Archive for March, 2011

Tourism Ireland gets into social gaming, or – Turasóireacht Éireann faigheann san cluichíochta sóisialta

Wednesday, March 23rd, 2011

On the most appropriate day of the year, Tourism Ireland has announced that they’re now jumping into the social gaming world via Facebook. Titled “IrelandTown,” the title seeks to bring the St. Patrick’s day experience in Ireland to Irish, and non, from around the world. If experiencing a virtual bit o’ the Barley wasn’t enough, Tourism Ireland is offering a top prize of a 4 night adventure in the west of Ireland, as well as an Orla Kiely bag, fine crafted food baskets, and/or a box of the finest Irish chips known to man: Taytos.

And while we’ve seen a fair share of corporate interest in leveraging the power of social gaming, Tourism Ireland now holds the unique honor of being the first national tourism board to launch a social game. Noting that 24% of all active internet participants regularly play a social game, Tourism Ireland seeks to drive not only interest in the title itself, but the ultimate goal of converting those eager players into paying tourists.

“This is a new platform for Tourism Ireland to engage potential holidaymakers around the world with the kind of experience that a holiday in Ireland offers them. It is a unique promotional tool and a first, as no other national tourist board had done this before. For those fans who may be planning to visit in 2011, this is certainly a different way to research their holiday,” comments Mark Henry, Tourism Ireland’s Central Marketing Director.

As mentioned previously, the title allows participants to enjoy their own idyllic version of a quant, typical Irish town. Tour Guide Sally is along for the ride, highlighting iconic Irish sites along the way. Along their site seeking trip, users can compete in various challenges, further progressing them through the game. Overall, the game contains 32 unique destinations and 9 various tasks to complete along the way. Taking cues from other social games makers, IrelandTown offers and encourages the ability to speed up their game progress by inviting other friends to join them. And about that trip to Ireland … players that complete the 32 travel destinations/9 tasks are then entered to win said prize. Not a bad deal – play and learn…maybe put that knowledge to good use. Win/Win for Tourism Ireland.

Mark Henry adds, “Given that Tourism Ireland currently has a fanbase of a quarter of a million people around the globe, and each of the fans has in turn an average of 130 friends, Tourism Ireland can potentially engage with 32.5 million people worldwide through our new Ireland Town game.”

So whether you’re Irish, or just like to call yourself Irish once a year, have a visit to Tourism Ireland’s IrelandTown and see if you really know what you think you know about The Emerald Isle.

 

Japanese gaming contributes to disaster relief

Wednesday, March 23rd, 2011

As reported yesterday, social gaming giant Zynga has stepped up, in partnership with Save the Children, to donate proceeds from specialty items to support relief efforts in Japan.  But what about Japanese gaming firms?  While the entire country was not directly effected, clearly March 11th’s fall out has dramatic effects for the country as a whole.  Relief is pouring in from around the globe, but here’s a rundown of how the Japanese gaming landscape looks at present.

Square Enix took the lead when they decided to shut down Final Fantasy XI and Final Fantasy XIV servers in order to conserve power.  Once offline, a number of other Japanese gaming firms followed suit, additionally announcing temporary suspensions of planned future activities including console games release dates, and maintenance and service upgrades for consoles, etc.

However, this does not mean the business-as-usual has halted completely, but rather, a number of firms are stepping up to the plate, and redirecting their tech efforts.  Below is an outline of who’s doing what, in alphabetical order with no preference given to any one relief effort program.

5pb

The firms Memories Off 6 T-wave for iPhone has seen a dramatic price reduction, down to 250 Yen (normally 2200), with all earnings presented to the Japanese Red Cross Society.

Accessport

Accessport’s “Farm Paradise” is modeling a similar program as Zynga, offering exclusive items with all monies going to the Japanese Red Cross Society.  The include:

  • Supportive Kennel – 100 Yen
  • Supportive Signboard – 200 Yen
  • Supportive Processing Plant – 300 Yen

Aeria

Aeria has looked to their graphics department, and is not offering unique and exclusive wallpapers.  All proceeds will be donated to the Japanese Red Cross Society.

BANDAI NAMCO

As of March 15th, the company has contributed 100 million Yen (approx. $1.2M) which will be donated to disaster relief in combination with private donations from company employees.

DeNa

DeNa is also offering exclusive items in Mbga Town and Yahoo! Mbga.  As of yesterday, March 15th, DeNA has contributed over 100 million Yen (approx. $1.2M) , and is continuing fundraising and donation efforts.

Dwango/Niwango

All ad revenues derived from NicoVideo have been donated directly to disaster relief funds.  All sub-site platforms continue to solicit donations.

Faith

Exclusive avatars are available in the Rose Online marketplace, with 100% of all earnings to be donated to the Japanese Red Cross Society.

GP CoreEdge Inc.

