com survey, social applications and games monetizing via direct or indirect payments has been less affected.  While a number of analyists offer up their opinions and site the entertainment industry’s traditionally strong performance during economic downturns (more free time and the increased desire for diversions) or the overall attractiveness of a low cost purchase (vs. buying that new car), Facebook applications developers have or have not (depending on how you look at it) been hit by the current economic state.

Facebook application payment providers in particular are reporting tremendous growth at a time when more and more businesses are looking at closing up shop.  Although no specific names or figures were named, Insidefacebook.com reports that overall, payment providers have seen on average a 35% growth in overall transaction and associated dollar volume rise over the Q1 2009, with some even reporting as high as 300%, due in part to new distribution partnerships.

And while a majority of these numbers are flowing from facebook, payment providers also reported that the demand for virtual currencies across other social networks (MySpace, hi5), mobile platforms (iPhone) and in online games in general have also spiked.  Consequently, developers large and small are reaping the benefits of this demand.  Zynga for example, one of the largest app providers on Facebook and MySpace is rumored to be pulling down quarterly revenues in the $10-$15 million range, while Playdom, the developers of MySpace’s #1 game is reporting similar numbers.  And obviously, for every major developer, there’s 10-15 smaller developers standing right behind it, working on their own unique application segment.  What does this all add up to?  Besides positive reinforcement in an area that’s been traditionally flogged as the black sheep, these types of numbers are making big waves in Silicon Valley, and VC’s that weren’t currently watching the space, sure are now.

But wait…isn’t facebook rolling out their own virtual currency?

In German, there’s a perfect word for this: Jaein, which is a combination of Ja, meaning yes, and nein, meaning no.  As we’ve previously reported, facebook has been flirting with the microtransaction/virtual currency tree for quite some time now, but have yet to make a full commitment to the project.  They have however taken great steps in the right direction, and perhaps even started introducing users to the concept (think Facebook Credits), the company still remains focused on growth over monetization.  Both devs and publishers of facebook applications would find a facebook currency advantageous, a number of them are also quick to point out that not even facebook themselves would be likely to deliver better services than a number of 3rd party payment providers.

All in all, while virtual currency monetization is obviously something we’ve been working on for quite some time here at fatfoogoo,  a revolution definitely seems to be afoot and we’re quite happy to be able to answer that all important question, “Can you?”  our answer?  “Yes we can, how soon would you like to get going?”

Find out more about fatfoogoo’s social networking monetization packages by visiting our solutions page.

 

NCSoft’s City of Heroes hands the power of creation over to users

Monday, April 13th, 2009

Late last week NCSoft announced that they’ve now thrown the doors wide open on City of Heroes’ Mission Architect system.  The free to subscriber’s update, or Issue 14 as it’s officially titled, marks the first time in MMO history that allows players to create and share their own custom missions and story lines.  In doing so, NCSoft has presented players with an unprecedented and virtually limitless amount of user-generated content for the City of Heroes community.

city-of-heroes“We are very excited for City of Heroes to be the first-ever MMO to offer this revolutionary new system to our players,” said Brian Clayton, general manager and executive producer of the franchise. “Within two weeks of opening the beta version of Mission Architect to our community, players published an astounding 5,000 custom stories, representing up to 25,000 user-created missions. Such a steady in-flux of fresh content offers the capacity for endless adventures to City of Heroes subscribers.”

Not only will players now be able to utilize thousands of previously existing game assets but also be able to use Mission Architect to personalize their stories by creating their own characters and enemies within the City of Heroes’ Character Creator system.  And this isn’t a ‘one time and it’s over’ format, as players can create and save up to three different story arcs.  These arcs can contain up to five missions, which in turn may contain up to twenty-five individual mission objectives.  Got all that math?  3 arcs + 5 missions + 25 objectives = 375 potential actions.

These stories will then be displayed to all other players across all servers in the Mission Architect system.  The Mission Architect system will then allow players to play and rate each other’s creations.  Highest rated story arcs will then be featured, earning creators in-game rewards for creating excellent content.  Not wanting to be left out of the fun, City of Heroes game devs will also be playing users’ creations and hand selecting the best of the best and given an esteemed “Dev Choice” award.  This award then grants the creator of this story arch with an additional slot to create even more custom stories.

