Archive for June, 2009

Citi sees $1 billion in IGA by 2014, and PricewaterhouseCoopers puts global market at $73.5 billion by 2013

Wednesday, June 17th, 2009

Maybe it’s a sheer coincidence, but combining the recent NPD numbers regarding consumer electronics consumption habits, and the extremely positive outlook on virtual worlds recently published by Strategy Analytics things are already looking good.  Well hold onto your hats, as both Citi and PricewaterhouseCoopers published even more news to get pretty jazzed about.

Citi

moneyAccording to a recent Gamasutra piece, a research note by Citi indicates that the In Game Advertising market could reach the $1 billion mark by 2014.  Citi sees the most online advertising growth coming out of the gaming sector, which currently stands at around $600 million.  An impressive number for sure, however, it accounts for only roughly one-third of the total online advertising spend, $20 billion.

According to analysts, today’s average gamer is 35 years old, with 40 percent of “total gamers” being female.  Obviously, this is a highly attractive audience to advertisers.  Citi says that in game advertisements “have higher engagement and slightly higher [cost per thousand users, representing value] than traditional banner ads.”

And this advertising isn’t simply limited to a Doritos banner on the side of an in game truck.  Citi says that this advertising is also tying into the separate trend of microtransactions, as real world brands are setting up shop in virtual worlds.  Looking at high profile, tangible examples, Citi points to both Apple and Tencent’s investments into microtransactions, and gives a thumbs up to the segment, calling it a potential “multi-billion dollar opportunity.”

PricewaterhouseCoopers

Recently releasing their Global Entertainment & Media Outlook 2009-2013 report, financial firm PricewaterhouseCoopers is calling the US and Canadian game industry revenues for 2009 at or around the $17.2 billion mark.  In this report, the “Game Industry” is defined as console, handheld, PC, and mobile game software sales, subscription fees, and in-game advertising (no microtransactions???).

PWC predicts that these game industry revenue streams will collectively post average annual growth rates of 5.8 percent through 2013, at which point we’re looking at an estimated $21.6 billion.  Looking outside North American waters, PricewaterhouseCoopers expects to see a global compound annual growth rate of 7.4 percent, pushing total numbers to a massive $73.5 billion in 2013.

Included in the report, and cited as a driving force behind these numbers is their prediction of the release of the next-gen console, first appearing in 2012.  PWC predicts that Nintendo will arrive on the scene first, particularly due to the Wii’s inability to output HD graphics.

Echoing Citi’s statements about IGA, the firm notes that this is a particularly strong segment of the market.  PWC places today’s in-game advertising spend at $886 million (could we agree on $743 million?), but sees at 13 percent annual growth rate over the next five years, placing the spend at $1.3 billion in 2013 (again, maybe we can settle on $1.15 billion?).

 

BOOM! Virtual Worlds expect explosive growth

Tuesday, June 16th, 2009

According to yesterday’s release from market research firm Strategy Analytics, the virtual worlds sector is set up for some truly phenomenal growth.  The Boston based firm projects the global virtual world population to grow from today’s approximately 186 million inhabitants to a whopping 640 million (the equivalent of twice the current US population) by 2015.  That’s nearly a 25 percent compounded annual growth rate (CAGR).  Say it with me now….holy crap!

39306The largest growing sector should come as no surprise, kids between the ages of 5 and 9.  Strategy Analytics predicts that this demo will grow 27 percent, while tweens and teens should see a growth rate of 21 percent.  This growth rate may be effected by what I discussed yesterday, regarding NPD’s reports on a younger trend of consumer electronics consumers, particularly regarding laptop computers.

In the report, “Virtual Worlds Market Forecast 2009-2015,” Strategy Analytics goes on to predict that virtual worlds will continue to improve the overall user experience, and thus convert registrations to active users at a 38 percent CAGR through 2015.

“The high conversion of registrants to active users demonstrates that users are finding value – in the form of entertainment, engagement, and social interaction,” according to Barry Gilbert, Vice President of the Strategy Analytics Gaming Sector and author of this report. In addition, Gilbert noted, “Access to virtual worlds across a variety of platforms, from consoles to mobile devices, will help catalyze growth.”