Within Alteil.net, exclusive cards and avatars are now up for sale.  Earnings will be donated to disaster relief efforts.

Nexon Group

As of March 15th, the Nexon Group has donated 100 million Yen ($1.2M) to disaster relief efforts.

NHN Japan

Led by GACKT, a “Show your heart” campaign is underway with a number of high profile singers, entertainers and sports personalities lending a voice to encourage those that can to donate.

The company’s Dragon Nest title has stopped it’s DN-1 prize event, with the 10 million Yen now being donated directly to disaster relief efforts.

Nintendo

To date, the Nintendo Corporation has contributed 300 million Yen (approx. $3.7M) to disaster relief efforts.

Sankando

Simialr to other fundraising efforts, exclusive items sold within the M2 Online title will see their earnings donated to the Japanese Red Cross Society.

Signal Talk

All revenues generated on March 11th within Maru-Jan and Fukurofu have been donated to disaster relief funds.

TECMO KOEI Holdings

To date, the company has donated 10 million Yen.  This number is expected to rise, as the company is also taking an internal collection from staff members, as well as upping their own corporate contribution to support disaster relief efforts.

West Inc.

From their flagship title, “Tsumo,” half of the rewards offered in their ongoing mahjong contest, as well as all revenues gained from the in-game item store will be presented to the Japanese Red Cross Society.

 

Zynga launches RewardVille – now with even more addictiveness

Wednesday, March 23rd, 2011

What would SXSW be without significant announcements from all the major players? Such was the case with Zynga yesterday, as the dropped the newest bomb in their seemingly endless arsenal of ‘Ville’s. This time up? – an online rewards program that provides a gateway for Zynga’s 250 million+ players to enjoy the games they love. Or so says Zynga’s PR team.

The premise behind RewardVille is simple enough, participate in a few actions here and there and rack up some network status, earn Zynga-level points and coins, and unlock a number of exclusive and limited edition virtual goods that they can apply to any of their favorite games.

“Our players are at the heart of all we do so our goal is to constantly look at ways to bring them the best and most fun experience when they play,” said Roy Sehgal, vice president, Zynga. “With RewardVille, our aim is to delight players by rewarding them with new Zynga-level points, and exclusive limited edition virtual items. We love that you love our games, so here’s your chance to reap some rewards!”

This is a first cross-gaming rewards program for Zynga, allowing Zynga players to play one title to help out the progress of another Zynga title. Zynga’s breakdown of the program looks like so:

Play a Zynga game of your choosing; City, Farm, Frontier, Yo, or PetVille, MafiaWars, Poker, Café World, Treasure Isle, and/or Vampire Wars, all of which are featured at RewardVille.

Once “in the system,” Zynga offers gamers the opportunity to rack up zPoints and zCoins. These points and coins can be put toward unlocking different RewardVille levels along the way. Players can earn up to 80 zPoints per game, or 300 zPoints per day.

The goods on the goods. Players can then spend their earned zCoins to purchase exclusive and limited edition items. Example: a “Ring of Fire” for FrontierVille is available only via a RewardVille purchase, thus providing a level of exclusivity within the game.

The French Connection. Ok, maybe not French, but RewardVille offers similar social connectivity as all of Zynga’s other titles, allowing users to send mystery gifts to other friends and family within the Zynga ecosphere. Once these players accept the sent gift, they gain zPoints and zCoins, which can then in turn be used at RewardVille.

While this seems like a great internal development and growth plan for Zynga, I’m perplexed as to why they’d begin offering this type of program now? Are they hurting for numbers? Needing to draw more people deeper and deeper into titles? Expand the brand and better utilize under-played titles? And while it’s not quite as far reaching or devious as the < href="http://techcrunch.com/2009/10/31/scamville-the-social-gaming-ecosystem-of-hell/">ScamVille controversy, anything having to do with Rewards and Zynga (and a number of other casual games makers) leaves this author with a bad taste in his mouth.

 

Sony’s Free Realms headed to PlayStation Network

Wednesday, March 23rd, 2011

Nearly 17 million registered players and a big gamble that seems to be paying off later, Sony Online Entertainment announced on Friday that their free-to-play MMO Free Realms will be arriving on the PlayStation Network soon. In addition to being a first for Sony, the addition of Free Realms also marks the first appearance of a family-friendly online game to be played on any console, with the emphasis being on Family Friendly.

“Free Realms continues to break new ground in the gaming industry – it will be the first free-to-play MMO to hit any console, the first family-friendly MMO to hit any console, and the second MMO, after our recent release of DC Universe™ Online, to hit the PlayStation 3 to date,” said John Smedley, president of Sony Online Entertainment in a statement. “As the only online games publisher that creates accessible and diverse gameplay experiences for the full spectrum of gamers, we are committed to burgeoning innovation and growing the MMO genre by leaps and bounds, bringing in players of all ages.”