While I’m quite sure the technology and development work behind something like this is quite intense, but let me just throw this out there – what if something like this existed in a free-to-play title?  Secondary Market (peer-to-peer) trading is already something more and more free-to-play producers are starting to take a look at, and something like this could only further secondary market offerings.  Imagine users being able to create their own missions or quest chains, and then offer them up on the secondary market.  In this situation, I’m guessing that quality missions would spread like wildfire through viral praise, and therefore appropriately reward the creator of this quest line.

Oh, and did anyone happen to notice how NCSoft casually slipped a recruitment tool into City of Heroes?  If there are a few designers that rise to the top, wouldn’t it be a wise idea for NCSoft to contact these players directly?  If not for a job, at least a cup of coffee and a ‘Hey…ever considered storyline design as a career?’

 

Free-to-play Runes of Magic expanding

Friday, April 10th, 2009

Building on their tremendous success over the past three weeks, Frogster’s free-to-play hit Runes of Magic is delivering on their promises, and already delivering their first new content and expansion update.

runesofmagicAimed primarily at level 45-50 players, the available as of yesterday content expansion takes place in the high level zone of ‘Ravenfell’.  This new series of quests now ups Runes of Magic’s quest count to 1,600, enough to keep any player engaged for quite some time.  The new expansion isn’t just focusing on high level players either.  Mid-level players can expect to be greeted with a new dungeon ‘Ruins of the Ice Dwarf Kingdom’ that finds them in the forgotten fortress of the Ice Dwarves.  And it’s not all about Dungeons and Leveling as Frogster has also tossed in a tasty mini-game treat via their ‘Wind Runner Races’.  Level 35+heroes have also received a host of new Elite skills with will further expand their dual class abilities.  And last but certainly not least, new comers to Runes of Magic can experience a reworked tutorial that is meant to ease new players into not only the game, but the entire online role-play game genre.

While there’s been plenty of praise for the ‘free WoW’ title from Frogster, of the complaints that I’ve seen, a number of them center around translation issues, resulting in a classic ‘All your base are belong to us’ scenario.  Apparently the folks at Frogster are reading the same, and presumably more, and have also addressed a number of these issues in the new expansion.  The new patch is slated to optimize localization of areas, items and quest texts.

Echoing complaints and suggestions that Funcom’s Age of Conan was experiencing last summer, a sizable portion of Runes of Magic players have already reach high levels with their characters and are in need of new/further content.  Perhaps learning from this lesson, Frogster has done a remarkable job of not only listening but delivering on their previous promises to regularly update and introduce new content into the game.  Something tells me they’ve probably had some of this content sitting on a shelf ready to go, but there is most certainly reactionary components in this update as well, and to that, I say ‘Kudos’ Frogster.

“This content update meets the wishes of our players by further expanding the high level area.” commented Runes of Magic PR Manager, Philipp Senkbeil

This new content update naturally seamlessly integrates with currently existing content, including the high level instance, the ‘Kalin Shrine’.  Indicating that they have no plans on stopping additional content rollout, Frogster even took this release opportunity to tease a new dungeon currently in the works, ‘Treasure Trove’.  I can only speculate, but something tells me this particular dungeon should be filled with oodles and oodles of juicy Runes of Magic fun…and rewards!

 

Nielsen study finds gaming up, prime time television consumption down

Thursday, April 9th, 2009

As tougher economic times bear down on the global market, and wallets get tighter, consumer spending and consumption habits are bound to change, appropriately reflecting market conditions.  But according to a new Nielsen study, the healthy growth of the video game industry is bucking all the trends and setting out on it’s own path.

The recently published ‘State of the Video Gamer’ report looked at gaming on consoles, PC, and mobile gaming happening in the United States during Q4 of 2008.  The Nielsen study found that gaming, traditionally a realm reserved for younger males, have grown in popularity with females, older players, and diversified groups.  The report also revealed that this new consumers’ play time is cutting into prime time television consumption.

