Archive for August, 2009

Chinese online gaming market to reach 64.9 million online players by years end

Monday, August 31st, 2009

With only 3 months left in the single digits 21st century, San Jose, California based Niko Partners is projecting a whopping 64.9 million online gamers under the Chinese flag by years’ end.

While this number is truly staggering, looking at the bottom line is awe-inspiring. According to Niko Partners, each of these 64.9 million gamers will spend on average $52 a pop. Pulling out the calculator, and doing a quick AxB, the Chinese online gaming marketing is in the $3.4 billion range. And remember, the Asian market is the birthplace of the free-to-play, microtransaction based gaming. This $52 on average/person comes directly from the sales of virtual items purchases, as well as advertiser supported in-game advertising.

china-internetNiko Partners Managing Partner Lisa Cosmas Hanson comments, “There’s no doubt that the market for games is growing at an incredible rate in China. The economics of the market are shifting from supply-driven to demand-driven.”

Niko’s numbers seem to be right in line with what they projected earlier this year. Documenting the Chinese online gaming market over 2008, Niko put revenues at $2.75 billion. In May Hanson commented, “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.”

Of particular note in Niko’s earlier study, and presumably still true in these newest numbers, Niko places 77 percent of total revenues coming from the MMO market, the remaining 23 percent coming from casual games

 

Korean mobile games publisher Gamevil reports soaring profits thanks to microtransactions

Friday, August 21st, 2009

While microtransactions may still be relatively new in the US, they’ve become the defacto method of the gaming industry in the Asian market. Even less familiar to the Western market is microtransactions deriving from mobile games. And if Korean mobile publisher Gamevil’s astounding 51 percent profit margins in the mobile gaming sector are any indication, we could soon seen the same revenues posted stateside.

gamevil-eyePocketgamer.biz is reporting that Gamevil’s Q2 revenues have risen 67 percent year-over-year to a healthy $4.3 m. The company’s operating income is up 188 percent to $2.6 million, and net profit rising an astounding 214 percent to $2.1 m. Obviously, there’s quite a few Korean gamers that are quite familiar with the microtransaction mechanism, and are now having no problem adopting the mindset to their mobile playtime.

Looking at the quarterly numbers, Gamevil sales were up 30 percent, net profits up 55 percent, and operating income rose 74 percent. Gamevil execs point to microtransactions as being the clear bread winner. Their microtransactions focus on in-game virtual items sales, with outstanding performance coming from sports title Baseball Superstars and RPG HYBRID: Eternal Whisper.

But wait, if we’re talking mobile gaming, where’s the iPhone stats? Granted, Gamevil has released several games on the App Store, however, they’ve not yet harnessed the microtransaction reigns, as Apple does not allow for microtransactions via free apps.

“We’ll continue to grow in the later half this year with sequels of our current portfolio and new franchises released in the domestic Korean market,” said Gamevil CFO Yong Kuk Lee. “Also we’re planning to bring more new titles to the global open markets as our future growth strategy.”

These games will include iPhone versions of HYBRID: Eternal Whisper and a sequel to its popular Zenonia RPG.

 

Gameforge CEO Klaas Kersting declares Free-to-Play “Will Dominate Soon”

Thursday, August 20th, 2009

As we reported at the end of June, the head of one of Europe’s most important gaming destinations, Klaas Kersting delivered his keynote speech yesterday at the GDC Europe event. Titled, “Changes in the Games Industry – Free-to-play vs. Payment Models,” Kersting shared his thoughts, advice, and experience when dealing with the free-to-play business model.

gdc_europe_09As reported by Mike Rose from Gamasutra, one of Kersting’s key takeaway points was that “free-to-play will dominate [the gaming industry] soon.” Obviously, coming from Europe’s largest developer of free-to-play browser and client based MMO games in Europe, Kersting has a bit more insight than the average Joe. His reasoning and philosophy come down to experience. He readily acknowledges that full-priced retail (i.e. in the box) games are still the defacto choice for a number of publishers, but a number of problems including piracy, market competition and overcrowding, and the “one time earning” factor are forcing traditional sales methods and resulting revenue numbers to drop. Eyeballing both Ubisoft and EA, Kersting pointed out that both manufacturers have seen a 51 and 20 percent (respectively) drop in sales numbers.

