Archive for July, 2009

Microsoft/Massive plan launch of in-game barcodes

Friday, July 17th, 2009

IGB? Tagged, you’re it? Anyway you look at it, Microsoft is pushing the envelope with their planned release of 2-D barcodes that will be inserted into games, a replacement of in-game billboard advertising…of sorts.

According to a new report by Forbes, Microsoft is turning up the heat on now three + year old 2-D barcoding system. If you’ve been anywhere near Japan, you’ve probably already seen this technology in action. In Europe and the U.S., probably not so much. But that’s not to say that efforts to introduce and mainstream the technology haven’t already been attempted. Essentially, the technology works just like it sounds. A bar code is presented to the end user, which they then ‘scan’ or more accurately, snap a picture of, with their mobile phone camera. Recognizing this data, the mobile phone’s browser will then launch and head directly to a designated URL linked to that specific code.

bus-shelter-ad

Microsoft has been developing and refining the technology, first released to the public in 2006. The 2-D barcode technology was introduced in a product called Windows Live Barcode, and was/is designed to transfer information between computers, billboards and magazines, and mobile devices running its Windows Mobile software. Not quite making the splash Microsoft was hoping for, they upped in the game in 2007 by introducing the HCCB (High Capacity Color Barcode). This new format used colored triangles and geometric patterns, effectively allowing the size of the code to be reduced, while at the same time, increasing data storage capacity. Strike two, as apparently marketers couldn’t make heads or tails of triangles and patterns. Further developing, Microsoft debuted the “Microsoft Tag” at this years CES. Unlike previous versions, these new barcodes contain no information, other than links back to data stored on MS’s servers. This format allows marketers to track tag activity. Better, but still not great. April of this year saw Microsoft further revamp the system to ditch the triangles and replace them with circles. The tiny circles now allow for pointillist like image presentations.

Ok, so far so good, but what does this have to do with in-game advertising? A test program held at Wal-Mart earlier this year in conjunction with the Halo Wars release provided ‘extras’ for some lucky participants. These consumers were asked to ‘scan’ or ‘snap’ versions of preliminary test Microsoft Tags, where then were then taken to a special website where they could pre order the game and receive goodies like ringtones. The test program revealed that 85 percent of those that snapped converted to downloading content, in one form or another, to their phones. Apparently the test was a success, as Microsoft, in conjunction with Massive will be the first U.S. videogame company to embed these tags into their product. These tags are slated to appear in most of the 10 Xbox titles that are scheduled for release this autumn. Likewise, since the tags are a simple code insertion (more or less), this tagging technology won’t be limited to new games, as Massive simply needs to flip the switch and activate the tags in any one of it’s existing stable of in-game advertising ready titles.
“Games are a natural place to put tags”, says Mark Kroese, General Manager of Entertainment and Devices Advertising for Microsoft. “You’ve got people who are really engaged, leaning on the edge of their seats … a tag campaign presents advertising in a way that lets gamers “stay in the moment.”

While this sounds cutting edge, and naturally drives the, “Ooo…new tech…let’s play with it!” voice in my head, there’s also something else nagging at me. Whether you’re pro or con in-game advertising, it is what it is, and it can be a very powerful form of communication when done right. When I’m in an urban environment and I see a sprite billboard to my right, there are two things that happen here. One, I’m visually presented with the ad, thereby strengthening brand recognition, and two, this advertisement ads a certain sense of reality, in that this is something you could very well see on any street. Again, instant brand recognition, and real world meaning. By placing one of these tags on a billboard, Microsoft is now asking the user to complete one extra step. See the disconnect here? If I’m blasting my way through said urban environment, am I really going to stop what I’m doing, find my phone (check between the cushions again, will ya?), snap an image, and then wait for the page to load, only to find a media rich ad for sprite? Perhaps the same one I saw on TV three days ago? Not so much. As a matter of fact, that might turn me off snapping anything in the future. Not to mention that we’ve also removed the ‘real world’ plausibility of the billboard ad. Perhaps if playing a futuristic title based in post-apocalyptic Tokyo I might buy it.

Obviously, only time will tell with this new initiative from Microsoft/Massive. But taking it back to the old Borg adage, “You will be assimilated. Resistance is Futile.”