And now for the almighty Dollar.  Where’s the money coming from?  Well, according to the report, the top three to take to the bank are microtransactions, subscriptions, and advertising/sponsorships.  Said microtransactions are expected to grow from slightly over $1 billion in 2008 to….wait for it…..wait for it…..$17.3 billion in 2015 accounting for 86% of the revenue generated by virtual worlds.

Here’s how Strategy Analytics numbers break down (in millions):

picture-13

Obviously this is outstanding news for youth focused virtual worlds, including fatfoogoo client CampFu.  If there’s ever been a doubt about the staggering growth potential hidden in these virtual worlds, and the monetary potential stored away in virtual goods, if Strategy Analytics projections are spot on, these doubts could be summed up in one word: Shattered.

 

Kids use of mobile phones, personal computers and gaming platforms continues upward trend

Monday, June 15th, 2009

According to a recent report released by leading market research firm, The NPD Group, 2009 could very well mark the beginning of a new trend in boys’ and girls’ usage of consumer electronics.  Scoring particularly high in trends were both mobile phones and laptop computers.  Quite interestingly, according to the report, females are now more apt to use these specific devices, while at the same time, kids of all ages and genders are trending towards ‘talking’ via sms and photo sharing.

Surveying 3,212 adults aged 23 or older, with children aged 4-14 in the household, the survey goes on to find that televisions and computers retain their top two spots year over year, but that both HD televisions and laptop computers, as opposed to SD TV’s and desktops, have seen a strong surge as of late.  While the study admits that this is mainly an offshoot of the parents’ own upgrades, the increased level of kids ownership of laptops seems to suggest that parents are purchasing these devices specifically for their 4-14 year old.

On average, households with this demographic contain 11 consumer electronics devices, a trend not showing any signs of slowing, with 33 percent of parents reporting that they plan on purchasing at least one consumer electronics device for their child in the coming year.  Younger kids can expect electronic learning toys, while the older demographic should land new mobile phone or digital camera gear.

Since launching the kids’ usage of consumer electronics report over 5 years ago, NPD says devices such as personal digital music players, laptops, digital cameras, and mobile phones in particular have seen explosive growth, and that the entire landscape of consumer electronic consumption has shifted dramatically.  For example, 37 percent of kids now use a personal digital music player, as opposed to only 6 percent in 2005.

Speaking of 37 percent, the NPD survey also reports that 37 percent of kids that use a portable gaming device own their own, and 30 percent of kids that use a personal digital music player own it.  And while these numbers in their own right are impressive, taking a look at the bigger ticket item, one in four 4-14 year olds own their own console video game system.

“The activity which drives two of the three most-used consumer electronics devices, computers and video game console systems, is gaming.  Playing games is an activity that kids enjoy across most of these devices,” said Anita Frazier, industry analyst, The NPD Group, “so it’s likely one of the activities driving personal ownership among kids.”

What the survey did not drill down into, and I’ll take the leap out to that branch, is how many of these personal digital music devices also function as a mobile gaming device?  Yes, I’m specifically talking to the iPhone right now.  Don’t forget, we’re now t-minus 2 days and counting until Apple’s iPhone OS 3.0 launches, with a full inclusion of microtransactions.

Illustrating my point, Frazier goes on to state, “CE devices are great, but content is the key driver that will help continue the growth of the kids CE market, particularly digital content, which goes hand-in-hand with portable devices.”

So there we have it, a possible revolution in the making.  As I alluded to earlier this year, my prediction is that Apple with the iPhone is going to do for gaming microtransactions what they did for mp3’s and the music industry.  Provide a safe, secure, and trusted platform that lowers fears, misconceptions, and outright bias.

Remember, swelling tides raise all ships.

 

And now for some free-to-play revenue numbers

Friday, June 12th, 2009

We’ve seen a dramatic rise in both the number and (arguably) quality of free-to-play titles over the past year.  Looking at the timeline from Nexon’s Maple Story, right on through to Turbine’s recent decision to move Dungeons & Dragons over to the free-to-play model, you’ll notice in the overall scheme of things this is a rapidly accelerating push.