Stating his antithesis to this ‘traditional’ method of distribution, Kersting states that Online distribution is really a no brainer. Making points to appeal to both producer and consumer, Kersting says that an online distribution method has “close to zero” overhead operating costs, while at the same time the consumer, “wants to get what he is looking for as easy and fast as possible.” In other words….why should I go to the store, or order via amazon, and then wait? Providing a digital distribution method quenches consumers’ gaming thirst then and there, not a few hours or days later.

Talking to his own company’s methods, Kersting says, “give the game away for free. Why not?” Once this game is given away for free, producers then have a captive audience ripe for the sale. “Then give the player an opportunity to buy something,” he says.

However, Kersting and company aren’t living between the clouds. Driving a company to the top of the free-to-play destinations has taken some clever maneuvering and some smart business. To this end, Kersting comments that, “Free is not a business model – of course price matters. But free is the beginning of other business models.”

 

Nexon delivers a quality experience – reaps the financial rewards

Wednesday, August 19th, 2009

Hot on the heels of the Tencent.com news of posting record profits, Nexon America announced yesterday that they’ve also set a few records of their own. Looking at July ’08 vs. ’09 saw a 35 percent increase in revenues.

Leading the revenue surge was Nexon’s now 6 year old (Korean) and 4 year old (North America) free-to-play genre defining Maple Story. This past July saw a record number of more than 70,000 max concurrent users online. Nexon America counts over 6 million registered users, only a small fraction of Maple Story’s 92 million total worldwide players.

To put this into perspective, the NPD Group recently reported a 29 percent drop in video game industry revenues in July ’09, when compared to the year before. So where’s the disconnect? Obviously, the current global economic situation has forced consumers into tightening the belt, and holding off on new hardware and software purchases. When looking at the current situation and instigating the “Some things will have to go,” mentality, surely that gaming subscription might be one of the first things to go. Et viola, enter stage right the appeal of free-to-play gaming.

“The economy has been tough on great deal of the games industry, but we fought hard to retain our customers and to bring in as many new players as possible,” said Min Kim, Nexon America’s vice president of marketing. “We’re heavily investing on all fronts – in our games, our publishing platform, aggressive marketing efforts as well as customer service. The best news for Nexon America is that our success isn’t just reflected in registered users, but in actual, dramatic revenue growth.”

During the month of July, Nexon put the pedal to the metal with marketing efforts including a massive internet wide campaign for their fantasy MMOG, Mabinogi. The company also ran major television and feature film preview advertising campaigns for Maple Story. If that wasn’t enough, Nexon’s popular FPS Combat Arms currently has a major campaign underway.

Coinciding with these advertising blitzes, Nexon delivered major content updates to Mabinogi, MapleStory and Combat Arms, obviously not disappointing newcomers, and keeping long time players interested.

“We are serious about making Nexon the top brand in online gaming, and we are not backing on down our efforts to deliver more content to our customers or aggressively work to attract new players,” said Kim. “We pioneered the free-to-play business model when we brought MapleStory to North America in 2005. With the slew of new games we have planned and the BlockParty initiative, which will bring players together like never before, we will continue to be the leader in this market for years to come.”

So while this question hasn’t really been at the forefront of the battle for a while, I think with Nexon’s numbers, can we officially call this “but can it be profitable?” debate to rest? I think so.

