Archive for May, 2009

Battlefield Heroes coming to Xbox and PS3?

Monday, May 18th, 2009

The eagle eyed folks over at GOONL!NE caught what might just be a typo over the weekend, but…it begs the question: OMGZ rlly?  The ‘probably just a typo’ in question concerns a listing in the press release section of EA’s site, listing Battlefield Heroes as having a June 2009 release date for both the Playstation 3 and the Xbox 360.

Driving suspicion even further, the ‘official’ release date slated for the PC version of BFH is September 2009.  If that is in fact the case, then a June release of both PS3 and Xbox 360 version seems highly unlikely.  Throw a bit of Battlefield Heroes track record of ‘Hold your fire’ in there, and the rumor becoming even more less likely.  But then again…we’ve seen stranger things happen.

bfh

Adding to the mystique, DICE has said in the past that they’re not interested in porting a PC game to a console version, “We could port the engine and do it I just don’t know what we would gain from it. Everyone’s who’s got a 360 or PS3 also will have a PC that can run this game.”  If I can just think out loud for a second, ’ummm, how about millions of gamers around the world that would rather have a seat on the couch instead of behind a desk, something we do all day long?’  The comfort and convenience of a console factor aside, both Xbox and PS3 have been delving further and further into the realm of microtransactions, and is it just me, or would a premier DICE/EA shooter featuring microtransactions not make both the Sony and Microsoft folks’ mouths water with anticipation?

Again, perhaps this is just one big ol’ typographical error on the part of EA, but with E3 just 12 days away now, the timing does seem slightly suspect.  DICE’s comments about no interest in porting the game to a console version were made over a year ago, and as evidenced by this years GDC and the growing interest by developers and publishers worldwide in microtransactions, perhaps the Swedes have changed their minds, and are now interested in opening the floodgates wide open and letting the sofa surfers have a whack at BFH?  No doubt we’ll hear more about this in the coming few weeks, stay tuned….

Update: The head honcho, Ben Cousins of DICE made a statement on the Heroes Dev. Blog:

Contrary to rumours spreading around the internet in the weekend we have no plans to release Battlefield Heroes on either PlayStation 3 or Xbox 360.

Battlefield Heroes’ mixture of free download (funded by micro-transactions and advertising) and our extensive use of the web for social features means that Heroes is tailor-made for PC.

Ok, fair statement, but are microtransactions and advertising something we’ve not seen on Xbox 360 or PS3?  As far as using the web for social features, I can’t really see how bringing this to a console would kill said features.  With that said, if DICE has no interest, so be it, but wouldn’t it be truly freakin’ awesome to see this one come to consoles?  Rumors (and associated interest) have made the impossible possible in the past.

 
 

LotR MMO headed to Xbox360? Subscriptions AND Microtransactions?

Thursday, May 14th, 2009

The good folks over at GameDaily recently came across an online gaming survey that’s certainly got a lot of us wondering just what the heck Turbine (developers) and Warner Bros. Interactive (the license holders) are up to.  The survey, which points a strong finger in the direction of ‘yes, we’re working on it, are you ready?’ also reveals some juicy details about the pricing structure, including microtransactions which could range from in-game currency, and additional classes/races, to character customizations including clothing, weapons and armor, animals and mounts.  Filed under downloadable content, we could see microtransactions facilitating expansion packs featuring additional quests and maps.

lotr_xboxWhen questioned about the survey, neither Turbine nor Warner Bros. commented on any specific developments, but a Turbine representative did offer up, “Turbine has always been focused on the customer and one of the ways we do that is through extensive consumer research.” That’s about as vanilla as a statement can get, but remember, it’s not such a secret that Turbine has been working on a console project for quite some time now.

And now, let’s really throw some gasoline on the fire, and remind you that back in January of this year, Turbine put the feelers, and associated job ad, out for a microtransactions manager to be based out of their Westwood, MA offices.  Receiving quite a backlash from the PC LotRo playing community, Turbine put a statement out, “We know the recent job listing has caused a bit of a stir, but please be aware that this posting is for an unannounced future project.”  Could this ‘unannounced’ future project in fact be LotR for the Xbox 360?  And just one more piece of the puzzle might lie in the addition of Jan Robert Horsfall, the company’s newly appointed (and position specifically create for the LotR Xbox project?) Chief Marketing Officer.  If Turbine is going to make a concentrated push with this new project, and others of course, putting Horsfall’s skills to the test with a massive LotR/Xbox campaign might be a wise idea.  If all of these factors didn’t grab you, GameDaily also managed to grab a, ‘not 100% confirmation, but how can you look at this and think otherwise’ screenshot from the survey:

dlc_price

Other (possible) information about the (potential) upcoming Lord of the Rings MMO title for Xbox 360 (may) include:

  • Make the move to Middle-earth as you adventure from the Shire to the shadowed walls of Mordor! Fight for the Free People of Middle-earth as you battle against the forces of the Dark Lord, or serve Sauron as you seek to obtain the One Ring! Play as any of 8 races and set out on your own epic adventure within the world created by J.R.R. Tolkien.
  • Wage war against other players within Middle-earth in epic player vs. player battlegrounds! Earn Destiny Points that can be used to unlock powerful rewards.
  • Two Epic Stories allow you to serve the Fellowship of the Ring or the Dark Lord Sauron! More than 600 quests will mold you into an unstoppable force for good…or evil. The choice is yours.
  • Explore hundreds of hours of game play in the largest virtual world ever built on console.

Again, if the parenthesis weren’t enough of an indication, this survey does NOT confirm the release or even existence of said title, however….with E3 bearing down on us in less than a month…the timing does seem highly coincidental.  Stay tuned for updates.

 

Tired of elves or hunting for eggs? How about some browser based gore?

Wednesday, May 13th, 2009

In the world of free-to-play games, you’re sometimes forced down a narrow path of options.  Thankfully, this is starting to change, with more and more genres being released everyday, but the vast majority still involves some fantasy ‘lightness’ as I might call it, or youth focused titles.  Stack the browser based, I can play it at work option, and the pickin’s start getting rather slim.  So where does that leave us late 20-early 30 something’s that still want a decent game, but are a bit tired of fantasy light?  Enter stage right, Resistor Production’s recent release, Disciple.

discipleThis free-to-play, literally anywhere via a web browser turn based strategy and fighting game is set in the fantasy world (I know…but stay with me here) of Aphelion, is persistent, and here’s the kicker; specifically targeted at ‘Adults’ with it’s bloody battle sequences.  Given the turn based battle structure, players’ characters are always fighting, even if the are online or off.  Battles are conducted only when both parties agree, and both wins and losses grant XP points as well as geldors, Disciple’s in-game currency.  These battles also allow players access to more powerful weapons and armor, as well as increase their overall ranking.  Newcomers create one of three unique character classes, which ultimately determine their life foundation, strengths, and battle style.  Disciple is already supporting clan battle battles right out of the box, as well as a fully featured chat functionality.

Tobias Batton, Founder and CEO of Resistor Productions is the main driving force behind this new browser battler.  “I wanted to take MMORPGs to the next level with Disciple and its ability to be played anywhere yet be challenging, graphically rich, engaging – even addictive,” said Batton. “Disciple is all about creating a character that is an extension of the player’s personality, and watching it grow and become more powerful, no matter where the player is or what their circumstance.”

Disciple, and all it’s bloody goodness are free-to-play, but offers users the option to purchase more geldors via microtransactions, and/or a small subscription fee; thereby providing the best of both worlds, however a play chooses to play.

Will this new free-to-play be your main go to?  Probably not, but I found myself engaged in a number of battles, having almost no time to head to the armory to grab some new gear before I received a battle request from player after player, clearly indicating there are a number of battlers out there, thirsty for blood.  A great lunchtime, or any time you need a break PvP battler, Disciple is ready for blood filled action at www.disciplemmo.com.

 

Blizzard takes one step closer to casual gaming?

Tuesday, May 12th, 2009

One of the most respected and well know names in casual gaming, Greg Canessa is calling it a day as Vice President of Video Game Platforms with PopCap.  Prior to his current position, Canessa was the man in charge who launched a thousand ships with the business model he rolled out for Microsoft’s XBLA service.  He left this position and joined PopCap in February of 2007, and is now moving on again – this time to the 800-pound gorilla in the room, aka Blizzard.

wow_bejeweledAt this point, I think we’re pretty justified in letting the wild speculation run free.  Granted, Blizzard has been showing more and more interest in casual gaming over the past few months, with not only PopCap’s Bejeweled showing up on gamers’ radar’s back in September, but just a few weeks ago, Blizzard also tossed PopCap’s Peggle into the World of Warcraft mini-games selection.  Three guesses, the first two don’t count on who was spearheading this project?

