Archive for February, 2010

Zynga clearly Serious about their Business

Friday, February 12th, 2010

Announced yesterday, social gaming giant Zynga has acquired Facebook social games developer Serious Business. This announcement arrives hot on the heels of Zynga’s recent announcement of the opening of a Los Angeles development studio.

seriousbusiness2-sBased in San Francisco, Serious Business was one of the first social games companies on the Facebook scene, and is most noted for their “Friends for Sale” title. The acquisition hails a major experience and knowhow intake for Zynga, as Serious Business has 32 people on staff, 20 of which are new hires added in Q4 of 2009. As is normal with an acquisition like this, the terms of the deal were undisclosed.

“We’re very excited to gain an experienced team that is committed to building social games,” said Vish Makhijani, chief operating officer at Zynga. “We are impressed with Serious Business’ entrepreneurial attitude, speed, and innovation in developing social games and welcome them to our team.”

Serious Business reports that they’ve been profitable since the beginning of this year, drawing 90% of their revenue through the microtransaction based sales of virtual goods. Obviously, a good fit in the Zynga family. However, this acquisition isn’t without precedent, as Zynga acquired GoPets back in October, only to shut it down a few weeks later. Given “Friends for Sale”’s longevity and place in the social gaming scene, it would be unlikely for Zynga to go for a repeat on this one. In this case, it should be interesting to see what and how Zynga will incorporate Serious Business’ ideas, methodology, and technology.

 

Gamevil posts record profits

Thursday, February 11th, 2010

Korean mobile games publisher Gamevil released financial numbers from 2009 yesterday, to a bit of well deserved fanfare. When compared to one year prior, Gamevil increased sales amounts by an impressive 59 percent, totaling 24.4 billion Won, or $21 million. According to company representatives, this is the first time that a Korean mobile gaming company has surpassed the 10 billion Won mark, with Gamevil’s total Net income holding firm at 11.8 billion Won ($10.2 million). Gamevil pulled down a 56 percent operating profit, and a healthy 48 percent net profit, both company records.

main_logoThe majority of sales were driven by their popular titles Baseball Superstars, RPG title Zenonia, and action RPG Hybrid: Eternal Whisper. These titles are available on both standard and iPhone mobile devices. Gamevil points to not only the success of these titles, but more importantly, their microtransaction sales within these games as primary revenue drivers. However, while Gamevil has employed the microtransaction monetization module in their standard mobile phone apps, they’ve yet to make the same jump with their iPhone games. Let’s say that again – Gamevil has pulled down record profits, and is NOT garnering significant profits from iPhone based microtransactions.

“The Korean mobile gaming market is one of the most advanced in the world, driven by original titles and new business models such as micro-transactions and network games,” said Byung Joon Song, Gamevil CEO.

“We’ll do our best to continuously grow now as a global mobile gaming company by developing games optimised for the mobile platform, adopting to new platforms, and leveraging our experience and knowledge that we’ve accumulated throughout the past decade.”

“We’re especially proud of the high profit level we were able to achieve,” added chief financial officer Yong Kuk Lee.

 

Oberon Media puts chips in Android Market

Wednesday, February 10th, 2010

Under it’s publishing platform I-play, Oberon Media plans to heavily invest in Google’s Android, and is currently planning to release 20 titles for the platform over the course of this year.

i-play-androidI-play’s VP of Sales and Marketing for mobile, Keith Adair states that Android does have a distinct advantage over other (read:iPhone) smartphones currently on the market, in that, “not only can game be distributed via Google’s Android Market, but increasingly carriers will launch their own portals on the platform, enabling a second point of distribution.” He further establishes that each individual carrier is still defining their Android strategy, these distribution channels will give long-established mobile developers an advantage, as they’re likely to take advantage of existing operator contacts.

“We see a big opportunity on the carrier side. I don’t believe that the Google marketplace will be the only interesting channel for Android content,” says Adair.

Given that individual carriers are still scrambling strategizing on how best to leverage Android’s capabilities, Adair theorizes that these carriers will have to differentiate themselves and attract customers into these portals.

