Archive for May, 2009

Video: Interview with Margaret Wallace of Rebel Monkey – creators of CampFu

Friday, May 29th, 2009

I had the fortunate experience to sit down with Margaret Wallace, CEO and Co-founder of Rebel Monkey recently, and discuss not only their hit virtual world CampFu, but where Rebel Monkey comes from, youth oriented virtual worlds, microtransactions and much more!

Speaking to the fact that the youth oriented virtual world space is becoming increasingly crowded, Margaret presents Rebel Monkey’s take on how and why CampFu stands out in the crowd.  “We really wanted to focus on cooperative gaming.  We really wanted to emphasize the idea of the individual player being part of something bigger than themselves.”

Moving on to microtransactions and how they factored into the development of CampFu, Margaret tells me that the inspiration for CampFu came from her and co-founder Nick Fortuno’s views on the success of the free-to-play model in Asia, and how it was a good fit for what they were planning with their virtual world.  “Free to play was definitely the way to go for online.  It’s no longer a question of if microtransactions will take hold in Europe and North America.  …Now everyone’s onboard and trying to figure out their offering.”  Looking forward, Margaret shared with me her thoughts on where microtransactions are headed.  She sees the marketing becoming much more ubiquitous, with not only innovators like Rebel Monkey experimenting with optimizing revenue streams, but also larger portals, and even the old school powerhouse portals migrate (at least in part) to utilizing microtransactions.  Wallace also sees microtransactions becoming much more wide spread across various platforms, and moves towards universal wallets containing currency that can be spent across these platforms.  Using CampFu as a prime example of this prediction, Wallace goes on to tell me that while CampFu is only available on a browser on a computer right now, down the road she envisions an iPhone component that would carry a level of virtual goods offerings that would tie back in to the main ‘home’ of campfu that lives at campfu.com.  Wallace also hinted at an xbox component, all leading back to a total CampFu experience.

Looking ahead, talking about what’s next for Rebel Monkey and CampFu, Wallace tells me that the virtual world is only in it’s infancy right now, with plenty more additions and revisions planned.  A ton of social networking features are planned, and plenty of new virtual goods, both clothing and virtual housing decoration are on the way.  Rebel Monkey will also shortly be launching new games for CamFu players, and focusing on the way teams can form and support themselves, as well as creating API’s for developers to create their own real time cooperative games to be used within CampFu.

Rebel Monkey also isn’t just satisfied with one virtual world, but as Wallace explains, the engine that powers CampFu will be utilized to grow and develop further virtual worlds, making CampFu just one of several virtual world offerings from Rebel Monkey.

Wallace admits that Rebel Monkey is still ironing out the details surrounding a universal currency that would cover all of Rebel Monkey’s planned virtual worlds, but she does say that it has an undeniable appeal.  “We definitely are leaning towards having a universal currency that would work with all of our virtual world offerings, because if we have a player that has FuCash from CampFu why would we want to establish all these hurdles for them to use their FuCash in other properties that we launch.”

 

Why Free Realms has rocketed past 2 million users in under a month

Thursday, May 28th, 2009

A few weeks ago the numbers came out that SOE’s free-to-play, browser based title , Free Realms had surpassed the 1 million registered user mark.  Yesterday, Sony Online Entertainment stole the spotlight once again, by announcing that Free Realms’ growth isn’t slowing any signs of stopping, as they’ve skyrocketed right on by the 2 million registered user mark.   Not only are these numbers downright impressive, the marketing and demographic data to go with them is nothing short of jaw dropping.  It looks like the Denver based dev team working on Free Realms nailed it when they set out to target the 10-14 year old group, as SOE reports that 75% of players are under the age of 17, and 46% under the age of 13.  If that wasn’t enough to uncork the champagne, it looks like Sony might have just found appeal in the highly elusive female demographic, with the company claiming that 1 in every 3 Free Realms players is female.

“In less than a month, Free Realms has captivated a core player base of tween and teen gamers, while also strongly resonating with MMO gamers,” said John Smedley, president of Sony Online Entertainment. “We wanted to create a game to play with our families and are excited to have hit the mark with our intended audience.”

So what’s going on here?  Why has Free Realms started out with such a bang?