“Gaming, once the domain of kids and a small group of core fans, is now more mainstream than ever.  As the number of platforms continues to expand, we would expect that more people will be drawn to the entertainment video games can offer.  Along with this, the evolution of gaming consoles into multimedia devices has changed consumption habits of traditional media such as TV, movie and Internet content,” said Bradley Raczka, Marketing Manager for Nielsen Games.

nielsen

Key findings from the study include:

  • The PlayStation 2, while still leading all other consoles in total minutes of usage, continues to have the highest downward trending rate of usage.  Trending data suggests by the end of 2009, the PlayStation 2 will no longer be the most used console in the United States.
  • Females 25 years and older make up the largest block of PC game players, accounting for 46.2 percent of all players and 54.6 percent of all game play minutes in December 2008.
  • More sophisticated consoles such as the PlayStation 3 and Xbox 360 attract the more engaged console users, who are less likely to be watching television in Prime Time than users of other consoles.

The Nielsen data was mined from a sample of more the 17,000 US television households and 185,000 US tracked PC’s.

While the Nielsen study is certainly not all encompassing, it does deliver a hefty blow to an already ailing television industry.  With the rise of console complexity and interactivity, this study clearly indicates more and more households are tuning off the tube, and turning on the titles.

So what does this all mean?

The Nielsen study only confirms and strengthens a similar study currently being conducted by NeoEdge and Frank Magid Associates – that in-game advertising is more effective than television advertising.  Depending on which sources you look at, spending on in-game advertising is expected to balloon to somewhere between $732 million to $1.8 billion by 2010.  Which then raises the question – why is IGA Worldwide in trouble and looking for more money, or a buyer?  With more and more info hitting the streets regarding the potential of in-game advertising, I’d expect in-game advertising specialists like IGA Worldwide, Massive, and Double Fusion to be working at maximum capacity.

Download the Nielsen ‘State of the Video Gamer’ report here (PDF).

 

fatfoogoo announces partnership with Digital River

Wednesday, April 8th, 2009

We’re pleased to announce our new partnership with e-commerce provider Digital River.  This new partnership provides game publishers with a unique end-to-end in-game online store solution with all the scalability and reliability of a proven in-game marketplace.  Not only providing storefront capabilities, the fatfoogoo/Digital River solution provides for global payments and inventory management, as well as the use of virtual goods and currencies, electronic wallets (gwallet technology), secondary (peer-to-peer) marketplaces and auction functionality.

“We are excited to partner with Digital River to deliver an industry leading commerce solution that best services online stores and in-game marketplaces for the gaming community,” remarks Martin Herdina, fatfoogoo CEO.  “Our on-demand service models drive global revenue opportunities and operational efficiencies while reducing risk – all value propositions that are increasingly attractive to companies in these uncertain economic times.  We intend to leverage these natural synergies between our business to the full advantage of our clients.”

The fatfoogoo technology inclusion to Digital River’s portfolio of offerings now makes the picture complete for any games developer.  Naturally they provide e-commerce and promotional technologies, online payment support for microtransactions via NetGiro, community management tools provided by PlayXpert, and subscription billing tools through THINK subscriptions.  The fatfoogoo solution provides the technology to now enable in-game sales of virtual goods for real money transactions.

“This partnership is another indicator of Digital River’s deep commitment to the game industry,” said Jeff Hemenway, Digital River’s group vice president of games.  “In-game commerce in addition to digital downloads and subscriptions are quickly emerging as key strategies for driving game revenue.  Our acquisition of THINK subscriptions last year and our integrated partnership with fatfoogoo now give us best-of-breed solutions to help our gaming client maximize revenue opportunities.”

As part of the agreement between the companies, Digital River has made an equity investment in fatfoogoo. This investment is part of what we both plan to be a broader strategic partnership that includes an integrated service offering and a reseller relationship.

This announcement couldn’t have come at a better time for game developers.  According to a recent Think Service Game Group’s study, outsourcing game development is on a steady rise, with 86 percent of all developers surveyed reporting that they use outsourcing.  The fatfoogoo/Digital River partnership should now be seen as a primary outsourcing destination for game developers looking for a total in-game and online store management solution.

“This is a 1+1=7 situation, where a client of the combined fatfoogoo/Digital River solution gets much more than that client could obtain by partnering with either company individually,” says Herdina.

To find out more about fatfoogoo’s technology and offerings, please visit our solutions section.

 

New survey finds outsourcing in game development on the rise

Wednesday, April 8th, 2009

Think Services Game Group’s Game Developer recently released findings from their most recent survey, asking approximately 200 developers their opinions and usage statistics on outsourcing game development.

thinkservicesThe 2009 Game Development Outsourcing Report found that between 2007 and 2008 outsourced development rose 10 percent, from 76 percent to 86 percent.  The Think Services Game Group conducted a blind survey, and approximately 200 professional game developers were polled anonymously, thereby ensuring a fair, yet comprehensive look at the industry segment.  Questions included studios’ usage of outsourcing, the associated budgets and plans to accompany this outsourcing, and regional factors, amongst a number of others.