Up until now, we’ve all just looked at the Asian model, the numbers of players, and aside from the ARPPU or ARPU numbers here and there, there really hasn’t been much hard data to justify what we’ve all believed for a long time: Free-to-play/Microtransaction supported games CAN actually turn a profit.  This data is either shrouded in secrecy, or perhaps even worse, often presented in grey terms, i.e. ARPPU (average revenue per paying user), which is always going to look far more impressive than the ARPU (average revenue per user).  Enter Paul Hyman’s outstanding collection of words and data recently published over at Gamasutra.

Hyman doesn’t just catch Three Rings Design’s CEO Daniel James’ words, but also nabs opinions from Raph Koster, or Metaplace, and Jeremy Liew from Lightspeed Venture Partners, a major source of VC spending cash for free-to-play developers.  Below are selected highlights from each person’s perspective.

Daniel James – CEO, Three Rings Design

daniel_jamesJames truly puts his money where his mouth is, and feels no shame in putting Three Rings’ numbers right out in the open where all can see.  In 2005, Three Rings Design launched a free-to-play version of their successful Puzzle Pirates in tandem with the original subscription version.

This “reluctance to clearly report revenues is a deliberate attempt to obfuscate the numbers.  There seems to be a perception,” he explains, “that there is a business advantage to not being transparent. But I disagree.”

In a recent blog post, he continues, “People often ask me, with a wary look such as you’d give a lunatic, ‘Why do you dish out your numbers like this?’ It’s a good question. There are possible downsides, but they are limited; if a competitor looks at my numbers and then goes on to execute better than us, I don’t think that has much to do with our numbers. They executed better, that’s the hard bit. Well done to them.”

The nitty gritty:  James reveals that the free-to-play Puzzle Pirates MMO generates approximately $50 per month from each paying user (ARPPU), resulting in $230,000 a month.  Add in the revenue generated from the subscription based version, around $70,000, and you’ve got a very healthy take of approximately $300,000.

While these numbers are truly impressive, James goes on to warn to not look at the bottom line, but rather the ARPU.

“The pivot number — the number to focus on — is not the $50 ARPPU but the $1-2 ARPU,” he says. “That’s the number that a new paying customer is worth to you. If that number were, say, 20 cents, you’d probably have a difficult time building a business.”

“But if that number were, say, $3 then you have a good business that enables you to go to a flash distribution site and say, ‘Hey, put my game up on your site and I’ll give you a dollar for every new user you send me.’ They’d surely be interested in that.”

Raph Koster – President and Founder, Metaplace

raphaelraphkosterAdmittedly, Metaplace, a new social web portal is brand spanking new, only a month old, but that doesn’t stop Founder and President Koster from weighing in.

“Free-to-play is all about upping your ROI,” he explains. “All the costs of boxes and distribution that are associated with a subscription model go away. The cost of development is significantly lower. Even your marketing budget changes radically; our product’s reputation will spread primarily via word of mouth. And because it lowers the barrier to entry for people to come in and try things, it gives you a huge shot at acquiring large numbers of customers.”

Speaking to the closed door policy of data, Koster comments, “It’s been kind of a habit inside the industry to keep your budgets and revenues a secret, which I personally think is kind of silly. Especially since, now that much of this is happening on the web, you can go to comScore and see how many people are actually playing a site. So it’s getting harder and harder to hide your numbers.”

While most of Metaplace’s revenues are derived from virtual goods microtransaction sales, Koster also pitches an interesting idea on additional revenue generation within a free-to-play environment.  Metaplace makes “events” available for sale.

“In Metaplace, everyone gets a world of their own,” he explains. “Because you’re not paying for it, it’s not a very big world and there’s a concurrency cap, so you can’t squeeze more than 10 people into it at once.”

“But, if you want to hold a party or host something special, for example, you can pay us $10 and, for the next 24 hours, your concurrency cap goes up to, say, 100 people. That’s just an example of one way to monetize your product without restricting it to selling virtual goods.”

Jeremy Liew – Managing Director, Lightspeed Ventures

jeremy-liewLiew’s own personal research on APRU’s falls right in line with James’ comments and theory.  In a recent blog post, Liew reveals the ARPU at a number of popular sites average around $1.25 per month.  Disney’s Club Penguin rakes in $1.62, Habbo – $1.30, and Runescape around $0.84.

