Archive for October, 2010

iOS devices: Virtual Goods sales overtaking Ad revenues

Friday, October 15th, 2010

According to analytics and monetization firm Flurry, virtual goods sales are rapidly overtaking advertising revenues generated on the iOS devices. The firm conducted a study utilizing data from social networking and social gaming applications with a combined reach of 2.2 million daily active users. Noting that the majority of these applications are free, Flurry points out that the vast assumption would be that these free apps would be solely advertising revenue supported. A fair assumption, but according to their findings, Flurry is quick to point out that microtransaction purchases of virtual goods are quickly eclipsing the aforementioned reasoning.

iOS vg sales

We’re now just one year into Apple’s decision to allow microtransaction purchases to occur in free apps, and the tide is clearly turning. As demonstrated in the graph above, in January of 2010, in-app purchases and advertising revenues were about equal. Moving forward, it’s clear to see that in-app purchases are clearly dominating the revenue streams. Flurry points out that the majority of advertising revenue peaks during the holiday season of 2009, but since then has seen a decline. At it’s peak, September 2010, virtual goods sales dominated revenues, consuming a massive 80 percent of all income.

Citing slow acceptance and adoption of a rapidly changing market, Flurry notes that advertising agencies have been slow to ramp up efforts to put ads onto mobile devices, as the diminished advertising revenues vs. virtual goods drivers indicate that big name brands could be missing out on significant iOS opportunities.

“With these agencies representing and guiding the biggest brands, they appear to be missing a meaningful opportunity to reach a mass market of consumers who have adopted new platforms and forms of content,” says Vice President of Marketing Peter Farago.

Interestingly, Flurry also pointed out that since Android has yet to allow in-app purchases, data could not be collected for this study. Could the Android community be quietly watching and waiting for the optimal time to flip the switch on this model? Given the results of the Flurry study, my guess is that Android might be holding fire to optimize results, aka Q1 2011?

 

Zynga paid at least $6.3 million for Bonfire Studios

Thursday, October 14th, 2010

While Zynga’s been on an unprecedented buying spree of gaming studios, it’s often hard to keep up, or even keep them separate. You’ll remember that thus far Zynga’s snatched up Austin based gaming studio Challenge Games, Beijing based XPD, Unoh Games of Tokyo, Boston’s Conduit Labs, and Dextrose in Frankfurt, Germany. Last week Zynga also announced that they’d recently purchased another Texan property, Dallas based Bonfire Studios.

If you’ve been around long enough, you’ll know that Bonfire are the folks formerly of Microsoft’s Ensemble Studios, which brought us Age of Empires, Age of Mythology, and Halo Wars – all titles that could very neatly fold into Zynga’s type of games.

Recently spotted by TechCrunch reporter Leena Rao, it looks like Zynga has paid at least $6.3 million for Bonfire. TC contacted Zynga, to no avail, but the form D SEC filing clearly indicates that Zynga sold over $6 million in stock. Adding to the $20.5 million Zynga dropped on Challenge Games, that now brings Zynga’s Texan account to a possible $26.8 million. And these numbers are based solely on SEC filings, meaning, they don’t cover any additional cash transactions, bonus targets, etc. that may or may not have been part(s) of these deals.

Clearly, Zynga’s acquisition and development strategies are out on the table: buy a studio for the name and associated talent, and then convert it to a centralized office for the country/area. For example, Bonfire is now Zynga Dallas, Challenge, Zynga Austin, Dextrose, Zynga Germany.

With this latest acquisition, Zynga brings even more heavyweights to the table, as Bonfire’s founders, David Rippy, Bill Jackson and Scott Winsett have all worked on major, successful titles, and have years of experience under their belt. Given the amount of experience with PC and console gaming that Zynga is rapidly acquiring, combined with the ever tightening noose restrictions at Facebook, the question must be asked – is Zynga eyeballing the move from social gaming giant to console gaming giant? While this is still speculation, let’s have a look at what Q1 and Q2 2011 hold in store for Zynga’s acquisitions department to have a clearer picture of where the company is headed.