This survey reveals key data on the rise and usage of outsourced development work, and how the practice is on track to grow even larger than current levels.  Of those surveyed that do not use outsourcing at one point or another during development work, half of them responded that they plan on doing so in the near future.  Likewise, of those surveyed that do currently use outsourcing, 95 percent of them plan on continuing to do so.

One factor contributing to the outsourcing movement, according to the survey is the increasing cost and bandwidth required to create a high volume of assets for modern console systems.  Respondents reported that the Xbox 360 and the PlayStation 3 are the two platforms in which game development is most often outsourced.  To compliment these findings, the survey also found that overall outsourcing budgets are on the rise, nearly doubling.  The majority of companies planning to spend $2 million or more on outsourcing  rose almost 20 percent in 2008.

“It is the goal of Game Developer Research to provide the professional game community with an understanding of the industry landscape from multiple perspectives,” said Simon Carless, publisher of Game Developer Magazine and director of Game Developer Research. “With game outsourcing an increasingly important part of making large-scale video games, we hope this survey will give both contractors and game studios a good sense of how business practices are evolving.”

The 2009 Game Development Outsourcing Report is available for purchase from gamedevresearch.com and also discusses overall budgets, reasons for outsourcing, the selection process for choosing firms to outsource to, and the regions of the world that the respondents worked with.  The report also includes a directory of established outsourcing studios from across the globe that were mentioned by survey respondents, with a particular emphasis on those mentioned multiple times.

 

Gaming for good: Tandem Games uses microtransaction technology to donate to charity

Tuesday, April 7th, 2009

While microtransaction technology is nothing new to the non-profit world, this is however the first report that we’ve heard of regarding a gaming company using this technology to raise funds for charity.  Austin, TX based Tandem Games announced yesterday that they’ve introduced a new feature to their popular free-to-play MMORPG Domain of Heroes.  This new integrated feature allows users to donate 5% of their in-game purchases to a charity of their choice.

Currently, Domain of Heroes has partnered with Child’s Play and Women In Games International with a host of additional charities on their way.  Child’s Play is a non-profit organization that donates toys, games, and books to sick children spending time in the hospital.  Women in Games International is dedicated to the inclusion and advancement of women in the gaming industry.  Both very worthy, and great launching points for this type of action, as both non-profits have a particular focus on gaming.  Domain of Heroes is supported through microtransaction via purchasing of ‘wishes’.  Wishes are the games’ form of currency, used for both vanity upgrades (a custom name for example) and in-game usage (a mule, for example allows users to carry more loot).  It’s these in-game purchases that now allow for 5% of the purchase to be donated to the non-profit organization.  Domain of Heroes users have already raised over $500 via in-game item purchase donations since the feature was introduced.

“It’s a great way for players to have a direct influence on where their donation dollars go, while raising awareness for game-related charities in general,” said Aaron Murray, Technical Director and Founder of Tandem Games.“Both Child’s Play and WIGI are very excited to see this level of ongoing commitment from a company. We hope other companies will follow suit and share their revenue with deserving charities.”

Domain of Heroes, which launched back in November of 2008 is a browser based, text based MMORPG that has seen over 28 million PVE actions and 160,000 PVP battles.  Given the games’ ‘play anywhere’ factor, Tandem Games makes Domain of Heroes available to, literally, anyone with an internet connection, fully compatible in IE, Firefox, Opera, and Safari.  And this isn’t just a barren wasteland, as over Domain of Heroes now counts over 18,000 players worldwide, so there are always others to play with, should you so choose.

Overall, this is a great move by Tandem Games.  Not only are they generating some great press and buzz about the company and Domain of Heroes, but they’re doing for the best of reasons: a good cause.  If this type of donation is successful, I wouldn’t be surprised to see more and more microtransaction based titles doing this as a special holiday promo (I’d gladly fork over $5 during the holidays to a charity of my choosing), or as an ongoing option.  No word on how long Domain of Heroes users will have this option, but for the foreseeable future, it’s here to stay.  Hats off to Tandem Games.