To this end, I-play plans on releasing approximately 20 titles for Android this year, including popular I-play franchises Fast & Furious, Deal or No Deal, and Bubble Town. The company also plans on developing social and microtransactions services for Android. Some of these planned features include: multiplayer connected games. I-play’s new offerings should begin hitting the market this month, but company reps confirm that they’ve already tested Deal or No Deal and Sexy Pillowfight in the market. Neither game has performed terribly well at this point, Sexy Pillowfight garnering between 1,000 and 5,000 downloads, while Deal or No Deal saw a paltry 500 to 1,000. However, it’s important to keep in mind that Oberon has yet to really put the screws to their marketing and advertising plan to support these titles, on this platform.

And while the attitude and direction of Oberon Media might be in the right place, the New York based hasn’t exactly had it easy in the past. This re-focusing comes after the departure of COO Don Ryan, complete with a round a lay-offs. November of 2008 saw other cut backs, shortly after they’d announced an influx of $20 million via VC investments. It should be interesting to see of Oberon/I-play’s ‘all in’ but will pay off. On one hand they stand to earn big. On the other, this could very well play out as their swan song.

 

Planet Calypso does it again – virtual egg sold for $70k

Tuesday, February 9th, 2010

Just over one month after The First Planet Company saw a record breaking $330,000 sale of a virtual space station, it appears as though they’ve done it again, as the company recently announced the sale of a virtual egg for a whopping $69,696.00.

62418This past Sunday, Jon “NEVERDIE” Jacobs put his virtual egg up for public auction.  The winning bid was placed by David “Deathifier” Storey.  The Atrox Queen Egg is not a new addition to the virtual economy, as NEVERDIE originally purchased the egg in 2006 for $10,000 from a player who had received it as loot from a completed quest.  However, the story of the egg doesn’t end here, as according to Planet Calypso, eggs are bound to hatch, and thousands of players are now left speculating if the outcome will be worth the high price tag.  In other words, is Deathifier set to double his investment, or, quite literally end up with egg on his face.

If Storey’s name rings a bell, you may remember that he’s the current owner of Planet Calypso virtual destination “Treasure Island” for $27,500 in 2004.  It’s reported that Storey recouped his investment within the year, and continues to reap profits from his hunting and mineral rights fees imposed upon anyone wishing to visit his property.

Likewise, NEVERDIE is no new comer to Planet Calypso, as he mortgaged his Miami home in 2005 to purchase a virtual Asteroid for $100,000.  Jacobs then went on to convert the Astroid into a nightclub, aptly named, NEVERDIE.  Jacobs’ $100k investment is currently valued at over $1 million.  Both Jacobs and Storey have been featured in the Guinness Book of World Records for their virtual world purchases.

“The sale of the Atrox Queen Egg is another example of the incredibly unique world and  economy we offer in our game. While you don’t need thousands of dollars, or even tens of dollars to play Planet Calypso, it’s sales like these that truly separate our virtual world from any other on the planet,” said Marco Behrmann, CEO of First Planet Company.   “We are introducing a new quest system soon and the epic price tag of this Egg, which was a quest treasure itself, will energize a new generation of virtual pioneers looking to make their mark.”

 

Facebook games come of age – first FPS arriving soon

Monday, February 8th, 2010

Farming and Fish Tanks have been a massive success for a number of casual games developers on social networking platforms, primarily Facebook. Mafia type games have also seen their fair share of success, and while they do contain an element of violence, they’re still grounded to a static, turn based, game style. If these games may be viewed as ‘all encompassing – all inclusive’ styles, it looks like social games on Facebook might be taking a step towards segmentation, as 3G Studios plans to bring a browser based first person shooter directly to your Facebook gaming addiction enjoyment.

Menubar_BA_MidTitled “Brave Arms”, 3G Studios says that they plan on bringing, “a real video game experience,” to Facebook. While full details are currently scarce, those available indicate that the casual game will feature solo as well as team play style, and will include a microtransactions based monetization component.

A quick visit to the Brave Arms official site reveals that the game will feature 3D characters set in a variety of environments. Neither one of these images, however are very descript, one featuring a (what looks like stock digital imagery) warehouse, while the other shows a snowboard mountain setting. Additionally, screenshots show a few different weapon options; dual wielding handguns, assault/sniper rifles with scopes, as well as a futuristic looking weapon which may shoot (frickin’) laser beams!