So what’s really the dilly Blizz?  While Kotaku broke the news, Joystiq raises some very interesting points, and questions whether or not Canessa has nabbed one of the open positions Blizzard is currently advertising in the “Unannounced” section, or perhaps the elusive “Next-Gen MMO” category?  According to Joystiq’s inside source, Canessa will be working on an “unannounced project in the online space”.

wow_peggleAnother point to keep in mind here is that Blizzard’s COO Paul Sams has repeatedly made statements about the company’s interest in starting up an entirely new franchise.  Could Canessa’s appointment be the first signal in Blizzard’s interest in starting up a casual gaming platform?  Maybe browser based gaming?  Maybe social networking based play?  iPhone/mobile gaming?  Again, the speculation doors have been flung wide open by Blizzard’s highest profile move in this direction to date.

If Blizzard has in fact brought in Canessa for the purpose of fleshing out a casual games division, does this mean that they’re also interested in having a look at microtransactions?  While the producer of the #1 game worldwide certainly doesn’t need any more money, they might be foolish to not at least visit and review the concept.  With relative newcomer (in relation to Blizzard) casual game publisher Zynga reportedly pulling down nine figure revenues from microtransactions, just have a think for a moment what Blizzard and their mighty army of employees could tackle?

I’m quite certain Canessa’s departure is a blow for PopCap, but that’s not to say they don’t have a thriving business going as it is, and I’ll be interested to see where they take things from here.  On the flipside, PopCap now has a former high-level executive inside the mighty Blizzard citadel.  More PopCap casual titles to be implemented within WoW?  Plants vs. Orcs?  Zombies vs. Night Elves?  Let’s hold fire and wait and see.

 

Can the iPhone OS 3.0 do for games what iTunes did for music?

Monday, May 11th, 2009

Late last week MacLife ran an article that brought to light a whole lotta interesting insights and future plans from some of the top developers for iPhone apps, specifically regarding the upcoming OS 3.0 release. While a lot of these developers discussed a number of their plans relating to the new features peer-to-peer, wifi and Bluetooth multiplayer gaming, push notifications, etc., there were a number of standout quotes regarding the ability to utilize microtransactions, or rather, I should say, in-app purchases.

Bruce Morrison, senior producer at freeverse (Days of Thunder!) wasn’t able to reveal much information about the company’s upcoming products, but they’re clearly up to some big things.

“I can’t talk about our upcoming titles in full yet, but we are very excited about the iPod access, micro transactions, push notifications and a huge slew of other things,” he said. “That, in combination with the new Facebook APIs (which, while not part of 3.0, feel like they almost are), are giving us some very exciting possibilities.”

Likewise, Brandon Barber, VP of Marketing with runaway success story Zynga says, “Obviously, we’re also excited about the micropayment platform. For games like Live Poker, the ability to make smaller purchases of chips and gifts will allow us to normalize pricing, and give gamers more options to play and customize their experience.”

Bolt Creative (Pocket God) president Dave Caselnuovo has this to say about the OS 3.0 update, “In-app purchases and push notification are definitely the most interesting of the new 3.0 features, but I think that the design of our app would have to change somewhat to take advantage of them. When we first started, we released a limited feature set, so our job was to justify the $0.99 price of our app. If we took the time to start big, then I would be more comfortable selling upgrades.”

Looking down the road to users’ reactions and how best to approach in-app sales, Simon Edis, head coder and president at ezone (Crazy Snowboard) comments, “In-app purchases and push notification are definitely the most interesting of the new 3.0 features, but I think that the design of our app would have to change somewhat to take advantage of them. When we first started, we released a limited feature set, so our job was to justify the $0.99 price of our app. If we took the time to start big, then I would be more comfortable selling upgrades.”

So it sounds to me that developers are a bit more than excited about being able to offer users additional content, gear, levels, etc., and naturally, being financially rewarded for these additional developments. And why not? Now, with that said, this flood of information and sneak peaks at what a lot of developers have brewing under the hood got me to thinking about microtransactions in general.

Last week I had to pleasure of having someone else sum up the microtransaction concept better than I could, one Mr. Beau Turkey. In this article he makes a strong, valid, and very logical case comparing music listeners that purchase CD’s vs. those that pick and choose titles via iTunes. At it’s core, iTunes is one of the biggest example of how microtransactions work, what they’ve done for an entire industry, and what potential they hold.