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Female focused Chinesegum.com introduces Social Networking Tools

Monday, April 6th, 2009

Founded in 2008 by former Gamepro.com Director of Business Development, Rob Giuffre, chinesegum.com has recently released an extensive set of social networking tools to be used site-wide.  The goal of these tools is to further enhance the chinesegum.com mission statement: Connecting Gamers with great games and the people who design them.

“Chinese Gum Networks was founded in 2008 with a mission to help gamers not only find high quality games, but to help them interact with other gamers, and game designers, that have similar tastes,” states Rob Giuffre.  This is a primary area where Chinese Gum seeks to set itself apart from other flash based games portals such as Newgrounds and Kongregate.

Chinese Gum makes a unique distinction between players and designers, thereby allowing users to find the creators of some of their favorite games.  With the recent addition of social networking tools, this process will now be even easier.

“Game Developers work very hard to create the fun and engaging titles that gamers love, and they are every bit as deserving of a fan base as musicians or actors. On Chinesegum.com, Gamers have the chance to find out who makes the great games that they love, and our Developers have the opportunity to communicate directly with their fans,” says Giuffre

Chinese Gum also features a ‘Gamelist’ tool that allows users to tag a game to be added to their personal favorites list.  The site then does the heavy lifting and searches out other users and designers with similar tastes in game play and design  and makes appropriate recommendations.  Think Amazon’s, if you liked blah blah, you might also like….  And there’s certainly no shortage of titles to play.  Again, just over 2 months old, chinesegum.com is packed with over 5,000 titles ranging from puzzle challenges, arcade games, strategy games, and action and adventure titles.

Girls just wanna have fun

Perhaps I’ve forgotten to mention, Chinese Gum and founder and COO Rob Giuffre set out to make the site female friendly.  Billed as, “the premier Web Games portal built specifically for girls and women of all ages,” Chinese Gum seeks to make the site friendly and welcoming to women of all ages.  From every aspect including titles available, and associated genres of play, right on through to the overall design of the site, the goal is to welcome a traditionally under represented demographic in the gaming world (Stevie ‘KillCreek’ Case excluded).

While still early in their release cycle, I took a tour through Chinese Gum over the weekend, and found it to be quite enjoyable.  Sure, there are some obvious similarities to other flash games portals, but that’s to be expected, as how many ways are there really to dress up the same concept?  However, Chinese Gum IS doing some rather interesting things to foster community development, which might ultimately take the business plan in a radically different direction.  Either way, chinesegum.com is off to a darn good start.  Let’s keep our eyes on these guys.

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Funcom and Turbine give away virtual goods

Friday, April 3rd, 2009

Earlier this week, both Funcom and Turbine started giving away virtual goods within Age of Conan and Asheron’s Call and Dungeons & Dragons Online, respectively.  Funcom hopes to draw new players in and lure back former players with free trials and exclusive virtual items.  Turbine, however is on another path, with their virtual goods giveaway being a bit more of the ‘D’oh!  Our bad – here’s some free stuff’ variety.

Funcom – Age of Conan

aocYesterday marked the kickoff of a new Funcom initiative.  Watching player numbers decline, Funcom’s not about to let their investment simply slip away, and they’ve now opened a free trial program.  This trial lets new users try out the game for 7 days at no cost.  Since Funcom’s announcement of shrinking server populations, the company desperately needs to draw in new players as well as retain current ones.  To this end, Funcom is going 1up on the free trial, and now sweetening the deal with tossing a few virtual goods in Conan’s backpack.

MMORPG.com and Eurogamer.com, Funcom partner sites, are now holding the keys (literally) to these new AoC freebies.  Both sites were issued 20,000 trial keys, one lot to be used for North American gamers, and the other for European gamers.  These are the promo keys needed to obtain the three unique virtual items.  These items are designed to allow for easier and faster early gameplay.  Items include:

  • Totem of Origins – designed to allow players to teleport back to their home city from anywhere in the world after level 20
  • Bag of Holding – an über backpack designed to increase users’ overall inventory space
  • Enruned Kosalan Ring – increases all damage dealt by the wearer

Note: these items are available ONLY through the MMORPG.com and Eurogamer.com keys.  A free trial version of AoC is of course available directly from the Funcom site, but alas, no free stuff.  And if three free virtual goods weren’t enough to get players interested, Funcom is also tossing in the family truckster and roof rack as a bonus if a trial is converted to a fully paid version.  What I mean by that is Funcom is giving new paying customers a Snow Mammoth mount (family truckster) and a Mammoth Bag (roof rack) that are designed to further speed up early to mid level playing.  What’s interesting to note is that these potentially five free virtual goods are not simply cosmetic upgrades, but items that will significantly improve player’s performance and speed through the game.