 

DeNA acquires ngmoco :) for $400 million

Wednesday, October 13th, 2010

While the game-o-sphere has been alight with rumors of ngmoco’s impending buyout, Japanese social and mobile game leader DeNA officially confirmed the rumors yesterday. This acquisition now makes DeNA the world’s largest mobile social games platform company.

According to the terms of the deal, ngmoco’s shareholders and employees will received $300 million in cash and securities, and have the right to earn additional compensation up to an extra $100 million – all contingent upon performance targets to be reached on or before December 31, 2011. The deal is expected to be finalized by November 9th.

Founded in 2008 by Neil Young, Bob Stevenson, Alan Yu, and Joe Keen, ngmoco games are played more than 50 million minutes a day, with 20 top 10 titles residing on the Apple iOS store. Their plus+ service has been a primary viral driver, and has 13.5 million registered users, with over 50 million friend connections in the network. All of this has arrived under ngmoco’s strong commitment to iOS devices, but the company did announce earlier this year that they’d start developing for Android games and services with an arrival date of Q4 2010, a factor certainly attractive to purchasers DeNA.

“We are delighted to be joining forces with DeNA, a company that we have admired and aspired to,” said Neil Young, founder and CEO, ngmoco. “The opportunity to be a part of creating the number one social mobile game platform company and to benefit from the unique learning and knowledge that DeNA possesses is an amazing way to accelerate our vision for gaming.”

This purchase is a major win for DeNA, whose chief executive Tomoko Namba told the NY Times, “We’re only active in the Japanese market, and we haven’t figured out how to cover the Western market.” With domestic revenues on target to surpass $1 billion in sales in it’s current fiscal quarter, a figure in the range of Facebook, despite only 5 percent of the users, DeNa is a Goliath to be reckoned with – and their now heading for US shores.

From a social/mobile gaming stand point, as a number of rumor mills have astutely pointed out: ngmoco and Zynga share a board member, Kleiner Perkins partner (and former EA exec) Bing Gordon. It goes without saying that one of the largest forces in social gaming today would have gladly consumed ngmoco and called it a day. While opinions abound, rumor sources that Zynga politely declined after seeing the offer on the table. Zynga’s loss is clearly DeNA’s gain, and given the bank accounts backing DeNA up – the question is, in the long run, with Zynga’s decision not to buy ngmoco end up costing them more?

 

Windows Phone 7 receives vote of confidence from EA Mobile

Tuesday, October 12th, 2010

While the smartphone community at large has been rather “meh” about Microsoft’s upcoming Windows Phone 7 program (see HP as an example), EA has given the software manufacturer a strong vote of confidence yesterday, announcing that they’ll join the launch lineup with a number of Xbox LIVE enabled mobile games later this autumn.

screenshot_01The first round of EA titles headed for Windows Phone 7 are:

  • “Need for Speed™ Undercover.” Power 20 of the world’s hottest high-performance cars through 24 undercover missions and eight challenging modes of thrilling action. Customize your vehicle and earn performance upgrades as you race head-to-head, earn achievements and track leaderboards.
  • “Tetris®.” Play the best-selling blockbuster, all new for Windows Phone 7. Play up to 12 challenging variants and become a “Tetris” master, or enjoy the timeless fun of Marathon mode, loved by hundreds of millions worldwide. Challenge your Xbox LIVE friends to beat your top score in single-player Marathon mode, the variant that made the “Tetris” game a phenomenon.
  • “The Sims™ 3.” Savor hours of entertainment with this award-winning experience of the No. 1 best-selling PC franchise of all time. Choose from dozens of personality traits and make your Sims characters neurotic, funny or shy while drawing from a wide array of built-in theme sets to bring your Sims to life with any appearance, clothing, and accessories you choose. Complete goals, wishes and personal goals while unlocking achievements and scoring Gamerscore points.
  • “MONOPOLY.” Fans will enjoy classic “MONOPOLY” play in the 75-year tradition of the world’s favorite family game brand,* under license from Hasbro Inc. Take a ride on the Reading Railroad or buy Boardwalk as you collect achievements and climb the leaderboards. From Marvin Gardens and Water Works to Park Place, own and manage the famous holdings of the “MONOPOLY” game board, which comes to life with animated tokens and interactive features for Windows Phone 7.