First and foremost, Free Realms includes simple mechanics, with a very, very low barrier of entry.  Basically all you need to get up and running, is a windows based machine (although it will run on Parallels and Boot Camp for mac users, I wasn’t able to test VMware), and a browser.  Browser based gaming is continuing it’s upswing, and I’m more than certain industry experts are certainly going to point to Free Realms’ success in future PowerPoint presentations.  Rated at E10+, the game is marketed at the 10-14 age ranged demographic, but this low target group can also provide hours of fun for those much older.

One of Free Realms’ greatest draws is the casual format.  Players, myself included, can log on or off at any time, and not be lost in what you were doing or where you where going.  How many times have you pushed an extra hour out of your ‘regular’ MMO, just because you knew you weren’t going to have a clue as to how to get back to such and such a place and do so and so for this or that quest?  Right.  Me too.  Jobs don’t take endless hours of grinding, and the hours of game play logged from your first level to last are relatively light, yet still challenging and fun.  Free Realms provides a safe environment, encouraging exploration, and perhaps most importantly, the game is solo friendly.  As a matter of fact, all content, both free and paid is playable, and can be accomplished without ever talking to, or playing with another player, should you so choose.  Raids are fun, but there’s bound to be some frustration when one player doesn’t know their role.  Not the case with Free Realms.

Speaking of raids, personally, I believe that Free Realms is exactly the type of MMORPG that kids should be playing, most probably with parents in agreement.  Parents, how many times have you heard over the years, “I’ll get to my homework later, my guild is doing a raid in a few minutes.”, or better yet weekends spend alone in a room or basement because players have the innate feeling that others are leveling up faster than they are, and they’re going to be left in the dust?  Oh wait, have I just crossed the divide from kid to adult excuses here?  Not that I’ve personally ever spend hours pouring over guides to dungeons, grinding out my herbalism to have the appropriate potions ready for Sunday night’s raid, and missed a family event just to level up one type of character simply to start all over again with a different one so that I could play a different role in group play.
What SOE has done here is really managed to land a title in that perfect sweet spot between truly addictive, yet something that I enjoy so much, I really don’t mind shelling out a few bucks here and there to enjoy even more.  Add the Topps trading card element, the ability to capture in-game movie and post directly to youtube, and the coming soon port to the PS3, and Free Realms may just be the flagship of free-to-play on a massive, commercial scale, produced by a major brand title that the industry has been in dire need of.  And although according to Nielsen, television viewership is down, did I mention that they’ve already got a network commercial spot running, with more scheduled?

Is Free Realms a WoW killer?  I doubt it.  Can Free Realms blow the doors wide open on an entirely new untapped avenue of gamers?  Looks like they’re doing a darn good job so far.

 

New data suggests In-Game Advertising spend will reach $1 bn by 2014

Wednesday, May 27th, 2009

A new report released by Screen Digest suggests that the growing gaming market is “impossible for brands to ignore.” The study, titled “In-Game Advertising: Market Assessment and Forecasts to 2014,” makes the claim that the relevance of gaming as a medium will make it an attractive commodity to ad buyers.

“Dynamic in-game advertising offers brands the same accountability as other digital platforms but in a more controlled environment than social display media and through a more standardized value chain than mobile advertising,” says Vincent Letang, Screen Digest Senior Analyst for Advertising. “Like online video pre-rolls, in-game advertising fills a gap in online branding, bringing familiar formats such as virtual billboards and TV ads into the gaming experience.”

To be fair, the report does acknowledge a recent “softness” in the in game advertising spend, but goes on to list a number of advantages the medium has over other delivery systems, concentrating on the increased opportunity to communicate with varied demographic groups that are increasingly hard to reach via other media (I’m looking at you TV).  The Screen Digest report points to key examples from eBay, Nike, and naturally includes the Barack Obama campaign.

The data for this report was mined from a number of clients from a leading global media investment management firm GroupM.

“Games are proven recession-beaters,” opened Adam Smith, Futures Director at GroupM. “There are many ways in which advertising can help evolve business models for video games and we have only just begun to explore that potential. Given gaming is now a mainstream leisure interest, in-game deserves the same consideration as mobile and social media.”