Again, inline with James’ thinking, Liew reports that the average ARPPU is somewhere in the $10-$50 range, typically coming from 5-10% of the total number of active players on any given month.

And there we have it.  Both James and Koster agree that veiling data in a shroud of mystery doesn’t help anyone.  Sure, Three Rings Design’s Puzzle Pirates is certainly a case example of a free-to-play success, but note that Koster is more than willing to let the data out the door, once Metaplace has established a long enough track record to present.  The way I see it, more data, either good or bad, can only help and support current and future developers make the call whether they want to go free-to-play, select a subscription based model, or take the path of a hybrid of the two.  And of course, if and when they decide to go free-to-play, they’ll most certainly need a microtransactions payment expert.

 

Chalk up one more: Turbine’s Dungeons and Dragons goes Free to Play

Wednesday, June 10th, 2009

Well here we have it, Turbine’s first foray into the world of free-to-play, microtransaction and/or subscription supported gaming.  They announced yesterday the opening of the Beta program for what will be now known as Dungeons & Dragons Online: Eberron Unlimited, or DDO Unlimited for short.

picture-11Since it’s 2006 launch, DDO has been a $14.95/month subscription only MMORPG.  Scheduled to launch later this summer, the free digital upgrade to the existing title, Dungeons & Dragons Online: Stormreach not only takes the game over to the free-to-play side, but also includes a number of new features, sure to make existing players happy, as well as entice newcomers in the front door.  DDO Unlimited will raise the level cap to 20, add major new content, a new class, and features a new 12 player raid.

The new DDO Store, aka where the microtransactions occur, will be instantly accessible from anywhere in the game (no running home to make a purchase), and will sell equipment, new adventures, additional character content (including the new monk character class), NPC hirelings, and a wide variety of assorted useful items.  Players wishing to utilize the store may purchase Turbine credits with RMT’s.  The E3 demo showed just how easy the process is.  If a player arrives at a premium content destination, a locked door, or locked dungeon, for example, the DDO store function kicks in with a handy link directly to the purchase point.  In other words, Turbine has made the process as friction-less as possible, and with a minimum number of clicks, players can have instant access to the locked content.

Is this going to ruin the game?  Not the way I see it.  Turbine was quick to stress that free players are not restricted in their progress, will have constant access to the games’ servers, and may progress all the way through to the game’s level cap (20).  Pushing this point one step further, there are some high-level items that one simply may not purchase via the DDO store, and must be acquired from actual play.  As players quest, battle, and raid their way through Eberron, they earn Turbine points which they may then spend at the aforementioned DDO store, therefore, explaining the above, it is theoretically possible to play the entire game and equip items from the store without ever spending a dime.  Provided you’ve to the time on your hands to accomplish this.

And while the new game will go the free-to-play, microtransactions route, Turbine is also offering a VIP level of enjoyment.  The VIP program is an alternative to the microtransaction route, in which players receive some in-game money, access to all classes, races, in-game lands, and extended character slots.  Existing DDO subscribers will automatically be upgraded to this VIP status, and newcomers will have the option to lay down the $14.95 to become a VIP.

Turbine director of communications says in a report by masshightech.com, “This is very much in line with the way D&D sold itself back in the day. You are paying for content when you want it, as opposed to this all-you can eat buffet.”

Mersky also notes that Turbine began preparations for the new DDO pricing structure and business model more than a year ago.  Since announcing the beta sign up early in the day on Tuesday, Turbine has “already had tens of thousands of sign-ups in the past few hours,” Mersky said.

Suddenly, Turbine’s job announcement for an e-commerce/microtransactions manager, as well as the recent appointment of M. Beau Paradowski as CFO is all becoming very clear.  As Turbine is a highly respected and trusted name in the world of MMORPG gaming, it should be very interesting to see both how the company fares with this new offering, as well as how players receive it.  Welcome to the free-to-play realm folks, we’ve been waiting.