So the question begs to be asked; can the iPhone OS 3.0 update do for gaming what iTunes has done for the music industry? And in saying that, what I’m getting at here is introducing the concept in a plain and easy to understand format that doesn’t chafe the end user. For years and years the vocal core gamers have been screaming about microtransactions, the nickel-and-dime me to death, and pay-to-pwn concept, but something tells me all the while they were very happy not to have to buy the entire CD, and just picked and chose the songs they wanted to load up on their iPod, or generic mp3 player for that matter.

Does this mean that the entire world is purchasing their music via iTunes or Amazon? Of course not, there are still the CD buyers, and naturally the pirates. However, while iTunes hasn’t necessarily saved the music industry, they have made leaps and bounds in getting people off the Napsters of the world, and actually owning up and paying for the music they enjoy. When purchasing music via iTunes, the end user knows exactly what they’re getting, an officially licensed, full (and consistent) quality audio file with all the tags and cover art included. Not to mention in an easily searchable, organized collection that is easily transferred to a portable device. The point here is that through creating an easy to access, navigate, safe and secure point of purchase, iTunes has revolutionized the way we look at purchasing music.

By introducing microtransactions, or in-app purchases as the current buzzword dictates, is Apple setting the casual, and core to a point, gaming community up for the same revolution? Granted, not all developers are going to come in with the same standards of pricing, (perceived) usefulness, and bang for the buck, but they all still have to pass Apple’s stringent standards of quality and functionality. If in-app purchases deliver on their promises; providing new, exciting content with a bona fide entertainment value to the end the user, and the new OS provides a frictionless platform to do it, how long will it take before the gaming community at large starts to truly rethink these ‘microtransactions are bad…mmmmkay?’ preconceptions?

 
 

MapleStory celebrates 4th year

Friday, May 8th, 2009

In celebration of their upcoming 4th birthday, Nexon America is rolling out the red carpet for loyal fans of one of the very first free-to-play, microtransaction monetized games.  Launched on May 11, 2005, MapleStory quickly became an online legend with it’s groundbreaking social features, unique art style, open world opportunities, and again, unique and innovate method of play vs. monetization.  Worldwide, MapleStory counts over 92 million users, 6 million of whom reside in the US.

But to MapleStory players, it’s not just a game.  It’s gone far beyond just a 2D side scrolling virtual world/game.  One might even say there might be a cult of ‘Story going on, as fans of the game have solidified the title’s place in gaming history through countless blogs, fanboy (and girl) community sites, and videos.  A quick pass through YouTube reveals close to 200,000 video results.

“After four years of service in North America, MapleStory continues to evolve and surprise us all. We are very grateful to our loyal fans and this celebration is for them,” said Min Kim, Nexon America’s Vice President of Marketing. “MapleStory fans have helped create something special and we’re going to reward them with new, exciting content to enjoy throughout the summer and beyond.”

And reward Nexon will.  The new birthday goodies looks like so:

  • Fourth Anniversary Maple Weapons – Monsters will be dropping special anniversary weapons. Or the players can exchange previous anniversary weapons and Maple Leaves for new Fourth Anniversary Weapons, Maple Hats, Maple Shields, Maple Earrings, or Fourth Anniversary Scrolls.
  • Item Upgrades – Maple Hat and Maple Earrings obtained through monsters are upgradable using Maple Leaves. The earrings can be upgraded by completing additional quests.
  • Leveling Up Event – Each time players levels up, they will receive Maple Leaves. The number of Maple Leaves rewarded will vary depending on the level. Higher level players will receive more Maple Leaves.
  • GM Events – The GMs will run special events and summon last year’s anniversary boss, Big Puff Daddy, at random times.
  • Monster Transformations – Any player can transform into one of MapleStory’s monsters for a given period of time.
  • 4 Candle Event – Nexon is giving away 1,200 prizes over 40 days, including in-game items, Nexon Game Cards, digital cameras, iPod Touch and a laptop computer. Players who play for 40 minutes will receive a candle. Once a player has a candle, they can receive up to four pieces of cake for each successive 40 minutes of game play. Players who get four pieces of the cake will have a chance to win.
  • Maple Quiz – Players can take the Maple Quiz. For every question a player gets right, five Maple Leaves and a special cake will be rewarded.

In addition to this content, Nexon has a whole slate of daily events planned.

So if you’ve never given MapleStory a try, or were just looking for the right moment to jump back on the train that started it all, look no further.  MapleStory – a story of how one game could change the entire way we look at the gaming industry.