 

South Korean gaming market grew 20 percent in 2008

Thursday, July 16th, 2009

kimjongilKorea: An isolated nation suffering from an oppressive government and dictator, virtually cut off from the rest of the world (and the 21st century). Oh no no no. Sorry. That’s NORTH Korea. Although this picture may be shockingly correct, perhaps in not as many words, North Korean’s cousins to the South couldn’t get any closer to the opposite side of the spectrum.

South Korea is one of the most wired countries in the world, with 80 percent of the South Korean population owning a PC. Based on rough population estimates, that puts a computer in the hands of 38 million South Koreans. Given the relatively small land mass that South Korea covers, including extremely densely populated areas such as Seoul, as well as being (more or less) the birthplace of the free-to-play business model, it’s easy to see why and how gaming has integrated itself so rapidly in the everyday culture. Don’t forget, this is the country that has professional Starcraft leagues that often receive national television coverage.

According to Pearl Research, the South Korean appetite for video game consumption is showing no signs of slowing, as they estimate the online games market in South Korea grew an impressive 20 percent in 2008. The data comes via Pearl’s new study, “Online Games Market in Korea.”

The top five game operators in South Korea in 2008 were:

  • NHN – a 51 percent revenue increase YOY
  • Nexon
  • NCSoft – a 5 percent YOY revenues gain
  • Neowiz – up 29 percent with revenue gains YOY
  • CJ Internet – a 21 percent YOY gain in revenues

The Top online games in the South Korean market include:

  • Activision/Blizzard – World of Warcraft
  • NCSoft – Aion and Lineage series
  • CJ Internet – Sudden Attack (free-to-play)
  • EA – FIFA Online 2 (free-to-play)
  • Nexon – Dungeon Fighter (free-to-play)

Naturally, the vast majority of games available to South Koreans come in the free-to-play format, and according to the Pearl Research study, the global economic downturn has had little to no effect on microtransactions purchases. Pearl points to the low cost of these individual items as a potential reason.

The report also goes on to conclude that while these numbers are exciting, and a good indicator of the current state of affairs, not all is rosy in the South Korean gaming market. They point to intense domestic competition, a government crackdown on web board games, and increasing development costs is important challenges to be met.  However, the study also cites lack of capital for smaller publishers even though the South Korean government is pumping money into the industry.  I guess these small(er) publishers are flying below the government investment radar?

 

Riot Games’ League of Legends goes free-to-play

Wednesday, July 15th, 2009

League of Legends already has an interesting history. Stemming from a Warcraft III Mod, now turned into a full game, and resting in the hands of Riot Games, the title logged yet another entry into it’s history books yesterday, when LA based Riot Games announced yesterday that LOL is going free to play. A bit of a turn on a dime, as Riot had only just month prior at E3, announced that the title would be available via download and retail stores in September. Looks like that download isn’t going to cost you a cent. w00t!

181In a nutshell, League of Legends is an action-strategy title with some strong RPG elements. Initially based on the Warcraft III ‘Defense of the Ancients’ type game, players take on the role of a Summoner, who then in turn calls forth a Champion to fight for him against other players.

The game will be completely free-to-play, but as is the de facto method of today’s genre, microtransaction upgrades will be available. Likewise, Riot still plans on a collectors pack edition that will be available for $29.99. This collector’s edition comes with unique skins, pre-unlocked champions, runes for enhancing characters, and $10 worth of Riot Points.

League of Legends will offer two distinct forms of in-game currency. Influence points are most similar to experience points in that they are earned simply by playing the game, and can be used to purchase runes that enhance player’s powers. Conversely, Riot Points can be purchased for real money and may be put to use towards new Champions and cosmetic enhancements. In the spirit of fairness (and overall game design), Riot states that the items made available through Riot Points will not give any one player (or players) a distinct advantage over any others.

“One of our goals at Riot has been to set a high quality bar for core games that are available for free online as we believe that a relentless focus on delivering tremendous value to online communities will earn player loyalty,” Brandon Beck, co-founder and CEO, Riot Games, said. “League of Legends is being built as a highly competitive core game that we believe will change many people’s minds about the type and caliber of games that can be offered for free.”

League of Legends has a scheduled release date for sometime in September. In addition to the initial release, Riot is already prepping for the games’ post release phase, in which the company plans on “new features, Champions, maps and additional content as suggested by the community.”