 

As gaming business models evolve so do the legal practices associated with them

Tuesday, June 9th, 2009

As we all saw, E3 looks to have gotten it’s mojo back, and I can confidently say that the industry as a whole looks to be in a state of good health.  Of course, E3 is a trade show, where the industry gathers together to path each other on the back, and drool over all the new goodies in store, but combine this with the recent NPD Report indicating that nearly 2 out of every 3 Americans had played a video game in the past six months, and we’re really on to something here.

gavel1And while the focus has been mainly on games, game developers, publishers, etc., I’d like to take a step back and look at an industry that’s also reaping the rewards of a new found enthusiasm in the gaming: Legal.

A key driving factor to increased legal involvement in the gaming industry stems from the still evolving, but rapidly accelerated business model (read: microtransactions) that game makers rely on.  In the past, the path was simple, developers develop, and then hand the titles over to the publishers to push out into the market.  A great majority of developers’ legal fees when towards contracts with publishers, and that was the end of the road.  With the advent of social media, digital downloads, and increased involvement from developers themselves, comes an increased desire and need for legal council.

Patrick Sweeney, a lawyer specializing in the interactive media and entertainment firm, Nixon Peabody says, “There are more developers looking to step up to the plate with self-funded or partially funded games that they are able to monetize on better terms than the traditional model.”

Likewise, Mark Skaist, a 17 year vet of the video game industry, and partner at Stradling Yocca Carlson & Rauth comments, “Now that developers are doing things themselves, they have me working on rights clearance and other distribution related issues.”

Taking a look at Sony’s recent skyrocket, Free Realms, here we have a prime example of the increased need for experienced legal counsel.  Boasting an impressive 1 million registered users in just 17 days, it’s quite clear that Sony needed to have all their bases firmly covered before wading into the new business model waters.

Sony turned to the firm of Latham & Watkins partner Roxanne Christ to take them through these rigorous waters.  Christ and the firm are the folks responsible for establishing the rules that deal with players’ digital wallets, and end-user agreements, as well as relationships with external development studios.  “The shift to micro-transactions as a revenue model for the game raised legal issues that needed to be addressed,” says Christ.

The market, as well as the increased need for expert legal council hasn’t gone unnoticed by the legal industry.  Last year, the LA based firm Sheppard Mullin established a video game industry practice specifically tailored to address video game companies, developers, and publishers on issues of patent, entertainment, labor, and tax issues.  Amongst Mullin’s list of clients, one can find industry giants Sony Online Entertainment as well as Activision, which the firm represented in a patent infringement claim.

In 2007, the aforementioned Nixon Peabody acquired the firm of Offner & Anderson, a four attorney video game industry specialty shop.  Co-founder David Anderson says that his firms clients outgrew their exclusively corporate capabilities.  “We got to the point where we could better sever our clients at a bigger firm where were could provide them access to litigation and other practices,” Anderson says.

As the state of play continues to evolve, and more and new firms spring up, as well as the old stalwarts begin to take a look at alternative business models, my prediction is that we’ll also see an increase in legal firms that take a special interest in guiding and supporting these groups in charting relatively new waters.

 

Apple’s WWDC 2009 sure to confirm Apple’s commitment to gaming

Monday, June 8th, 2009

Although this year’s apple-fest, the annual WWDC is going ahead as scheduled, sans Mr. Jobs, and without much (presumed) major jaw dropping news, the major focus of this year’s event seems to be surrounding the iPhone.

picture-3As we’ve previously reported, and is pretty much general knowledge in the mobile phone world now, the iPhone’s scheduled 3.0 software update will include microtransaction features that a number of developers are already lining up to take advantage of.  However Apple seems to be moving plans along to up the ante on anyone (I’m looking at you Palm Pre) taking a shot at the mighty iPhone’s thrown at top the mobile device world.

The Palm Pre, may in fact, already be providing us with some insight as to what Apple’s capable of in the next generation of iPhones.  Utilizing the ARM Cortex-A8, in this case, Palm has actually 1-up’d Apple.  However, Apple is almost certainly expected to make the official announcement today that they’ll be incorporating the ARM Cortex as it provides, “the highest performance, most power-efficient” ARM processor available.  The reasoning behind this supposition?  Apple’s own job listings recently put the call out to ARM Cortex specific programmers to take advantage with the advanced features of this processor.  The ad has since been removed, so congratulations are in order to the folks that just joined the Apple team.