“Our collaboration with Microsoft brings EA’s world-class catalog of global game franchises to Windows Phone 7, offering a unique set of gaming features perfectly suited to the deep, innovative experiences we value at EA,” said Travis Boatman, vice president of Worldwide Studios for EA Mobile. “We see consumers deeply integrating devices into their lives and entertainment in new ways every day. Challenging your Xbox LIVE friends to an EA game from the phone in your pocket keeps you connected and having fun no matter where you are.”

Again, while a number of hardware manufacturers are either not interested in what Microsoft is selling, or far to invested and focused on their own smartphone operating system, one of Windows Phone 7’s primary draws is the deep integration with Xbox LIVE, a factor that’s sure to appeal to console owners. EA’s, as well as other games providers’ titles will offer the ability to track and share scores with leaderboards, unlock Xbox LIVE achievements, add to a Gamerscore, and communicate with other Xbox LIVE friends – a feature unique to Windows Phone 7. While Apple’s been dishing out bits and pieces of a gamer v. gamer service, they simply don’t have the console draw that’s sure to interest many a hardcore Xbox player.

EA now joins the ranks of Gameloft, Konami, Namco Bandai, PopCap, and THQ on opening day for Windows Phone 7. Microsoft promises new titles to be released for Windows Phone 7 on a weekly basis, including trial demos, and asynchronous turn-based gameplay.

“Together EA and Microsoft have created some of the definitive console games of this generation, and we’re excited to bring that powerful alliance to Windows Phone 7,” said Ron Pessner, general manager of Xbox LIVE mobile, Microsoft. “This is a new and major games platform for Microsoft, and we look forward to the amazing games EA will deliver over the coming years.”

 

Turbine’s Lord of the Ring doubles revenue with Free-to-Play switch

Monday, October 11th, 2010

While speaking at a GDC Online 2010 panel, Lord of the Rings Online Executive Producer Kate Paiz announced that since the conversion to a free-to-play from a subscription model, Lord of the Rings online has doubled it’s revenue. Additionally, since converting to free-to-play early last month, LotRO has seen over a million new accounts.

kate-paiz1If doubled revenues and 1 million+ new players weren’t enough in the good news department, Paiz also outlined f2p LotRO’s 20 percent return of former players since the conversion. The game has also seen a 300 percent increase in peak concurrency, three times the number of players online at the same time, and a 400 percent increase in total active players.

And now for the financial good news. New and returning players arriving in droves can only mean good news for Turbine’s in-game microtransactions store. Paiz reports that 53 percent of players have made microtransactions purchases, which range from mounts to XP boosting outfits, etc.). And while Turbine has seen a massive influx of new and returning players, with more than half of them taking advantage of the microtransactions, they’ve also seen a rise in subscriptions.

The Turbine decision to switch Lord of the Rings Online to the free-to-play model is their second, preceded by Dungeons and Dragons. Only doing slightly better than LotRO, DDO saw an increase of around 500 percent since converting.

 

Riot Games’ League of Legends takes home 5 GDC Online awards

Friday, October 8th, 2010

Digital River/fatfoogoo client Riot Games was awarded with 5 awards at the first annual Game Developers Choice Online Awards yesterday evening. Presented at a ceremony at UBM TechWeb Game Network’s Game Developers Conference Online (GDC Online) and hosted by Mindspark Interactive Network’s Mike Goslin, Riot led the evening, taking home critical praise for their League of Legends title.