Brave Arms has a great linage behind it. Developed by 3G Studios which is responsible for the original Rock Band, and handful of PSP games, and most recently Jillian Michael’s Fitness Ultimatum 2009 for Wii. Given these past projects, it should be interesting to see how 3G will make the transition from console and portable titles to the social gaming world.

bfh_logoAnd now for the biggest question – why is 3G Studios the first on the scene with a FPS for Facebook? With EA’s massive investment in social gaming, did 3G simply beat them to the punch? To be honest, even the Brave Arms logo is not only similar to, but I’d venture close enough to tug at consumers’ vague recollection of another free-to-play, first person shooter title they might already be familiar with: EA’s Battlefield Arms. If Battlefield Heroes, or id Software/Bethesda’s Quake Live are or aren’t in development for a Facebook port, well then….fair enough, hats off to 3G Studios for getting to the market first. For now, neither company has indicated that they’re planning on making this move. Perhaps this new offering from 3G might light a few fires at a few corporate offices quite soon. As CEO James Kosta puts it, “Our new title, Brave Arms, will bring first-person shooter games to the masses.” My alternate suggestion might be, “You snooze, you lose big boys.”

Brave Arms is slated for a March release, but enthusiastic players can reserve their nickname in advance at Facebook.

 

Riot Games’ League of Legends garners over 1 million downloads

Friday, February 5th, 2010

Los Angeles based Riot Games has recently announced that their debut title League of Legends has surpassed the 1 million downloads mark. Only three months since it’s launch, League of Legends has seen downloads primarily from North America and Europe. This news adds another plume in Riot Games’ cap, as League of Legends, as the title has received several awards from various video game press outlets, including PC Gamer, IGN, and GameSpy.

Additionally, Riot Games took this occasion to announce that these 1 million League of Legends players have spent over 18 million hours in the game. On a daily basis, more than 150,000 players in North America and Europe compete in League of Legends.

“The passion of our more than 1 million-member League of Legends community and their positive support has driven the recognition from media and the video game industry,” said Brandon Beck, co-founder and CEO of Riot Games. “This recognition and Riot Games’ ability to deliver high quality online free-to-play games serves as tremendous momentum as we expand the game globally in 2010.”

Highlights of Riot Games’ League of Legends awards:

  • Best Strategy Game – IGN.com
  • Best Multiplayer Game – IGN.com
  • PC Game of the Year – GameSpy.com
  • DotA – Style Game of the Year – PC Gamer
  • MMO Game of the Year – NeoGAF.com
  • Strategy Game of the Year – GameTrailers.com
  • Best Strategy Game of E3 2009 – GameTrailers.com
  • RTS Game of the Year – GamersNexus.net

League of Legends is also up for the “Best Debut” award by the Game Developers Choice Awards 2010. Winners will be announced at the 2010 Game Developers Conference in San Francisco on March 11.

“We are pleased that our debut title is growing so quickly and receiving this type of praise from the video games community,” added Marc Merrill, co-founder and president of Riot Games. “These awards, nominations, positive reviews and our large, vocal community show that League of Legends is one of the best online gaming experiences available and we are appreciative of the recognition.”

 

Zynga continues growth – to open LA Studio

Thursday, February 4th, 2010

Rumors of Zynga’s impending expansion and opening of a new development studio have been confirmed. The social gaming firm has announced that it will soon open a Los Angeles based firm in addition to it’s two current studios in San Francisco and Baltimore.

In multiple recruitment ads for the new studio, Zynga is looking for “all-star Flash developers,” as well as product managers and IT engineers. This continued growth and expansion for FarmVille creator Zynga only serves as further proof that while the current economic situation might be forcing other studios to lay off staff members, or shut down studios altogether, social gaming has a promising future.

“The reason we chose LA is because of the talent in both interactive entertainment and Web which is essential for social games,” the company told news site Games.com.

“Zynga LA will be very much like our Zynga East office in Baltimore where it will be a studio for our new games. We are looking to expand and scale our talent as we grow.”

You’ll remember that Zynga made a number of headlines last year, but perhaps most notably for their involvement in the ‘ScamVille’ scandal. The company was targeted for hiding scams and deliberately misleading customers with regards to their in-game advertising and revenue generating models. After a temporary hiatus, Zynga seems to be returning to the same monetization model – hopefully sans hidden offers.