Ok, better processor making better use of my iPhone, fair enough, but how does this tie into gaming and the microtransaction features?

The rumor mills have bee alight for a while now, and it seems all but certain that the folks from Cupertino will confirm that they’ve inked a deal with Imagination Technologies securing a host of future 3D graphics chips from the London based company.  The iPhone currently utilizes the 4th generation of this graphics chips, although the 5th gen is already out and ready for use.

Did someone say better processor speeds AND improved 3D graphics, AND microtransaction support?  See where I’m going with that?  It’s becoming more and more apparent that while Apple’s not involved in the console business like their counterparts from Redmond, if the iPhone takes a serious stab at the mobile gaming market, they don’t need to be.  With a host of other additional features rumored (although more or less confirmed) including Video, 4GB to 32GB format sizes, and 72 Mbps 3G, along with some of the features that games developers have in mind for these new additions to the iPhone, Apple may very be on it’s way to becoming top dog not just in the smart phone market, but in the handheld gaming device market as well.

Tune into some live blogging from the WWDC 2009 via VetureBeat’s WWDC 2009 FriendFeed room starring Anthony Ha, Paul Boutin, and naturally Dean Takahashi.

 

Habbo says: MySpace and YouTube are more popular that Facebook

Friday, June 5th, 2009

According to a recent survey released by Habbo, MySpace and YouTube are more popular amongst the 11 – 19 year old age group than facebook.  The study was conducted in April 2009, and surveyed 112,000 teens from over 30 countries.  Conspicuously, only 4%, or 4,500 teens were from the US.

According to the Global Habbo Youth Survey brand update 2009, facebook now holds the number 3 spot, up from number 5 last year with US teens.  However, globally, YouTube and facebook take the number 1 and 2 spots, respectively, with MySpace coming in at number 4.

Sulake, Finland based parent company of Habbo, which claims close to 12 million unique users globally, with comScore data tallying Habbo at 3 million monthly users in the US, also surveyed teens on their attitudes towards brands.  Sulake deliberately excluded Habbo from the response list in order to keep the dataset impartial.

The results are not surprising, with 50 percent of American teens being more brand conscious than any other global group surveyed.  American teens felt it’s important to express their individuality, and expect their brands to help them out.  Conversely, only 38 percent of global respondents shared the same attitudes towards brands as their American counterparts.

While Habbo makes the vast majority of it’s revenues from the sale of virtual goods via microtransactions, some $74 million in 2008 according to Sulake, the virtual world has stepped up their real world marketing tie ins.  In January, the company signed a deal with Fox and Freemantle Media to provide a virtual version of American Idol, complete with in-world avatars of AI contestants.

So here’s the thing.  MySpace’s parent company is Fox Media.  As mentioned above, conspicuously, only 4 percent of those surveyed were American teens.  Granted, while this data is all encompassing, and not solely from the dataset surveyed, a quick compete.com search clearly has facebook blowing both YouTube and MySpace out of the water.  Sulake surveyed 112,000 teens from 30 countries.  We’re not given specific country by country breakdown numbers, but I would hope that one of the largest consuming countries in the world, not to mention home of all three mentioned, would get a slightly larger slice of the pie than others. And even if American teens were under represented in the numbers, what’s the survey pool?  Do all 4,500 of these teens have YouTube, MySpace, and facebook accounts?  Again, just looking at the overall compete.com data, something seems a bit skewed here.  I’m not saying the Sulake and Habbo data is dead wrong, but given the rise of facebook, and the gradual decline of MySpace, something just seems out of place here.

