Archive for May, 2009

Free Realms Trading Card Game drops later this week

Tuesday, May 5th, 2009

Building on the success of their recently launched free-to-play virtual world, Free Realms, Sony Online Entertainment LLC (SOE) announced a release date for their Trading Card game tie in yesterday.  Produced in conjunction with The Topps Company Inc., and developed at SOE’s Denver studio, the trading card game closely integrates with the online game/world format and features more than 180 collectible game cards.  And now for the kicker – certain card packs contain more than 50 various virtual rewards which can then be redeemed within the online portion of Free Realms.  Not exactly a groundbreaking concept, but the first that we’ve heard of coming from a free-to-play format.

Topps, which has been exploring new ways to reinvent it’s traditional analogue self in a digital world now adds the Free Realms collection to it’s growing online inventory including Topps Town, Topps 3D Live, and BabyBottlePop.com.  All of these properties feature physical world products that link back into virtual world entertainment destinations.  Michael Eisner, whose Tornante Company and Madison Dearborn Partners, LLC. acquired The Topps Company, Inc., in October 2007, said, “It’s been exciting working with Sony Online Entertainment on this endeavor, which has resulted in the development of a multiplatform product that is likely to spark the imaginations of trading card game fans everywhere.”

The Free Realms Trading Card Game arrives in stores later this week, and comes in not one, but two tasty flavors.  The ‘Passport to Free Realms’ starter pack for $9.99 which features the entire welcome wagon including a 40 card starter deck, a full color play mat with rules, and a virtual reward card featuring a virtual black Labrador dog, an exclusive card player T-shirt for your character, three jumbo health potions, an exclusive virtual Cardie Racer and a one-month membership with full access to Free Realms (a $4.99 value).   The ‘other’ white meat of the Trading Card Game is a $3.99 booster pack version, featuring 10 game cards, one virtual reward card, and 50 station cash, Free Realm’s virtual currency.

Some highlighted features of the Free Realms Trading Card Game:

  • More than 180 Cards – The premier release of the Free Realms Trading Card Game features more than 180 cards, as well as 50 exclusive virtual reward cards not found anywhere else, and 16 physical exclusive cards with codes that unlock the equivalent card in the online game.
  • Exciting Gameplay – Developed by SOE’s Denver studio, the minds behind Legends of Norrath(TM), the Free Realms Trading Card Game brings the lively and colorful world of Free Realms to the familiar and fun format of the trading card game.
  • Virtual Rewards In Every Pack – Every Free Realms Trading Card Game pack features a virtual reward card redeemable for fantastic items inside the world of Free Realms, such as exclusive pets like the Toyger, the tiger-striped housecat, cool virtual clothing like the Rocker outfit, pet clothing, special character effects, and more.

“Free Realms is poised to be a tremendous success for us,” said John Smedley, president of SOE. “Now, we’re taking the next step and putting the trading card game in stores nationwide. This week, you’ll be able to walk into many of your neighborhood retail stores and pick up one of the best trading card games I’ve ever played.”

 

Parabellum closed beta now open for registration

Monday, May 4th, 2009

You might remember back in September we talked about Acony’s upcoming free-to-play first person shooter, Parabellum.  Powered by the Unreal Engine 3, this highly anticipated title stole the hearts and minds of gamers at the Austin Game Developers Convention.

parabellum_betaAccording to the official description from Acony, Parabellum will be a hybrid of the best elements of a First Person Shooter and a Massive Multiplayer Online game.  Parabellum will also introduce the first interactive non-linear multiplayer campaigns in addition to an advanced character and weapon development system.

Set in the future, 2018 to be exact, players take part in privatized global military force actions (not unlike what’s been unfolding on Fox’s 24 this season), where ex-soldiers, mercenaries, and adventurers can make untold fortunes.  Players will choose an alliance, either the CTN; those committed to keeping anarchy at bay, or the Syndicate, rebels hell bent on destruction and chaos.  Overseeing, or perhaps rather encouraging both organizations, the C.I.N. provides contracts to both groups depending on the pending job.  An interesting feature of Parabellum will include consequence decisions, meaning that outcomes from one mission will affect the outcome and procedure from the next mission.  Players will not fight level after level of unrelated content, but rather fight their way through entire cities.  Given the nature of the game and these missions, players are free to choose their own routes through these cities, as well as construct routes that will lead the opposing force into traps.