And the icing on this ‘ooo…good news cake?’ – the Screen Digest Report concludes, “a combination of audience media habits and the unique advantages of dynamic in-game advertising” will drive this spending spree. It is estimated that by 2014 dynamic in-game ads will represent about 1.5 per cent of all global spending on digital advertising.”

So the question begs to be asked, who’s got it right here?  With predictions like this, one would think that In-game advertising is THE spot to be right now, but let’s not forget about Microsoft’s recent slash and burn of their own Massive Inc. (ok, it wasn’t quite as bad as initial reports….but still), and IGA’s plea for either an injection of cash, or a buyer.  We haven’t heard much from Double Fusion lately, the other, other white meat, but remember, back around the beginning of the year they added Media and Advertising vet Jana Friedman to the staff, and moved Monika Madrid up to the VP of Biz Dev chair.  If Screen Digest has got it right, has Microsoft made a terrible mistake?  Will we see a ramp up of smaller independent in-game advertising firms that specifically target helping similar independent game firms increase their monetization via the medium?  Only time will tell, but obviously, there are two very differing opinions here.

 

Quick Hit Football suits up for summer training

Tuesday, May 26th, 2009

Quick Hit (formerly Play Hard Sports Inc.) is a new kind of company producing a new kind of game.  I’ve been closely following the movements of this Boston area startup for a while now, and it looks like they’re right on track to not only give is something completely different, but completely free as well.

It came as no surprise to find out that the folks over at the good ship VentureBeat have been thinking the same thing, and recently sat down with Quick Hit CEO Jeff Anderson to talk about their first product: Quick Hit Football.  Anderson, former CEO at another Boston area company you may have heard of, Turbine, developers of the highly successful Lord of the Rings Online MMO is in good company at Quick Hit, with what he calls the “ultimate trifecta” of talent.  Designers and developers of the upcoming free-to-play title hail from the dev teams that have worked on Madden, NFL 2K, ESPN footcall, All Pro Football, and NCAA to name a few.  Partner them with talent from the LotRO and Ultima Online teams, and sit back and watch the games begin.  Literally.

quickhit

One of Anderson’s key points, and what makes Quick Hit Football different from all the ‘other’ football games out on the market today, is that they’re not out to try to recreate, or better the Madden experience, but rather, are focusing on building a robust social community around an authentic football experience.  Based on a low-spec flash based platform, Anderson also points to one very major difference (and draw) that Quick Hit holds in their favor: free.  While Madden and 99.44% of all other football titles on the market today are available exclusively on a console, Quick Hit seeks to bring the power and excitement of the game back to the PC, thereby giving a much larger audience a chance to play.  Combining the social community experience with the PC and flash allows not only the player to chat, socialize, and compete all in one place, but they’re not always specifically bound to localized servers and geography.  In other words, football fans from Ohio could very well find themselves in a duel against players from Japan or South Africa.

Quick Hit is also banking on the enormous numbers of fantasy football players in North America alone, some 20 million.  Toss the Madden players, clocking in at around 8 million, in there, and you’ve got a gold mine waiting to happen.  The concept and development of Quick Hit Football have not been centered around player’s abilities to juke a Running Back, or scramble a Quarterback faster than their opponent, but rather utilizing football fan’s already built in knowledge of what will and what will not work in a standard game.  Using the knowledge players set out to coach their team all the way to the superbowl, a feature and style of play now missing in most football genre games, as Head Coach 10 has officially been scrapped.  Echoing a growing sentiment in gaming overall, Anderson’s team has been very careful to ensure the authenticity (adding Bill Cower is a prime example) and depth of the game, but at the same time have make sure that the game is simple enough to understand, thereby allowing just about anyone to jump right in and get up and running within minutes.  Continuing this trend, Quick Hit football is also set up to be run in a more ‘casual’ way than it’s console competitors (aka Madden).  Traditionally with a console type football game, players either play the computer or an opponent that’s physically sitting next to them, and can plan on at least an hour of play time before a final score.  Not so with Quick Hit’s version.  “We developed Quick Hit Football to be something people can play in 20-25 minutes from start to finish,” says Anderson.  In other words, this type of gaming is absolutely perfect for the mid season armchair quarterback to get his/her game on during a lunch break, waiting for the train/plane, or just about any time.