The inaugural event is billed as a “for developers, by developers” awards show, and featured a wide variety of game tracks including social network games, and free-to-play titles, as well as large scale MMOs.

Riot took home awards for Best Online Technology, Visual Arts, Game Design and New Online Games. If this adoration wasn’t enough, Riot Games also took home the top prize – the Audience Award, an award bestowed from the worldwide game community.

Naturally, there were other winners, with CCP who took home the Best Live Game award for their sci-fi MMO EVE Online. This award honors new content and player-facing interactivity via expansion packs, patches, etc.

And it wouldn’t be an award ceremony if Blizzard didn’t take home an award. World of Warcraft was bestowed upon with the Best Community Relations award. This award nods to the highest quality community feedback and experience – including customer support, forum moderation and leadership, blog and information updates, and real world events.

Walt Disney’s recent acquisition, Playdom, also had their moment in the spotlight, taking home the Best Social Network Game for their 5.5. million active monthly user title Social City.

Capping off the gaming awards, Ultima Online now has the honor of being the very first inductee to the GDC Online Hall of Fame. Now the longest continually running massively multiplayer online game, key members of the Ultima Online original development team, including Rich Vogel, Starr Long, and Raph Koster accepted the award.

“The world of online gaming is dynamic and evolving, so it’s good to look back and reflect on the amazing games and achievements of the online game development community,” says Izora de Lillard, GDC Online event director. “Titles like League of Legends, World of Warcraft , Social City and others point to the future of online gaming, while Ultima Online and the work of Dr. Richard Bartle point to its distinguished history. We’re proud to honor all those talented participants that make online gaming so captivating, enjoyable and damned addicting.”

The full list of the First Annual Game Developer Choice Online Awards:

Best Online Technology
League of Legends
Riot Games

Best Social Network Game
Social City
Playdom

Best Online Visual Arts
League of Legends
Riot Games

Hall of Fame
Ultima Online
Origin/Electronic Arts

Best Audio for an Online Game
Aion
NCsoft

Best Community Relations
World of Warcraft
Blizzard Entertainment

Best Online Game Design
League of Legends
Riot Games

Online Game Legend
Dr. Richard A. Bartle

Audience Award
League of Legends
Riot Games

Best Live Game
EVE Online
CCP

Best New Online Game
League of Legends
Riot Games

 

Free Realms coming to Mac

Thursday, October 7th, 2010

SOE’s ‘experiment’ in the free-to-play virtual world model has clearly been paying off in droves. For a while, it seemed as though every month brought yet another milestone for Free Realms, as we saw 5, 9, and 10 million registered users surpassed without any seeming difficulty. Currently, Free Realms counts 14 million registered users.

It appears as though Sony’s no longer satisfied with just cornering the PC market, and has recently announced that Mac users will now have their day in Free Realms. Announced in conjunction with TransGaming, SOE made the Mac move official yesterday, stating that a Mac client was currently in development. Sony, couldn’t put an official date on the release, only promising a release “later this fall.”

“There is no denying the overwhelming player demand for Free Realms on the Mac platform, of which we plan to deliver very soon,” said John Smedley, president of SOE. “For the first time ever, SOE is developing synchronous gameplay for Mac and PC players and we are thrilled to tap into TransGaming’s Mac development expertise to bring this functionality to fruition.”

Sony has stated that the Mac controls and functionality will remain the same as their PC counterparts. Likewise, Mac users will have full access to the existing Marketplace and community forums.

“Free Realms offers a truly unique and captivating user experience that aligns with TransGaming’s focus on bringing new massive multiplayer online games to the Mac platform,” commented Vikas Gupta, CEO & President of TransGaming Inc. “Our strategic partnership with SOE has strengthened our leadership position in the enablement of family-friendly titles for the growing Mac community and offers Mac gamers an ever-increasing catalog of outstanding video game content.”