Stay tuned and keep up to date with League of Legends at: http://www.leagueoflegends.com/

 

Double Fusion shifts into top gear with Nissan cubeparty iPhone app

Tuesday, July 14th, 2009

Leading in-game advertising firm Double Fusion has made its first foray into the rapidly expanding iPhone gaming segment with the launch of Party Roundup, a Nissan Cube branded game. Taking cues from the Cube’s advertising campaign, developers Coresoft set out to emphasize the car as a “mobile device”. The game primarily focuses on mobility and customizations, not unlike it’s real world 2400 lbs. glass and steel counterpart, and allows players the opportunity to customize their vehicles according to their own personal tastes and preferences.

img_0005“The iPhone is an extremely powerful gaming platform and we are excited to have worked with Nissan to provide auto enthusiasts with an innovative mobile gaming experience,” said Jonathan Epstein, president and CEO, Double Fusion. “Just as the cube fits into the mobile lifestyle of car owners, cubeparty typifies Double Fusion’s commitment to connecting brands and gamers across all platforms and, as our first involvement with a game exclusively for the iPhone, reinforces our dedication to providing unparalleled reach and the ability to target any and all desired gaming audiences.”

Taking advantage of the new OS 3.0 update, Coresoft’s creation allows for both single and cooperative multiplayer (up to 8!) action. Not unlike a host of other driving based games available for the iPhone the built in accelerometer is used to steer the cube while navigating through 3D city environments. Again, while the controls are nothing new, Nissan and Double Fusion weren’t about to launch just another ‘driver’ as the cube party app features a never before seen play action. In multiplayer mode, each of the up to eight simultaneous players have a chance to drive the cube themselves, as the car will drive off on screen and onto another, thereby putting the new user in full control. And naturally, just like it’s real world counterpart, players can customize their cube in a seemingly endless number of configurations, both interior and exterior.

img_0006“cubeparty is a great way to engage the gaming audience with the Nissan brand through one of the most popular and widespread mobile devices,” said Kerry Feuerman, Group Creative Director at TBWA/Chiat/Day. “Double Fusion’s extensive experience across all interactive platforms allows Nissan to deliver premium gaming content free of charge to a passionate and trendsetting audience.”

Weighing in at only 86MB, this entertaining little app is probably smaller than most video podcasts you regularly update, and should keep you not only entertained, but will plant the seed of just how fun and entertaining a Nissan Cube can be. Double Fusion – I’d say mission accomplished!

The cubeparty app is available for free courtesy of Nissan, Double Fusion, and Coresoft via the iTunes Store.

 

U.S. online gaming market grows 22 percent Year over Year

Monday, July 13th, 2009

Leader internet measurement firm comScore released on Friday new data that reveals the United States online gaming market attracted approximately 87 million visitors in May 2009, a 22 percent gain over May 2008. The data points to a slumping economy as a primary driver, as more and more Americans are increasingly seeking out cheaper entertainment options.

Coming up big again this year is Yahoo! Games, bringing home the bacon with approximately 19.4 million visitors, up 6 percent from May ’08, filing their way through the big Y’s offerings. EA Online took the number two spot with 18 million visitors, a healthy 34 percent increase YOY. Nickelodeon Casual Games with 14.8 million visitors, and Wild Tangent Network with 13.8 million visitors (a 16 percent increase) took spots 3 and 4 respectively. And while these numbers are in their own right, impressive, the best newcomer award clearly belongs to GSN Games Networks which saw 6 million visitors in May 2009, representing a stellar 563 percent increase over May 2008 traffic.

comScore data 1

“Online gaming continues to be one of the top gaining categories over the past year growing at ten times the rate of the total U.S. Internet population and reaching nearly one out of every two Internet users,” said Edward Hunter, comScore director of gaming solutions. “And the growth in the category is occurring not only at the top gaming destination sites, but also through viral distribution platforms, including widgets and applications. In fact, some online gaming companies that distributed their games across sites are reaching as many people as the top online gaming sites.”