Given the concept, scope, and talent pool involved, Quick Hit Football could very well be the great alternative to Madden that we’ve all been looking for for quite some time now.  Interactive play, check.  Utilizing knowledge and love of the game, check.  Ability to play just about anywhere and in a reasonable amount of time, check.  Anyone want to place some bets on how long it’ll take before CBS, NBC, ESPN, and/or ABC sports come a calling to use this technology as a visual representation platform for their fantasy football leagues?

 

Free to Play FPS new content-fest this week

Monday, May 25th, 2009

Fans of free to play first person shooters have a great week in store for them.  Both Nexon’s Combat Arms and id Software’s Quake Live have some goodies planned for this week that are sure to bring any free to play fragger back for more.

Quake Live

As announced a few weeks ago, id Software is currently progressing through their six new maps in six weeks campaign.  Last week, Quake Live players were treated to ‘Hidden Fortress’, a reworking of a classic map from the Dreamcast version of Quake III Arena.  If you’ve managed to blast your way through (or not) last weeks’ map, grab your winter gear, as this week’s addition is titled Siberia, and is a Capture the Flag style play that can accommodate 6 to 12 players.  This new area is designed by Yan Ostretsov, the same guy that brought fans the popular CTF ‘IronWorks’ arena.  Release date is scheduled for tomorrow, May 26.  As the name suggests, this map is set in a winter wonder (hell?) land and features a special style of architecture with an “excellent balance to create a fun and exciting arena.”

ql_siberia_01ql_siberia_02ql_siberia_03ql_siberia_04

Combat Arms

If Quake isn’t your thing, or you’re already knee deep in the action over on the Nexon side of the fence, the run-away free-to-play isn’t going to be outdone by timeless classic Quake, and they’re also adding a new feature this Wednesday.  Keeping in line with their commitment to fresh, new, and exciting (and yes, that does include the nut shot) content, Nexon is launching a new gameplay mode, one that players have been lusting after since the title went live: co-op mode.  Titled Fireteam, this new co-op style brings a breath of fresh air into the game, as opposed to the standard deathmatch style that’s been prevalent thus far.

Not quite as supportive as Quake, which is surprising given the client vs. browser argument, the Fireteam mode will allow up to 8 players to try and rescue hostages in multiple stages within the level.  Players must work together to achieve the mission directives, as they will also be a team doing their best to make sure said hostages are not rescued.

At only 8 months old, Combat Arms seems to be well on it’s way to carving out it’s own spot in the Nexon collection of free-to-play history.  While initially a risk for the company (first person shooter types don’t like free-to-play games), it looks like things are starting to pay off, with over 2 million players registered.

Either way you look at it, if shooters are your thing, it looks like it’s going to be one long free-to-play summer of ballistic joy.

 

NPD Report: casual gaming and digital downloads on the rise

Friday, May 22nd, 2009

A recent snippet of The NPD Group’s “Entertainment Trends in America” survey reveals that over the past six months, more Americans have turned to casual gaming and downloadable content over a night out at the cinema.  Close to 2 out of 3 Americans (63 percent) indicated that they’ve played a video game, while just over half have been out to the movies (53 percent) during the same period.

The survey also indicates that the increase in gaming is directly correlated to the increased availability and visibility of new and existing outlets for playing.  While not an overwhelming number, overall 10 percent indicated that they’d played a game on a social network, and 5 percent said that they’d paid to download a game from the web, a 2 percent increase from the same question last year.

“Video games account for one-third of the average monthly consumer spending in the U.S. for core entertainment content, including music, video, games,” said Anita Frazier, video games industry analyst for NPD. “While a portion of that share stems from the premium price of console games, we’re also seeing an overall increase in the number of people participating in gaming year-over-year.”

Clearly, as NPD’s Q1 2009 update to the “Entertainment Trends in America” survey includes data noting that the average gamer spent just over $38 per month on any and all types of gaming content.  Over the past year, NPD found that almost 1 in 3 (31 percent) of gamers purchased either a console or portable game, representing a .7 percent increase year-over-year.  Most interestingly, these ‘traditional’ gamers seem to be branching out, as among consumers who regularly play console or portable games, 31 percent indicated that they’d also played a game on a gaming website.  19 percent are playing on their mobile phones, 12 percent on a social networking site, and 11 percent purchased and downloaded a game to their mobile.