Zynga also recently secured $15 million in VC funding back in November of last year. Obviously, nothing can be confirmed, but it’s a pretty good bet that Zynga’s using a healthy chunk of this new investment to plant a flag in LA.

 

Blizzard announces AH services – hints at Premium Accounts

Wednesday, February 3rd, 2010

Blizzard announced a new service yesterday that will allow World of Warcraft users to access and manage their Auction House items while outside the game. The interaction builds upon the success of Blizz’s Armory and associated iPhone and iPod Touch apps. Blizzard official forum moderator Bornakk posted the initial details to the North American forum:

…This is a fairly complex service to develop, due in large part to its unprecedented integration with the game, so we don’t have an exact release date yet. It’s important to note here that certain elements of the service will be premium-based, which we’ll go into more detail on once the service functionality is finalized. As with all of the services we offer, we plan to integrate the Auction House and Armory in a way that won’t disrupt the gameplay experience, and we won’t release it until it meets the quality standards that we’ve set for our other features and services. You may be seeing bits and pieces of the Auction House service pop up in the test builds we use for the public test realms as we go through the process of internal testing. …

blizzard-logo-whiteOutside of virtual currency earned in-game through quest or dungeon run rewards, Blizzard’s in-game Auction House is widely regarded as one of the best ways to make money within the game. By opening up this service to external use, Blizzard is giving users tools not unlike what daily traders on Wall Street have access to. With this external management tool, I wouldn’t be surprised to see a number of enterprising players buying and selling around the clock.

There are two things to highlight about this feature.

  1. How will this external access to virtual currency trading, buying, and selling effect the overall in-game economy?
  2. What’s this about the service being ‘premium-based’

Granted, allowing external access to the virtual market is nothing new, and browser based management of sales can be found in a number of online game, but none that compare in size, scale, and overall numbers as World of Warcraft. And again, external access is nothing more than a whole lot of players all hitting the auction house all at the same time. However, giving players around the world a method to constantly monitor their auctions around the clock could result in some very interesting results. Will this buy/sell/trade effect price rates? There are already a number of players that apply real-world financial practices in place in the in-game auction house, and now they’ll have access to even more real-life tools, with which they may further apply out-of-game financial principles.

And now for that interesting pig in a blanket. If this is Blizzard’s attempt to subtly introduce the community to the idea of a Premium Service; it hasn’t gone unnoticed. To my knowledge, this is the first appearance of the idea. Blizzard has long been one of the last remaining stalwarts of the ‘subscription’ based model. However the company hasn’t ruled out microtransactions completely, and have already implemented a few via in-game special pets. And while it’s too early to clearly know what Blizzard has up their sleeve(s), the ‘Premium Based’ service might be an early foray into expanding the ‘subscription’ model. I.e. those with ‘premium’ features may have the option to simply buy an item that they’re after with RMT’s. Alternatively, Blizzard could play the option that Premium players would have access to all game features, areas, etc., while others might have to make microtransaction payments to access the same services. Again, at this point this is only conjecture.

Blizzard released it’s newest expansion pack, “Wrath of the Lich King” back in November of 2008, and have started to tease their upcoming expansion pack, “Cataclysm”, which currently has no release date. It should be quite interesting to see if, how, where, and with what Blizzard may or may not option in some form of microtransactions.

 

Rumor: Sony to cut half of Liverpool staff

Tuesday, February 2nd, 2010

Late last week rumors started circulating that Sony may be cutting it’s Liverpool UK studio staff by half. Exact numbers are not official, but Sony has confirmed that the Liverpool studio will be ‘restructured’ as part of a ‘project prioritization’. Over the weekend inside information started to leak that the ‘restructuring’ could compromise up to half of the studio’s numbers. A staff member, speaking under condition of anonymity, said that the layoff restructuring process was “looking heavy,” estimating that “around half us may be gone.”

sce_logo_140905As of today, Sony has declined to comment on the Liverpool studio status, and the numbers remain an estimate/rumor. However, on Friday Sony did say that a number of active projects at the firm’s second largest development studio in Europe, will “cease immediately”.

“Our North West Studio Group has been, and will continue to be, a vital cog in the WWS family, with a history of producing genre defining games such as MotorStorm, WipEout, Formula 1 and WRC,” read a Sony statement released on Friday.