 

PopCap appoints Robert Chamberlain to CFO post

Tuesday, August 18th, 2009

One of the biggest names in casual gaming, PopCap, announced yesterday that they’ve appointed Mr. Robert Chamberlain to the position of Chief Financial Officer. Having served similar roles in a myriad of companies including, F5 networks, Onyx Software and Watchguard Technologies, Chamberlain brings over 30 years of financial experience, 20 of which are in the technology sector, to the table at PopCap. Chamberlain’s track record is nothing short of stellar, demonstrating sound financial guidance and has arranged a number of IPO’s as well as company sales. Chamberlain will arrive at his new office on August 31st, and will replace temporary CFO Karla Horwitz, a partner with Tatum Executives. Ms. Horwitz has built and grown the PopCap finance team for the past 17 months.

popcap_logo_rgb“We’re thrilled to have a seasoned financial veteran like Bob joining our management team and overseeing finances,” said Dave Roberts, CEO at PopCap. “He’ll oversee a sizable team of finance and accounting professionals while also providing critical expertise to our overall expansion plans. As we mature into a sizable corporation, it will be invaluable to have him guiding our financial future in every key respect.”

Most recently, Chamberlain has served as CFO at Watchguard Technologies, Inc., where he lead a team of 62 across various company departments including finance and accounting, manufacturing, IT, HR, facilities and legal services. Previously, Chamberlain successfully managed an IPO for F5 networks, guided PhotoDisc through a merger with Getty Images, and negotiated the sale of ElseWare Corporation to Hewlett-Packard.

“PopCap’s something of an anomaly in the software business – and a rarity in the technology sector as a whole,” Chamberlain said. “Profitable from day one while growing to nearly 250 fulltime employees in ten years while never taking outside funding, which is a major accomplishment. Best of all, the company has tremendous potential, in terms of geographic, platform and channel growth – and I’m excited to be a part of it.”

Remember, PopCap is one of the rare games companies today that seems to have their fingers in just about every pot. Their flagship product, Bejeweled is a mesmerizing; some might say addicting title that has sold over 25 million units across all platforms. It’s even been incorporated into World of Warcraft as a mini-game. Based in Seattle, PopCap games are based on the premise that games should be fun and easy to learn. Their timeless series of games have been downloaded over 1 billion times, and show no signs of slowing. And as far as cross platform is concerned, PopCap is the only casual games developer with a leading market share across all major sales channels, including Web portals, retail stores, consoles, mobile phones and MP3 players.

 

Tencent again on track to post record profits – attributes success to online gaming

Monday, August 17th, 2009

If you’ll remember, Chinese web portal, IM provider, and MMO operator Tencent made some pretty big waves last spring when the news broke that they’d surpassed the $1 billion mark in revenues. Well, if Tencent’s Q2 revenue numbers report is any indication of what’s to come, they are well on track for a repeat performance.

tencent-logoReporting RMB 2,878.4 or roughly $421.3 million in total revenues for Q2 2009, ending June 30th, Tencent saw a 14.9 percent increase over the previous quarter, and a sizable 79.9 percent increase in revenues year-over-year. This now brings the company’s first half of 2009 revenues to $787.9 million, a 77.5 percent increase over the first half of 2008.

Admittedly, the lions share of revenues are derived from the company’s IM services, but with virtual goods and currency sales a close second, Tencent is reporting a gross profit of $284.5 million. This number represents a 13.1 percent increase over Q1 2009, and a 69.5 percent increase y-o-y from 2008’s numbers.

Operating popular free-to-play MMO’s Dungeon Fighter and Cross Fire (both Nexon products), as well as gaming client QQ games has significantly helped lined the coffers at Tencent. The company saw a 17 percent increase over the previous quarter, and a significant, yet unnamed, year-over-year increase to $183 million.

Mr. Ma Huateng, Chairman and CEO of Tencent, said, “For the second quarter of 2009, we delivered solid growth in our operating and financial results as we strengthened our online platforms and increased monetization on our Internet value-added services, especially online games.”

However, while the Tencent camp has something to cheer about, things may not be quite as rosy as the surface view would indicate. Tencent representatives indicated that decreased revenues in “more mature MMO’s” including QQ Fantasy, QQ SanGuo, and QQ Huaxia must be considered in the overall revenue picture. To this end, Tencent has halted the launch date of two planned MMO’s. These titles were expected to hit the airwaves around the turn of the year. One prior to New Years, and the other was expected in early 2010.