The question remains – with 14 million PC users storming the Free Realms gates, could Sony effectively double this output by tailoring a Mac specific client? And what number of these 14 million are already Mac players that are simply running a VM client? The timing of this move is well played, as those 5 million, 9 million, etc. milestone numbers aren’t cranking out as they have in the past, a natural status in the lifespan of a gaming title. However, with this move, Sony is poised to give Free Realms a nice shot of adrenalin by welcoming Mac specific players. Timed with a “later this fall” release, Sony could very well capture the post Halloween and/or Thanksgiving market at just the right time to cash in on a slew of new found customers willing to pay for microtransactions.

Now…Free Realms for PS3 please?

 

Survey indicates gamers going beyond consoles and PC’s – but not necessarily paying

Wednesday, October 6th, 2010

Gaming market research firm Newzoo has recently released the results of a video game usage survey that reveals a number of interesting insights into today’s “state of games.” Most notable in the survey was the finding that 2/5ths of America’s 160 million gamers regularly play social games on Facebook.

newzoous1

The survey includes data from both the US (an estimated 160 million gamers) and the UK (approximately 32.5 million gamers), and segments them into seven non-exclusive groups. This segmentation is based on each gamers’ platform(s) of choice: console (including portable), MMO, PC/Mac (boxed games), PC/Mac (digital delivery), online casual, social networks, and mobile devices (iPhone, iPad, etc.).

newzoous2

While consoles still take home the lion’s share of attention, with 56 percent of all US respondents and 62 percent of all UK respondents indicating consoles as their weapon of choice, the survey found that these same console users are also utilizing other platforms on a regular basis. More than half (56 percent) of all US console gamers also indicated that they are playing games on mobile devices, (59 percent) social networks, and (40 percent) MMOs. UK results were quite similar.

newzoouk1

Clearly these numbers indicate that gamers aren’t preferring one platform over the other, but rather, adding more options to their gaming choices. According to Newzoo, the average gamer is playing on any 3 of the 7 segments at any given time – sometimes simultaneously.

newzoouk2

Before we start jumping for joy, it’s important to keep in mind that the Newzoo survey also found that 72 percent of US gamers and 75 percent of UK gamers are actually forking over cash to play their game of choice. So while the numbers indicate a strong diversification of gaming tastes, at the end of the day, only ¾ of them are actually paying to do so. The survey found that console gamers in both the US and UK are the most likely to pay up, however, gamers that used mobile devices and social networks (read:Facebook) are the least likely to pay to play.

 

Pitaro bolts from Yahoo! Joins Pleasants as co-president at Disney Interactive

Tuesday, October 5th, 2010

If there was any question about the value of Disney’s almost billion dollar buy back in July, yesterday’s announcement by Disney President and CEO Robert Iger put the final stamp on it. John Pleasants, former CEO of Playdom has been appointed to a co-president position at Disney’s Interactive Media Group. Joining him is (now former) Yahoo! media head James Pitaro.

Pleasants, whom we’ve discussed a number of times in relation to Playdom, has previously held top positions not only with Playdom but a number of other successful internet properties including EA and Ticketmaster.com. From his co-presidential chair, Pleasants is tasked with overseeing Disney’s game strategy, including console, mobile, virtual worlds, and online games.

“I am extremely excited to be working with the DIMG team, and our colleagues across Disney, to advance the mission of enlivening people everywhere through the world’s best interactive entertainment,” Pleasants said. “Bob’s vision and commitment to excellence in new media positions our organization to achieve great things.”

On the other side of the coin, Disney now counts James Pitaro as a staff member. Pitaro recently joined the brain dump at Yahoo! and handed in his resignation late last month. Most recently Pitaro was heading up the development of Yahoo! Sports. He joined the team in 2001 as part of Yahoo!’s acquisition of LAUNCH Media, where he filled the role of Vice President and Head of Business Affairs for Yahoo! Music. Pitaro’s new responsibilities at Disney will include overseeing the brand’s web and social media sites and activities, included the flagship Disney.com.