Taking cues from the MMO world, Parabellum characters gain experience and evolve throughout the experience.  As more and more missions are complete, player’s characters will unlock new weapons, weapon mods and attachments, body armor, accessories and appearance.  Acony is touting over 10,000 different possible combinations, a feat yet unheard of in any MMO-FPS.

Distributed in the US by K2, a quick reminder of some additional game customizations:

  • Player uploaded battle music
  • Turning off in game advertising
  • Clan logos
  • And a whole lot more ‘undisclosed’ content

On a final note, while Parabellum will be free to play, there’s a host of available items made possible via microtransactions.  However, the good folks at Acony take what they’re building here very seriously, and realize that pwnage should not depend on the size of a player’s wallet.  That’s why they’ve specifically designed the game to measure victory based on skill and wit.  None of the weapons or equipment in the game require players to pay for with real money.

So get the gettin’s while the gettins hot.  Acony is now accepting applications for their closed beta at http://parabellum.xg1.net/.  Note: you will have to create an account before applying for the beta.  Fair’s fair.

 

2008 survey reveals average game developer salary – $79,000

Friday, May 1st, 2009

Chances are if you’re living under a rock or in a cave, you haven’t really noticed or felt the effects of the current global economic recession.  For the rest of us out here trying to make a go at it day after day have felt and seen it, but, if you’re working in the games development industry, things may not be quite as bad as those working in, oh, I don’t know…finance perhaps?  And while the full impact of the recession is difficult to put a finger on, recent survey data released by Game Developer Magazine indicates that not only is the demand strong for game developers, but flourishing as well.

game-developer-research-logoAs noted in our previous coverage of Game Developer studies, the gaming industry as a whole seems to be doing remarkably well in these uncertain economic times.  Early last month, their study showed that game development outsourcing (to firms such as ours) is on the rise, and last Halloween we covered their release of a 13% increase in North American gaming jobs over the course of 2007.  This recent news from Game Developer doesn’t disappoint, as they found in their 8th annual Game Developer Salary Survey that the average American game industry salary in 2008 landed just $1,000 short of $80,000/year.  This figure reflects a 7% increase from 2007’s figure of roughly $74,000.

However, this information must be taken with a grain of salt, as the recession is notably reducing the number of available positions.  Given this quandary, as less jobs become available, more experienced game developers find themselves in a position to ask for higher salaries.  Selected highlights from the industries only major publically released analysis of salaries in the video game industry:

  • Programming: programmers are the highest paid talent next to high-end businesspeople, with an average annual salary of $85,024. Experience pays in this role, as those with greater than six years of experience earned 26% more than the average annual salary.
  • Art & Animation: artists – averaging a $69,532 salary, nonetheless, 28% of art directors reported lower salaries than the previous year. But these more experienced, higher status artists also tend to earn at least 35% more than those with less experience and lower title.
  • Game Design: Averaging $67,379, design positions sprouted an average $3,730 over last year. As with many roles, region makes a difference, given that West Coast designers make on average $8,283 or 12% more than the rest of the game designers in the country.
  • Production: of all the game development disciplines, production – with a salary average overall of $82,905 – is the most welcoming to women, with 21% of the workforce made up of females – more than twice the industry average. The discipline as a whole saw a strong $4,189 bump from last year.
  • Quality Assurance: testers with less than three years experience make up the largest percentage of this segment – 46%. Quality assurance is the lowest paid of the game development disciplines, averaging $39,571 – almost flat to 2007 – and the majority of Q/A people – 87% – are lesser experienced. The number of female Q/A testers jumped from 6% in 2007 to 14% in 2008.
  • Audio: sound designers as a group earned 6% more than they did in 2007, up $4,758 on average over last year to $78,167. 74% of audio developers reported that their salaries increased over 2007. Interestingly, 48% of those in the game audio industry have been working there for 6 years or more – more than the 40% for game design, and equal to the 48% for production.
  • Business & Marketing: the business field as a whole remains the highest compensated group in game development – with an average salary of $102,143 – and also receives the highest amount of additional compensation. However, salaries vary significantly between individual job titles in this section, with experienced VPs and executive managers making the most of any individual section in the entire survey – at $131,085 on average and reporting at least 6 years experience.

The full report is available from Game Developer Research and covers mush more details US regional and growth data, including year over year results from 2004 – 2008.  The full report also spotlights data accrued from Canada and Europe.