To this end, Huateng comments, “For our online advertising business, the industry environment remained challenging although activities picked up modestly this quarter. We believe advertisers are still cautious on ad spend for 2009 until the global economy recovers in a more concrete and sustained manner.”

 

Mind Control Software adds more Magic: The Gathering alums to staff

Friday, August 14th, 2009

As we reported a few weeks back, Mind Control Software is working on a new free-to-play iPhone title: Mind Twist. The new title and digital platform idea has attracted Magic: The Gathering creator Richard Garfield over from Wizards of the Coast, along with Skaff Elias. Both are now on the company’s advisory board.

buehler_mainYesterday saw even more Wizards of the Coast influence on the project-in-the-works, as former VP of digital gaming Randy Buehler was tapped to head up business strategy for Mind Control. Buehler now joins Andrew Finch, Director of Game Design, and Alan Comer, Senior Programmer, both former Wizards of the Coast employees.

Buehler, who’s known as one of the world’s top Magic: The Gathering players, a Hall of Fame inductee, and play by play commentator on the Magic Pro Tour webcasts, previously oversaw digital business development for Wizards of the Coast. At Mind Control, he’ll now be on the hunt for strategic partnerships and business development opportunities. And obviously, as a major player in the Magic: The Gathering world, Buehler will also have input on Mind Control’s game design, having contributed to over 30 published Magic: The Gathering card sets.

“There is a huge amount of tabletop gaming money being made that hasn’t crossed over to the internet yet. We plan to utilize these key hires to bring all the best elements of great tabletop games to the latest game playing platforms,” said Andrew Leker, CEO, Founder, and Chief Designer of Mind Control Software. “As online gaming blossoms across internet-connected platforms, Mind Control Software will continue to focus on innovation and creativity, while carving a niche for ourselves in the strategy-gaming genre.”

If you’re wondering if Wizards of the Coast isn’t just renaming itself, you might be on to something there, as Buehler isn’t the only former WotC member to come on board at Mind Control in recent days. Alan Comer, also a Magic: The Gathering Hall of Fame member has joined his former colleagues at Mind Control Software. Previously serving as engineer and architect for the online version of Magic: The Gathering, Comer will now be involved with programming Mind Control games, including the free-to-play Mind Twist title. And as mentioned above, Andrew Finch, former long-time Wizards veteran, is now filling the Director of Game Design shoes at Mind Control.

“I have been entrenched in the tabletop realm for many years and I know I speak for myself, Andrew, and Alan when I say how excited we are about the opportunities we will have combining our game knowledge, enthusiasm, and experience with Mind Control’s incredible technology capabilities,” said Buehler. “We not only make these games, we LIVE these games, and at Mind Control we are being given an opportunity to take what we love to do and bring it to a new digital audience.”

Remember, Mind Twist, the first expected title from Mind Control Software, is a head-to-head, free-to-play, microtransactions supported game currently being developed for both the iPhone and Facebook via Flash. Mind Control CEO Andrew Leker tentatively put a release date of “at least six months,” out on the table about a month ago, and with the new staff additions, it’s easy to see why this one may very well be worth the wait. There’s certainly no discrediting what this team has done with one of the world’s most successful tabletop games. Perhaps putting them all in one place under a new direction is just the catalyst needed to create another runaway success.

 

On average, Battlefield Heroes users spend $20 in game

Thursday, August 13th, 2009

EA/DICE’s great experiment with free-to-play/microtransactions supported gaming seems to be paying off. In a recent interview with IGN, senior analytics manager Rommy Ghaly dished out some outstanding numbers and stats surrounding the browser based f2p title.

battlefieldheroes20094While Battlefield Heroes has suffered some production and launch setbacks, it seems as though holding fire has paid off well for EA. Since the launch of the closed beta back in February, the bright and shiny “Play Now” button has been clicked over 40 million times. Battlefield Heroes officially counts over 1.5 million registered users playing from over 133 countries across the globe. However, the majority of these users come from just ten countries – the United States, Germany, the United Kingdom, the Netherlands, France, Sweden, Russia, Canada, Poland and Brazil.