Also included in the data is comScore’s noting of a growing trend in the online gaming space: distributed content. These distributed content platforms include widgets and applications. comScore has found that these methods of distribution can often put creators of said delivery mechanisms numbers similar to gaming portal destinations. For example, accord to the comScore data, MochiMedia reached a combined total audience of 16.9 million in May ’09, which in effect, would put them in spot number 3, above Nickelodeon Casual Games. Likewise, Games2Win was visited over 1.8 million times in May ’09, which would put them squarely within the top 20 online gaming destinations.

comScore data 2

“The power and reach of viral content distribution is well captured by comScore Extended Web Metrix,” said Alok Kejriwal, CEO and Co-Founder, Games2win. “With these latest consumer traffic numbers, we can now effectively present and strategically leverage our accelerating audience reach, and share data with our advertisers, marketers and partners that represents a holistic view of who is playing our games and from where.

 

$237M + invested in virtual goods in 6 companies in Q2 2009

Friday, July 10th, 2009

Virtual Goods News has recently released new numbers on virtual goods investments for Q2 in 2009. While this study finds over $37 million being invested in 6 companies that either monetize in full or part through virtual goods sales, the numbers overall are markedly down.

Update: The folks over at the good ship Virtual Goods News have recently sent over an update.  Upping the total amount invested from $37 million to $237 million by way of the $200 million investment made by Russian firm Digital Sky in the Facebook social network that occurred on May 26.  Duly noted, Facebook does not primarily monetize via virtual goods, however their virtual gifts, and branded virtual gifts do pull down a significant revenue number, enough to make them a serious player in just about any virtual goods related market.  Obviously, this record breaking influx of cash seriously skews the numbers below.

virtualgoodsnewslogoQ1 2009 saw a total of $69.1 million invested, again, down from Q4 2008’s $100.7 million. Certainly one factor in this downward trend must be attributed to the global economic downturn. Looking at the overall venture capital investment landscape, this downturn may simply be a reflection of the general decline in vc cash. Technology related industries have seen a particular decline, and virtual goods investments certainly fall into this category. Virtual Goods News’ sister site, Virtual Worlds News is also reporting record lows in venture capital investments. Again, remain calm, and exit the building in an orderly fashion. Oh no, wait. That’s not right. This might not be the most favorable news to come out of the virtual items sales industry, when seen from 30,000 feet up, our swimmers seem right in line with everyone else in the pool. The real question here is – when we start seeing the return to ‘business as usual’, will virtual goods/worlds investments also see this return?

Perhaps most notable in the studies findings is the increase in investments in the mobile payments sector. The largest single investment in the study was won by Boku, receiving $13 million. Boku is a mobile payments start-up that purchased both Paymo and Mobilcash. Competitor OneTXT also scored a cool $2 million, thereby making the segment the clear winner in Q2, netting approximately 40% of all dough invested in the virtual items/goods space. As Virtual Goods News notes, this is particularly noteworthy, as there was no publically disclosed data regarding mobile payments in all of 2008 and Q1 2009.

Perhaps, and this is a big perhaps, the North American market has seen proof in the pudding with microtransactions via virtual goods sales, and is looking to replicate other areas of monetization already found in Europe and areas of Asia? Paying for items via mobile providers is nothing new here in Europe, but I can’t remember a single time/place I’ve been able to do something similar in the US. If this is in fact the case, we could be staging for a rapid change in the way virtual goods are charged, sold, and delivered in North America. The only issue that worries me about this is that Asia and Europe have seen a gradual rollout of these methods, while the US hasn’t. Change is good, but too much change too fast can often be met with backlash. That’s not to say the entire North American market will make a rapid shift back to subscription only options, and the party’s over, but how about we get one method down and understood before we start throwing even more (sometimes confusing to the novice) options at consumers.

Virtual Goods News full list of the 6 companies that received venture capital investments in Q2 2009 can be found here.

 

DDO sets a date, and Age of Conan goes free-to-play (sorta)

Thursday, July 9th, 2009

Two exciting announcements came to light yesterday, Turbine’s anticipated re-working of Dungeons and Dragons Online (DDO) set a launch date, and Funcom’s Age of Conan is trying to reawaken slumbering former players with a free-to-play offer.

DDO Unlimited

Turbine gave the official announcement yesterday, setting August 6th as the ‘we’re open for business’ date. VIP folks, those paying an optional monthly subscription, will be able to get their dungeonmaster on two days before the non-paying peeps, with a green light on August 4th.

As a free-to-play revival of the somewhat dead former subscription only MMO, the game will be supported primarily through microtransactions. We’ve run through the DDO store pricing and options here.