 

Stillfront AB back at it with free-to-play fan immersion game: Terminator Salvation

Thursday, June 4th, 2009

As we reported on last year, Stillfront AB’s fan immersion game, or FIG as they’re now known, Wanted was the first successful web-based game that had a Hollywood tie-in.  Well it looks like they’re back at it, this time with a fig based on the latest installment in the Terminator series, Terminator Salvation.  The game was recently released in browser format, with a facebook application arriving shortly.

picture-2Following the film’s plot lines, players are drawn into the post apocalyptic world where machines are the governing body, and humans must fight for their lives and the salvation of their entire species.  This free-to-play game does not automatically assume that all players will be willing to fight for the human race, and instead presents players with the choice to join the machines or the humans at the time of sign up.  A simple and familiar mechanic, players fight their opposition throughout the game, always struggling to gain the upper hand.  Taking cues from social network casual games style play, the web based version allows users to recruiter others to their side of the fight.  However, these recruitment techniques do come at a price, there’s always the constant danger looming that your new recruit might just turn out to fight for the other side.

“We are extremely excited to be part of one of the greatest movie franchises ever,” says Marco Ahlgren, CEO Stillfront AB. “The concept of different sides fighting against each other is new to the genre of casual web-based gaming, and I believe it will change the future for all FIGs to come. As we’ve seen with the Wanted FIG, the game will provide an exciting, addictive game play experience for the players while utilizing a micro transaction model to generate revenue and establishing a strong online brand awareness leading up to the release of the film and well beyond.”

Perhaps I’m missing something here, but “The concept of different sides fighting against each other is new to the genre of casual web-based gaming,” ummm…really?  Again, maybe I’ve got something all wrong, but that’s not exactly a new concept.  Perhaps Ahlgren is speaking to this form of play in a FIG?

As we’ve recently seen, Hollywood is taking a decided interest in what’s been termed as, “the entertainment industry’s most highly-sought commodity”, and the Terminator Salvation FIG is just another step in the right direction.  Adding microtransactions to the equation not only provides studios with additional income revenues, but in these early stages, also puts the concept front and center right in front of their eyes (and wallets).  As the interest in gaming continues to grow, don’t be surprised to see FIG’s become a solid and steady part of the overall promotional budget from big name studios.  Stillfront AB has already announced that they’ve got three more FIGs in development, and have inked a deal with Bigpoint.

 

NHN USA brings another free-to-play FPS MMO to US shores: Alliance of Valiant Arms

Wednesday, June 3rd, 2009

After wetting appetites earlier this year with the announcement of the anticipated F2P FPS MMO (too many abbreviations?) Huxley, NHN USA yesterday revealed at E3 that they’ve got another Unreal Engine 3 based title waiting in the wings.  Alliance of Valiant Arms is a free-to-play, microtransaction supported title that takes place in a parallel universe present day Europe, and centers around a hypothetical World War III.  The title will be available via the eight million members strong ijji.com.

vailiantarms“With the addition of games like Alliance of Valiant Arms, ijji.com is quickly becoming known by FPS gamers as the place where guns never cool and the smoke never clears,” said Philip Yun, CEO, NHN USA, which hosts ijji.com. “We are more and more discerning when deciding which titles to bring to the hardcore gaming portal, and A.V.A. simply blew us away. Not only does A.V.A. offer a unique urban warfare setting, but the combination the game’s realism and stellar engineering make it an intense, consuming experience our fans will have a hard time pulling themselves out of.”

A.V.A  was developed by REDDUCK, and ijji.com recently secured the North American publishing rights via Neowiz, who services the game in Korea via Pmang.  The title has an expected launch date of late 2009, perhaps just in time for the post-thanksgiving holiday season to commence.

The battle rages on between the European Union (EU) led by France and Great Britain, and the Neo Russian Federation (NRF), and is set in dense urban environments.  Once the conflict spreads to German borders, the United States leaps into action on the EU side.  Steve Butts’ coverage over at ign.com outlines the play action,

The game plays out in rounds with players taking on the role of one of three different classes. The Point Man is the scout of the group, capable of getting in and out quickly but not able to hold his own in a protracted firefight. The Rifleman is a nice mid-range class that can hit hard and fast. For long range fighting players can take the role of the Sniper. Each group has a wide range of weapons and you can setup your loadout for each class before the match begins. A selection of additional items for each weapon can impact their stats, giving you even more control over your combat abilities.

As the game will be microtransaction financed, it’s a pretty good bet that the ‘additional items’ available for each weapon will be featured in the in-game item shop and be available for purchase.