As you’ll remember, WipEout HD recently suffered a setback when Double Fusion’s in-game advertising (served at 1080p resolution) caused massive load times, thereby upsetting more than a few gamers. While this fiasco certainly didn’t help things, there’s no apparent direct connection to Sony’s decision to slash jobs at the Liverpool studios.

The restructuring rumors started surfacing just on the heels of a recent media report that indicated that Sony’s third fiscal quarter (October – December) could run as high as $1 Billion. If accurate, this projection could outdo even the most optimistic of all analysts’ predictions. Japanese news source Nikkei reports that the skyrocketing profits could have to do with “strong sales of LCD TVs and payroll cuts and consolidation of facilities.”

 

Linden Labs acquires social networking platform Avatars United

Monday, February 1st, 2010

This past Friday, Linden Labs, creators of the virtual world Second Life, announced that they’d successfully completed the acquisition of Swedish Firm Enemy Unknown. The Swede’s jewel-in-the-crown Avatars United is also now a part of Linden Labs, and is a social network for users of multiple virtual worlds.

avatars unitedCurrently, the site supports a number of virtual worlds, including popular online titles such as World of Warcraft and EVE Online, and according to Linden Labs CEO Mark Kingdon, they will continue to do so. “We’re committed to keeping this ideal of a place where avatars from multiple worlds and games can come together.”

So what does this have to do with Second Life you might ask? Well, first and foremost, Second Life is supported within Avatars United, as well as a number of other virtual worlds. However, over the past year, we’ve seen a number of advancements that point directly to Linden Labs’ entry to the social networking scene. They rolled out the web-based dashboard, which included some social networking (type) features, but didn’t really go the distance. A little bit down the line in 2009, recently hired “conversation manager” Wallace Linden posted an article relating to managing multiple Internet identities, yet another signal that Linden Labs have been keenly watching what’s going on around them. In other words, they’re keen on the power of content sharing that social networking platforms provide, but don’t really want to commit to a “real name” based platform; one that might compromise a virtual world resident’s “real world” privacy.

However, with this in mind, Linden Labs have found themselves in a bit of a bind. With so many online destinations integrating cross-login possibilities, Facebook Connect, Twitter, OpenID, etc., Linden would be foolish not to offer users the same functionality. This, in turn, then opens up the “real world – real name” privacy concerns. Addressing this issue, Linden Labs states, “We are not going to force anyone to reveal any private or personal information. But for those who want to connect their various online identities, we do want to offer that option.”

Real names or not, Avatars Unlimited is an interesting, although perhaps a bit late to the party, platform. With the rise of other social networking sites that Second Life users general flock to, Facebook, Twitter, Flickr, etc., can Linden Labs really provide a platform enticing enough to draw these users away from already established giants? Avatars Unlimited is also nothing new in concept or premise, as I’ve been testing Raptr.com since Christmas. Noting the strong similarities between the two, I put Avatars Unlimited through minor functions (account creation, login, application installation, etc.). and my personal experience in a word was: meh. Not only did the site move along at a snail’s pace, but I was unable to find any areas where I might enter my character and realm info, a necessary component for a number of applications (WoW Armory, for example), a definite sign of “Needs Improvement”.

Screen shot 2010-02-01 at 11.16.55 AM

What IS quite interesting about Avatars Unlimited in it’s current state is that it features a built in virtual currency system. Their own virtual currency system. Not Linden Dollars. This virtual currency may be used to present other users with virtual items via gifting (again, another tip o’ the hat to Facebook). If Linden Labs wants to maintain the support of other virtual worlds, it should be interesting to see what they do with the virtual currency platform. Do they keep it as it is, and use it only across the platform? Will the convert it all to Linden Dollars? Or…and my money is riding on this option – will they maintain the current currency and build it out, while still incentivizing users from other platforms to join the Second Life party, i.e. offer matching Linden Dollars credited to their Second Life account, or discount purchases, or special items exclusively available to Second Life players?

All in all, the acquisition makes sense for Second Life, but as the platform stands right now, Linden Labs is going to have to put a whole lot of time and effort into the project if they hope to provide a platform that can not only stand head and shoulders with current market competitors, but draw current users of alternate platforms over to the other side.