“I’m honored to be joining the Disney family and energized to start working with the DIMG team. I’ve admired Disney for as long as I can remember and am looking forward to bringing my experience to the company and partnering with John to advance our online businesses,” Pitaro said.

Having a heckuva run thus far this year, Disney is in dire need of a shakeup. Posting a $130 million loss over the past 9 months, as well as the departure of former President Steve Wadsworth, these new co-presidents must hit the ground running if the magic mouse is going to keep up, and move forward with their digital offerings. Prior to this move, Disney had largely grouped all digital activities; web based and console gaming, under one roof – the Walt Disney interactive Media Group. Now, by splitting responsibilities, Disney is adopting a divide and conquer approach, with gaming receiving it’s own unit, Web, likewise.

“Our rapidly growing Disney digital businesses will benefit greatly from the deep experience and distinct leadership skills shown by John and Jimmy,” company President Robert Iger said. “John has shown incredible agility and skill in helping companies achieve success in the ever-shifting digital games business, while Jimmy has vast knowledge of the online world and has been hugely successful at creating and building audiences around branded online content.”

 

Microsoft’s secret “big deal” purchase

Monday, October 4th, 2010

Be it a current “State of the Industry” trend, or just good ol’ fashioned “Mum’s the word,” late 2010 is revealing a couple of secret investments/acquisitions that have the potential to be major game changers. You’ll remember Google’s top secret investing in Zynga, something we’ve not heard much about as of late – a sign that reports might be dead on. Not to be outdone, a recent PaidContent.org report indicates that Microsoft has had some “off the record” dealings of it’s own this year.

secret2When questioned, Microsoft admitted that it hasn’t publicaly announced any of it’s 2010 acquisitions, but in fact, has made around 15 this year. While Microsoft is keeping the names of said companies close to it’s chest, Joseph Tartakoff of paidcontent.org confirms that one of these acquisitions was Vivaty, a 3D virtual world, i.e. a Second Life competitor. Having raised over $9.4 million in seed money from investors including Kleiner Perkins, the virtual world firm abruptly shut down shop back in April of this year, with former EA VP Keither McCurdy saying that the firm had run out of capital. At the time McCurdy told VentureBeat that the company was in the process of being sold, and that the IP would be used “as the foundation for something else.”

Ok, so Microsoft purchases a company. Standard fare, no? On any given Sunday, yes. However – when viewed in the light that’s recently started to surface about Microsoft making overtures to a number of social gaming and virtual world corps, least of which includes Linden’s Second Life. And they’re not just looking at Second Life, as the rumor mill has been flooded with speculation that Microsoft was in talks to purchase CrowdStar earlier this year, although no deal has gone through – at least that we know about. The social gaming acquisition, one that there has been no official announcement on, seems to make sense, and is a bit surprising that we’ve not seen from Microsoft. The more puzzling question is – why Redmond’s interest in virtual worlds?

Metaplace, There.com and Vivaty, all virtual world spaces – all gone the way of the dodo bird. Even the one that started them all, Second Life, isn’t exactly making the kind of waves (and revenues) it once did. The only possible logical explanation is a virtual world tie in with Xbox Live, and thus, an extension to Windows Phone 7 OS, taking on Sony’s Home service. The only other remote possibility is that Microsoft sees some light in business virtual worlds, something similar to IBM’s CityOne project, but again, this is probably the lesser of two possibilities.

To their credit, if Microsoft is planning something huge behind the scenes, they’re doing an incredible job of keeping things quiet. Managing Director of corporate development Marc Brown recently stated that Microsoft had made about 15 acquisitions over the past 12 months, all for less than $75 million. Including the Vivaty confirmation, we’re still counting only 6 – where/who are the other 9, and what does Microsoft have in store?