 

Casual Games builder WonderHill hits new high score with $7 million of VC cash

Thursday, May 7th, 2009

It’s no secret that casual games and their associated microtransactions are pulling down some very big numbers lately (Zynga’s nine figure revenues anyone?), and so it should come as no surprise that web-based casual games company WonderHill recently announced their successful results of a first round of funding.  $7 million worth of success.

wonderhillBuilding on an initial investment of $750,000 from Ooga Labs, WonderHill’s newest influx of cash comes from Charles River Ventures and Shasta Ventures.  As reported by Dean Takahashi, Saar Gur of Charles River Ventures said that the firm decided to give a green light to WonderHill based on the veteran team with the ability to create viral web hits over and over again.

Just who are these veterans?  Let’s take a look at the top slot, filled by one Mr. James Currier.  To say that Currier knows a thing or two about web development in relation to games and entertainment might fall a bit short, as he’s the former CEO of Tickle, and also a member of the board of directors of Linden Lab (be that good or bad).

The top creative guy in charge belongs to Nick Rush, former creative officer with EA’s Pogo.com, and former VP of creative with iWin.  Rush is the creative juice behind all time classics such as Word Whomp! and Poppit! at Pogo (they’re still ranked as some of the top games there).  With iWin, Rush managed the development of top hits Jewel Quest, Mah Jong Quest, JoJo’s Fashion Show, and Family Feud Online Party.

Rockin’ the CTO chair is Stan Chudnovsky.  Together the three started WonderHill in 2008, and now employ a staff of 15 from their San Francisco based HQ, and yes…they are hiring.

The trio intends on following a Rebel Monkey’s CampFU path, and ditch the head-to-head violent games path favor of a “magical design style and cooperative game play”.  WonderHill hopes that this style of play will reach a broad audience, ranging from kids right on through to the 30 somethings market.  Adding to this wide ranging appeal, the company also noted that that they intend to branch out into iPhone territory once the launch of initial products are established.  Presumably, this iPhone version of WonderHill products will take advantage of the microtransaction capabilities of the upcoming 3.0 software update.

Currier did however point out that while $7 million might seem like a healthy chunk of change, some of it’s rivals including Zygna, which raised $35 million and Playfish, $17 million, have at least a monetary advantage.

 

Niko Partners project Chinese online game market to reach $8.9 billion by 2013

Wednesday, May 6th, 2009

Niko Partners, a leading research firm focused on providing market intelligence about the Chinese video game industry, recently released data from it’s most recent study, citing $2.75 billion in revenue from online games in China in 2008.  The study collected data from over 70,000 points in 10 Chinese cities over the course of March 2009.  The figure is generated from this data and includes new online game market segments, strong sales of (illegal) game consoles, and 23 million PCs in China’s 170,000 internet cafes.  Based on this data, Niko Partners projects that the online game market will continue to flourish with a massive 26.4% compounded annual growth rate over the next five years, with revenues to top out close to $9 billion in 2013.

report_cover“Average spending per Chinese gamer is rising to the point where a 26% increase in gamers resulted in 61% more revenue for online games in 2008,” said Lisa Cosmas Hanson, managing partner of Niko Partners. “Niko’s conclusion is that China’s online market has plenty of room for growth in the next five years, and much of that growth will come from beyond the major metropolises where the number of Internet cafés, home PC penetration and Internet usage are all on the rise.”

The 2009 Annual Review and Five-Year Forecast Report on China’s Video Game Industry, available from Niko Partners is a comprehensive survey and review of the 2008 – 2013 PC online, PC offline, casual games, social networking games, console, handheld games and hardware market.  It provides the most current and largest market intelligence of the Chinese gaming market including gamers, internet cafes, regulations, online game operators, games, hardware, distribution, retail, outsourced development, and vital info on trends in the supply and demand chain.

Highlights include:

  • Massively Multiplayer Online Games (MMOGs) accounted for 77% of 2008 online games revenue, with advanced casual and casual games making up the balance of 23%.
  • Webgames and games on social networking sites expanded the casual game segment, offering more games to new and casual gamers as well as to hardcore gamers who play MMORPGs.
  • Sales of next-generation game consoles continue to climb, though entirely via illegal imports as there has been a ban on consoles since 2000.
  • By 2012 the number of online gamers should reach 119 million, a 17.7% CAGR.

The report is now available from Niko Partners, and includes:

  • Annual Review & Five-Year Forecast Report
  • Chinese Gamers Study in 4 City Tiers
  • Six-Month Update Report
  • 10 hours of consulting time
  • On-site presentation about China’s market