This relaunch isn’t your standard fair either, with a boatload of new content arriving on Eberron shores shortly. Players will have access to a new character class, Favored Soul – a monk/priest/cleric type hybrid. New adventure packs, level cap, and an improved combat system are all on tap.

“The DDO Unlimited Beta has been a huge success and we want to thank all of our players who have participated to help us make this the best free-to-play game on the market. On August 6th we are going to change what it means to be free-to-play with the most immersive, action-packed and full-featured MMO that provides players with a choice in how they play and pay for the game,” says DDO Unlimited executive producer Fernando Paiz.

Age of Conan

Oh Conan. What can we say about you that hasn’t already been said? Starting back at the beginning of the year, Funcom’s Age of Conan more than halved the number of servers supporting the title from 49 to 18. A few months later in March, the Funcom financial report saw Age of Conan coming up short, both on revenues and player expectations. Fast forward one month, and Funcom is now offering a free trial program as well as tossing in a few virtual goodies to sweeten the deal.

Another three short months later, it looks like Conan is falling back to some of his old tricks, by now offering inactive players two free-to-play weeks, should they decide to come back and see what’s changed.

“For anyone with an inactive account who ever thought about giving it another try, this is your chance,” says Morten Larssen, Vice-President of Sales and Marketing at Funcom. “After the hugely successful launch last year we immediately started working on updates that would make the game better and provide more content for players, and that is what we have been doing this past year. With the most recent update just out the door, this is the time to ask players to come back and see the results!”

“It has been quite a journey for the entire team getting to where we are today,” says Game Director on ‘Age of Conan’ Craig Morrison. “I think that players have always seen the great potential in ‘Age of Conan’ and we have put a lot of effort into realizing that potential. The game has improved tremendously since launch and we look forward to having players come back and seeing the changes for themselves!”

The free-to-play campaign being offered to closed account players is valid only between July 8th and July 22nd. Funcom’s offer comes on the heels of a new expansion announcement, as well as bug fixes and client updates.

 

The Hunter bags over 1 million users

Wednesday, July 8th, 2009

In the world of free-to-play gaming, there’s generally only two genres to choose from: Fantasy MMORPG’s and the few FPS that are in existence. So what happens when you cross an MMO with a FPS, add a heavy dose of stealth, and set it in a real world scenario, aka hunting? The answer is nothing short of Metal Deer Solid, or, as it’s better known, Emote Games’ The Hunter.

thehunterApparently, there are a number of folks looking for ‘other’ genres in their free to play diet, as Emote Games announced yesterday that their genre bending hit has officially past the 1 million registered user benchmark, thereby making it the leading destination for fans of the virtual hunt. The title has achieved this number in a relatively short amount of time, officially launching back in April of this year.

“This is not surprising” says Morgan O’Rahilly, CEO, Emote Games, “The Hunter is miles ahead of its direct competition in terms of quality. And the whole idea behind The Hunter was to break down some established genres – to take something from hardcore gaming, something from free2play or mass market social gaming, add something brand new – and create a hybrid that challenges pre-conceived notions of ‘game’ and ‘genre’. Being this innovative brings its challenges for sure – we’re hard to pigeonhole – but what the heck, it keeps the experience fresh and interesting and that’s what we’re all about.”

And while there are a number of quick, I can knock this out before dinner type of missions, players can also get the war paint out, with over 60 percent of the expeditions within The Hunter can last over 30 minutes, given player preferences.

The game is also one of the most rapidly developing titles I’ve seen to date. During the beta and early official stages, weaponry was pretty basic. It got the job done, and had realistic enough actions and effects, but nothing really worth writing home about. Taking cues from, and listening to their user base, Emote Games is stepping things up, and will shortly be introducing a compound bow option, that according to the Emote folks will be “the best iteration of a bow in ANY video game.”

“There aren’t too many games that allow you to sneak around with a bow, and even if you’ve played one you won’t have experienced anything like this before,” says Emote COO Dave Rose. “Snaking through the trees, trying not to breathe too hard, senses wide open for the slightest sight or sound of prey… I hope a million more people come and try it out. Even I’m surprised how good it is.”

As with any modern online title, The Hunter includes a number of socializing options, including a partner finder that comes in might handy when hunting down particularly large game.