“As with video and music, sales of physical gaming products still account for the bulk of consumer spending on video games, but digital downloads and other delivery and game-play formats are also rising in popularity,” said Russ Crupnick, entertainment industry analyst for NPD.

 

Runes of Magic brings in AAA tier illustrator and concept artist Eva Widermann

Thursday, May 21st, 2009

evaRemember last week when the news broke that Frogster’s free-to-play title Runes of Magic had recently surpassed the 1 million registered user mark?  How about that partnership with BitRaider for North American players to get them up and running within a matter of minutes?  Remember how I predicted that Frogster and Runes are running at 1000 miles per hour, and could very well give both Maple Story and WoW a run for their money?  Well, I’d love to think that Frogster was listening to me personally, as they’ve recently announced that they’ve secured the services of top illustrator and concept artist Eva Widermann.  She’s charged primarily with shaping the future of game elements.  Another way to read that is, ‘she’s been hired to make the game look wicked!’

One of the common complaints we still hear about F2P titles is their rather drab, if not copy cat graphics and color palettes of other highly successful MMORPG’s (can you say WoW?).  The folks at Frogster have obviously recognized this complaint and have decided to step up to the plate and nip it in the bud, as they further continue to refine the title for Western Markets.

If the name Eva Widermann doesn’t jump right out at you, chances are her artwork already has at some point in the past.  With an extensive resume, she’s worked with some of the biggest hitters in the industry, including NC Soft, EA Games, Wizards of the Coast (Dungeons & Dragons), and Peter Jackson Games.  She splits her time between Karlsruhe, Germany and Cork, Ireland, consistently working on concept art and illustration work.

“For a long while things have looked rather bleak for concept art in Germany and I belong to the majority of illustrators who have seized their opportunities mainly abroad. And so I’m all the more delighted about the cooperation with Frogster and the up-coming projects.” Says Eva
Her first concept piece is show below, and is already in the works via production house Runewalker.  This new art will soon be implemented into Taborea.

runesofmagic_evawidermann_concept_art

“We are continuing to work consistently to tailor Runes of Magic to western markets. Eva’s superb concepts help us in going a long way to bringing this precept into reality.” Said an evidently pleased Andreas Weidenhaupt, Chief Licensing Officer of Frogster Interactive Pictures AG and CEO of Frogster Online Gaming GmbH.

Again, if Frogster’s breakneck speed at reaching 1 million users wasn’t enough to make you sit up and take notice, perhaps bringing in a top level concept artist, as well as the companies unwavering commitment to reaching AAA tier status with a free-to-play title might just do the trick.

 

Video: Martin and Geoffrey’s debate from LOGIN 2009

Wednesday, May 20th, 2009

In case you weren’t able to attend the LOGIN conference in Seattle last week, Markeedragon shot and posted the entire debate on Secondary Markets and their effects on MMO’s and virtual worlds between fatfoogoo’s Martin Herdina and President and COO of Electronic Entertainment Design and Research Geoffrey Zatkin.

Running over an hour in length, the video is broken up into 6 components, and well worth the watch as both Martin and Geoffrey offer up some very valid points.  Any and all developers considering introducing secondary markets into their titles should should consider this debate must see TV.

Note: It appears as though Markeedragon did not have direct access to the audio feed, and did not bump up the audio levels while editing.  You’ll need to turn your speakers up a tad to hear the debate correctly.  Audio levels are consistant throughout the entire hour.

 

Virtual NBA and WNBA stars headed to online communities via Virtual Greats

Wednesday, May 20th, 2009

Virtual Greats LLC and Goodwin Sports Management have recently announced a multi-year deal whereby NBA All stars Dwight Howard and Kevin Durant as well as WNBA MVP Candace Parker will be represented in virtual worlds.  Not only will users have access to these signature line creations, but the trio will also be featured to promote NBA and WNBA licensed products within these online communities.

hangingwithallstars

With this creation and insertion, Howard, Durant, and Parker will become the first pro athletes to launch avatars and associated virtual goods for purchase, joining the ranks of Elvis Presely, Snoop Dogg, Justin Timberlake, and Raven Symoné .  First up on the virtual hitlist?  The award goes to WeeWorld, one of the most popular avatar based virtual worlds, and a proven site by way of user self expression, creativity, and interactivity/communication.  Virtual Greats includes to roll out the new properties to additional online communities in the near future.