Battlefield Heroes has two unique forms of in-game currency. Battlefunds are used to upgrade characters’ clothing options, as well as provide temporary advancement points, such as added experience and/or valor points boosts. Battlefunds are those that can be purchased via RMT’s. Conversely, Valor points may not be purchased outside the game, and are the currency used for functional in-game items such as new weapons and special consumable attributes. According to Ghaly, 76 percent of all Battlefunds are spent on character customizations, clearly indicating users are willing to spend to make their character unique. The hot ticket Battlefield Heroes items? The Kommendant’s Coat, the Special Forces Officer Cap, Maverik’s Sunglasses, the Elite Camo Trousers and the Marksman’s Honor. The remaining 24 percent of Battlefunds cash spent are primarily aimed at the 30 day xp boost, the 1 day xp boost, and the 30 day Valor points boost. While these items do not provide any pay-to-pwn advantage, they do help players earn hero abilities and purchase better weapons.

And now for the math. Given that Ghaly confirmed that Battlefield Heroes has over 1.5 million registered users, and that these registered users spend, on average, $20 on in-game microtransactions, that would line EA’s coffers with a whopping $30 million in microtransactions revenue.

Perhaps I’m missing something here, but I’ve yet to find any other data supporting one single title bringing home this much bacon solely from microtransactions. Oh, and let’s not forget that Battlefield Heroes offers users a server rental feature that allows them to play private games with their friends, i.e. additional revenue streams.

EA has clearly indicated that they are very much indeed interested in microtransactions, having implemented them in both the Tiger Woods franchise, as well as Madden 10. If Battlefield Heroes continues to be a success for the software giant, could we see even more of the free-to-play type action coming out of Redwood City?

 

Turbine lands (yet another) influx of cash, Masher Media scores for development of Myminipeeps

Wednesday, August 12th, 2009

Despite disparaging reports of VC’s tightening the screws on who gets their cash, and who doesn’t, yesterday’s news of major player Turbine and startup Masher Media both receiving investment money sheds a new light on the state of play.

Westwood, Massachusetts based giant Turbine, developers and publishers of the successful Lord of the Rings Online series, recently scored $6.6 million in series D funding, part of a planned $50 million investment round. This funding comes just one month before the planned public release of their Dungeons and Dragons Online: Eberon title goes live. As you’ll remember, Turbine made some waves a few weeks back when it announced that their long time subscription based title Dungeons and Dragons Online would be going the free-to-play route. The title will still incorporate subscriptions, qualifying these paying players as VIP members with a monthly allowance of in-game currency to spend, but otherwise, it’s wide open for free gaming.

The yet again in the title stems from the fact that over the past several years of operation, Turbine has raised literally tens of thousands of dollars in venture capital. The lions share arrived via GGV Capital and Time Warner in 2008, where the company saw $40 million in investments. Previous investors include Columbia Capital, Tudor Ventures, Highland Capital Partners, and Granite Global Ventures.

On the other end of the spectrum, August 11th also saw VC money flowing into (yet another) virtual world for children. Tech Coast Angels has invested $300k in Masher Media Inc., who are currently working on MyMiniPeeps.com, a virtual world aimed at kids ages 6 to 13. This new virtual world is billed as, “an online experience as exciting as a video game but with more social networking, multiplayer, and complete and enriching real-world content.”

Masher Media Logo“Even in this difficult economy, Masher Media is a good example of how a great new company with an exceptional market opportunity can get investment money and get it fast,” said Richard Sudek, president of TCA.

And as evidenced in our video interview with Rebel Monkey CEO Margaret Wallace, the kids virtual world space is becoming an increasingly crowded space, Masher Media is holding one particular ace-in-the-hole that would certainly be attractive to any investor: CEO Sherry Gunther. Counting over 20 years experience entertaining kids, Gunther has produced animated hits including The Simpsons, Rugrats, Family Guy, and PowerPuff Girls to name a few. She also has two Emmy Awards and a Cable Ace award in the trophy cabinet.