If you’re looking to give something a bit outside your regular realm of games a try, I can personally recommend giving The Hunter a go. But don’t just take my word for it, over 1 Million other hunters agree.

 

Almost half mobile browser gamers purchase virtual goods

Tuesday, July 7th, 2009

itsmy.com

Yesterday, itsmy.com, one part of the itsmy network released survey findings that indicate a strong state of play in the mobile browser based gaming industry.

Polling 1,500 mobile phone users across Europe and North America, the survey asked users about their mobile social gaming habits. While only 12 percent of these users admitted to regularly spending money in their mobile gaming favorites, a healthy 48 percent of respondents indicated that they purchase virtual items from time to time for their games.

Not solely tied to numbers that purchase, the itsmy survey also concluded that the average mobile social gamer is approximately 27 years old, plays several times per day, and on average, is more likely to be female than male. While we’ve known for a while that casual gaming is often more likely to appeal to female gamers, other statistics garnered from the survey shed new light onto game appeal. Only 11 percent of those surveyed indicated that they are looking for a well known brand or title, and over 60 percent based their game purchases on the title or storyline of the game.

Before we get overly excited about these survey results, it’s important to keep in mind that this data was released as part of a promotional effort from itsmy’s parent company Gofresh GmbH. The company has a stable of 10 new games slated for debut in Q4 ’09. In addition to their mobile gaming division, the company also has two others, one focused on rich media advertising, the other on mobile TV delivery. According to their own statistics, their mobile social network, itsmy.com is the stickist in it’s field, and counts 2.5 million registered users. No references or control methods were indicated in the survey.

 

Gamers hang on one man’s words: microtransactions in WoW?

Monday, July 6th, 2009

Proving that the world’s insatiable desire for more and more WoW is still alive and thriving, Blizzard’s WoW Game Director Tom Chilton’s words regarding the possible inclusion in the world’s most popular MMO certainly lit up the blogosphere in less time than it takes to reach level 2.

blizzard-logoThe microtransactions comment aside, VideoGamer.com’s interview with Chilton provides a treasure chest of asides and tid-bits about the possibility of new races and classes that could make their way into future expansion, those areas of the map that you just can’t seem to find access to, and even alien visitors to Azeroth. Pretty much your standard fair when interviewing someone of Chilton’s caliber and position within the Blizzard world.

However, there’s one question asked towards the end of the interview that’s got just about everyone AND their grandmother a-buzzin’: Will WoW always be subscription based? Could it ever have a microtransaction/free-to-play model?

I certainly think it’s possible that we could do some kind of micro-transaction stuff. Whether or not World of Warcraft ever goes the direction of, I guess like Anarchy Online has gone the direction of going free-to-play with micro-transactions. Whether we ever shift to a free-to-play model is really too hard to say at this point. Anything I say now could easily five years from now end up seeming like, oh my gosh, that was an incredibly dumb thing to say, how naive!

Ok, now before the OMGWTF? comments start spewing forth, let’s take a look at that again. Chilton is merely saying that Blizzard COULD do SOME KIND of microtransaction stuff. He’s clearly not committing to anything here, but also not crossing the theory off completely. Personally, I don’t see Blizzard ever abandoning the subscription model with WoW, as it’s become a mega-industry in it’s own right. Every time you purchase a time card, there’s someone that’s contracted to make those cards. There’s a data and security department dedicated solely to making sure that those ‘one time use only’ chains of numbers are/were actually paid for, and are used for legitimate purposes. I also don’t believe that WoW will be headed towards a free-to-play business model any time before the long awaited, and highly sought after ‘WoW Killer’ finally comes to market. And my guess is that said WoW Killer will be brought to you by none other than Blizzard themselves.

Having said that, there are also a number of things happening inside WoW right now that are clear movements towards a microtransaction based frame of mind. The customize your character haircut could easily be converted to a microtransaction purchase. If you want to move your character to another server, Blizzard charges you a fee for this convenience; a microtransaction of sorts. Likewise, if you want to change your name for whatever the reason may be, again, a small fee is required by Blizzard. Not what you’d normally file under the term ‘microtransaction’ but if viewed in the right light, can be seen as one.

So is the world’s most popular MMORPG, World of Warcraft going free-to-play, microtransaction supported? No. Does this mean that Blizzard is ruling out the possibility of microtransaction-esque purchases? According to Tom Chilton, No.