“Sports are a key part of the content portfolio we offer to online social network, gaming and virtual world platform operators,” said Dan Jansen, CEO, Virtual Greats. “Dwight Howard, Kevin Durant and Candace Parker are breaking new ground as the first professional athletes to monetize their personal brands and content in these online communities – in doing so they’re proving their business savvy on top of their basketball prowess.”

nbacelebdwightnbacelebkevinnbacelebcandace

“WeeWorld is all about self expression, and WeeMees were asking for more sports and NBA apparel to showcase their team pride,” said Lauren Bigelow, General Manager of North America and SVP of Marketing, WeeWorld. “The addition of the branded Howard, Durant and Parker gear at the height of playoff season is perfect timing. The 27 million WeeMees globally now get to show their team spirit.”

No word yet on the expected timeline to roll out these hot NBA and WNBA stars to other virtual properties, but chances are if they’re a hit within WeeWorld, Virtual Greats will step up to the plate and deliver in due course.

 

Funcom’s Age of Conan looking better, and talk of not one but TWO upcoming free-to-plays

Tuesday, May 19th, 2009

Things are starting to look up for the Norwegian publisher and developer.  After being dragged through the mud regarding their lack of interest in Conan and server closures, the company initiated a free trial marketing program that looks to have helped stop the leaks.  In addition, the companies’ latest financial report talks about not one, but two upcoming free-to-play titles, with a nod to the fact that we should expect more where that came from.

Age of Conan

age-of-conanThe report states that the number of new customers/month has been on the steady increase, and is significantly higher in 2009 than in late 2008.  Funcom also points to the early trial marketing as a key contributor.  Maybe everyone’s reached their level 80(s) in WoW?  Funcom also reports that in-game activity levels are significantly higher than in previous periods, with a solid, stable customer base Jan-May 2009.

As with any major MMO, most customers anticipate, if not expect major updates and enhancements to their current game.  Funcom acknowledges this and has plenty of goodies in store for dedicated Conan fans with a major change and improvement to the overall RPG system, as well as expanded guild and social features.

Conan as also celebrating his official one year on the market birthday, and will be rewarding players in-game.

“We are very pleased to see that more players are experiencing ‘Age of Conan’,” says VP of Sales and Marketing at Funcom, Morten Larssen. “The team has been working diligently on improving the game since launch, with several major updates that in addition to improving technology and client stability, also have added hours of more content, new gameplay features, and more. The fact that we are now also seeing longer average subscription periods is a testament to the fact that ‘Age of Conan’ is just getting better and better, and with the launch of the recent trial campaign there has never been a better time to check out the game than now!”

Free-to-play

picture-1The Funcom report is the first mention of not one, but two free-to-play titles that Funcom has in the works (or at least that I’ve heard about).  Are the Norwegians biting off more than they can chew, or moreover, self saturating their own market?  Not really, as evidenced by the report, one of the free-to-plays will be browser based, while the other is being developed as a Java based MMO.

The Java based MMO is being aimed at a “Young demographic” (think CampFU, Club Penguin, etc.), has a 17 person team working day and night on it, and is currently conducting focus testing and game play tweaking with a vertical slice due this summer.

The browser based MMO in comparison will be targeted at the “Gamer demographic”, and the 14 person team is currently developing the MMO technology with a combat milestone due this summer.

picture-2And now, if that wasn’t enough to get the free-to-play crowd jazzed, Funcom also chucks in one extra header and four bullet points:

  • Casual MMOs in Funcom
  • Synergies on technology and competence
  • Smaller budgets and faster development
  • Business models with combination of microtransactions, subscriptions and advertising

They also go on to highlight growing market trends including utilizing Facebook as a gaming platform, the growth of free-to-play database games like Travian, Gameforge etc., and the continued growth of casual online games

Do with that what you will, but the way I’m reading that is – hang on to your hats folks, ‘cause we gotta whole lot more in the free-to-play/microtransaction stable, and we’ll be letting the horses out soon.

So while I’ll admit, perhaps my own coverage of Conan’s pending demise may (note the italics?) have been a bit harsh, it looks like Funcom has taken the punches, learned from their mistakes, and are charging ahead.