Tech Coast Angles founder Luis Villalobos comments, “As investors, first and foremost we bet on people, and Sherry Gunther, the founder and creative genius behind Masher Media is one of the most accomplished people in her industry. Moreover, Masher Media has a terrific concept in a fast-growing market. This was an easy investment decision.”

 

fatfoogoo POWERS E3 AWARD-WINNING TITLE, LEAGUE OF LEGENDS

Tuesday, August 11th, 2009

fatfoogoo, the leading provider of in-game and online commerce ecosystems, today announced it would provide a complete e-commerce solution to Riot Games’ upcoming title League of Legends, available Fall 2009. E3 2009 Game Critics Award nominee and winner of GameTrailers.com best strategy game, League of Legends is a multiplayer online battle arena title that will be one of the first large scale, western developed, core games designed from the start to be available to players for free.

top_logoThe large–scale and attentive support from fatfoogoo will include all facets of e-commerce related features such as: management of two stores – one online within the community site and one in-game, inventory management – storing all items, as well as taking care of pricing, promotions, rebates and vouchers at anytime. Payment processing includes working with all major credit card providers, handling branded pre-paid cards and e-wallet management for dual currencies – Influence Points and Riot Points.

“We’re excited that Riot Games is maximizing fatfoogoo’s online, in-game and complete e-commerce capabilities on a global level,” said Martin Herdina, co-founder and CEO, fatfoogoo. “Our software solution will provide Riot Games the highest quality in virtual goods technology available today with a quick and seamless implementation for the millions of players eagerly anticipating the launch.”

The game will be balanced and competitive for all players. In League of Legends, a player takes on the role of a Summoner, a gifted spell caster gaining Influence and Riot Points. While Influence Points will be earned simply by playing the game and used to unlock content to enhance the character’s power, only Riot Points will be available for purchase with real money. Players who spend money on Riot Points will enjoy additional conveniences and rare customization options.

This system of currencies and virtual goods will be powered exclusively by fatfoogoo’s customizable monetization solution. Offering a comprehensive and global e-commerce solution as well as back-end support for League of Legends, fatfoogoo is a natural choice for Riot Games.

“We set out to create League of Legends as an extremely high quality title and chose fatfoogoo for its complete and powerful e-commerce solutions,” said Brandon Beck, co-founder and CEO, Riot Games. “fatfoogoo’s monetization software solution fits perfectly with our offering, enabling us to focus on delivering a fun and competitive strategy game to players in an extremely accessible way.”

Companies like Riot Games seek like-minded partners such as fatfoogoo when it comes to paving the way for today’s game while keeping an eye out for the future. With a big budget, high quality gameplay and free-to-play accessibility, Riot Games has designed a system that empowers the player with choices that deepen the level of the strategic thinking in the game. In addition to the highly anticipated U.S. launch supported by fatfoogoo, League of Legends will be available in Europe, Fall 2009 and in China, early 2010.

About fatfoogoo
fatfoogoo is the leading in-game commerce ecosystem for monetizing online games, social networks and virtual worlds. fatfoogoo’s solutions allow both publisher-to-publisher and player-to-player financial interaction, as well as traditional user and subscription management. Publishers can choose white label turnkey solutions or individually configured modules. Founded in 2006 by telecommunications veterans, Daniel Petri and Martin Herdina, fatfoogoo is headquartered in Austria and also has offices in the US and the UK. For more information, please visit www.fatfoogoo.com.

About Riot Games
Riot Games, Inc. (www.riotgames.com) is an independent Los Angeles-based video game development company, funded privately and through leading venture capital firms Benchmark and Firstmark. The studio was established in 2006 to develop innovative online next-generation titles for consoles and the PC. Comprised of industry veterans with a shared passion for creating fun, innovative gameplay, the company is currently developing League of Legends, which combines the best elements of the action role-playing and real-time strategy genres into a uniquely replayable and competitive multiplayer experience