This raises two interesting points.  First being, I clearly remember Funcom’s AoC presentation at last years Games Convention in Leipzig where they told press members that they’re really struggling with end game content.  Has this end game content been significantly improved (and better yet, tested on a massive scale)?  It would appear so, as Funcom is obviously making a push to move new players through early stages quite quickly and on board to take on the darkest of dungeons.  The second question raised is whether or not Funcom is testing the microtransactions waters with AoC?  Remember, they’ve got at least two free-to-play titles in the works that we know about.  Could Funcom even be considering opening AoC up to an in-game item mall, or do they want to stick to the tried and true method of subscriptions, all the while working on free-to-play in the back room?

Turbine – Asheron’s Call and Dungeons & Dragons Online

pc-dungeondragons-online-stormreach_boxServer migration is never an easy task.  Especially when you’re running an MMO which sees literally no down time what so ever.  So when Turbine recently migrated servers for both Asheron’s Call and Dungeons & Dragons Online things weren’t exactly what you’d call ‘Smooth’.  The migration resulted in a significant amount of downtime, and as is standard industry practice with server downtime, Turbine extended all subscriptions by one day.  But the folks in Mass. didn’t stop there.  Turbine stepped up to the plate and started handing out the virtual goodies to eager MMO players.

This coming weekend all Asheron’s Call and D&D Online players will receive a +25% XP bonus as well as an increased rare item drop rate of virtual goods.  But wait….the Turbine goodness doesn’t stop here, as they’ve managed to turn a faux pas into a virtual goods teaser.  All users of D&D Online with active accounts during the downtime will receive a special in-game item when the next major patch is released later this summer.

Nice guys eh?  Well of course, but what’s more is that by giving away ‘free’ virtual goods within a game, Turbine is giving a ‘behind the curtain’ nod at the real-world financial value of in-game virtual items.  As with all goods and services, naturally distributing a large amount of one particular item immediately decreases it’s value of worth, but to the average player, the ‘Oooo.  Neat!’ factor far outweighs the ‘Aw man, it’s not worth as much anymore, ‘cause everybody has one’ factor.

Turbine has already clearly indicated that they’re interested in microtransactions, hiring a microtransactions manager.  Additionally, yesterday’s rumor mill was in full effect with reports that LotR was more or less ‘ready to go’ to be ported to a console experience (specifically the XboX 360) but had hit a snag as Turbine would like to feature the title as a free-to-play with microtransaction options, causing Gold vs. Silver XboX subscription headaches.

While perhaps not the best of circumstances to introduce players to virtual goods (and the associated advantages and downright cool factor), both Turbine and Funcom are using difficult situations to their advantage.  Both companies have free-to-play/microtransaction based projects in the works – so why not wet the appetites of their current customers through targeted promotions?  Brilliant folks.  Simply brilliant.

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fatfoogoo’s own Stevie ‘KillCreek’ Case as interviewed by thekoalition

Thursday, April 2nd, 2009

What GDC would be complete without copius amounts of both written and video interviews?  Well our very own Stevie Case was no exception, and Hip Hop Gamer Gerard Williams and  thekoalition.com crew lay down an interview not to be missed (I believe we might even be able to call it gangsta).

Direct from thekoalition article:

Some of you know her as Stevie. Some of you know her as Killcreek. Some of you know her as the gamerchick who pwned the Quake creator. But now to her many list of aliases, Stevana Case should be known as a businesswoman. Stevana is the Vice President of Business Development over at fatfoogoo. To take a quote from fatfoogoo.com, “fatfoogoo is game commerce. From trading platforms to commercial ecosystems, we monetize your game.” They are making game companies plenty of cash money, but they still got time to hold it down with the gamers. Check out this interview that my man Hiphopgamer and the Koalition did with the lovely Stevana Case. Trust me. It’s worth every second. Be sure to head over to fatfoogoo.com to learn more.

http://www.vimeo.com/3909487
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