Free Realms was initially launched in 2009, and was a significant departure from the “norm” of SOE’s comfort zone. Remember, at the time, the free-to-play concept was well in circulation, but very few top tier production houses had taken the plunge, with many still “investigating” the premise. Driven by a team of creative and forward looking individuals, Sony initially released Free Realms on the PC platform, with Mac fans getting in approximately a year later. To date, Sony’s “let’s see if there’s any merit to this,” experiment has captured the attention of nearly 17 million registered uses from around the world. Again, this number is derived solely from just PC and Mac numbers.

In 2010, Free Realms received the coveted “Creative Toy Award Seal of Excellence” from Create Child Magazine. Not just your run-of-the-mill MMO, Free Realms features an endless array of mini-games and quests and adventures to keep just about everyone under the sun entertained. Whether it’s kung-fu combat to power battles with pirates, or soccer or pet training, Free Realms seeks to address every need. All the while, presented in a fun, family-friendly environment. Naturally, as a free-to-play, Free Realms contains a number of social touches that make it easy to find and play with real-world friends. Together, players can tackle more challenging quests, as well as participate in live events and community activities.

An in depth overview direct from Sony Online Entertainment:

• Fun Now, No Waiting: Free Realms is easy to access! Get in the game quickly and easily from the PlayStation®Store, create a character, and adventure in a fully immersive social game world within minutes! Click on the Game Guide to access the Activity Finder, Events Calendar, 3D and 2D minigames, quests, Match Making and more!
• Be Whoever You Want: With 15 jobs to get into and more than 30,000 wearable combinations, players can find the perfect profession, or try them all! Jobs include: wizard, blacksmith, medic, archer, warrior, ninja, brawler, chef, miner, demolition derby driver, kart driver, adventurer, postman, soccer star, and fisherman.
• Fun for Everyone: With so much to do and see it’s easy for players to find something fun for you! Start by playing minigames like cooking, mining, soccer, Demolition Derby, or Pirate’s Plunder. Players can decorate their player house with a party dance floor, rocket ship or talking tiki head, or create a maze with any number of items and invite friends over to race through it. The action doesn’t stop there; players can participate with the entire community at live event Boss Battles or in holiday quests, attend in-game concerts and learn boom box dance moves.
• Vibrant, Deep Environment: There are eight distinct, unique and breathtaking environments for players to explore. Areas include the snowcapped mountain villages of Snowhill, the dark and mysterious swamps of Blackspore, and the sunny shores of Seaside.
• Connect with Friends: Whether one’s meeting up with old friends or finding new ones, Free Realms players can connect, play, quest and adventure together. For group quests and multiplayer battles, players just log in to see what their friends have been up to, select them from your friends list and join them in game.
• Play Free or Upgrade: At its heart, Free Realms is free-to-play, with more than 800 quests and the ability to take each job through level four. But players who want to break through to the next level can become Members with access to an additional 400 quests and the ability to level all jobs up to 20. Memberships are offered in terms of one month, three months, six months and lifetime, which is valid for the life of the game. Members and free players can also purchase a variety of items and wearables through micro-transactions.
• Family-Friendly: Recently recognized by Creative Child Magazine with the 2010 Creative Toy Award Seal of Excellence,Free Realms is a fun online experience to share with the entire family. Parental controls on the PC allow for the customization of safety options, include pre-canned and white-list chat, reporting and filters for younger players. For kids who enjoy playing on the PlayStation®3, robust parental controls are innate to the PlayStation®3 Computer Entertainment System.

Free Realms for the PlayStation Network is expected to arrive this coming March 29th to users around the globe.

 

Warner Bros. partners with Supergiant Games on Bastion

Wednesday, March 23rd, 2011

Warner Bros. Interactive Entertainment has recently announced a partnership with Supergiant Games to publish the upcoming action RPG, Bastion. Slated for a summer 2011 release, this collaboration with Supergiant further exemplifies Warner Bros. commitment and expansion into the digital gaming market, and will be available on Xbox LIVE arcade, with the PC version arriving later this year.

Supergiant Games is a boutique development studio with big goals. Their mission statement reads like a storyboard for success: “To make games that spark players’ imagination like the games they played as kids, while enabling them to share the experience with those they love.” A distribution partnership with Warner Bros. is certainly a healthy step towards these goals.

“We’re thrilled to be working with Warner Bros. Interactive Entertainment on Bastion,” said Amir Rao, Studio Director of Supergiant Games. “Warner Bros. instantly saw the potential of our original game world and narrative style, and is providing Supergiant Games with the support and autonomy we need to make Bastion an amazing experience.”

Within Bastion, players assume the role of “the Kid,” and are tasked with building a safe haven for himself, as well as loved ones, in a post cataclysmic event. Players are confronted with a host of strange beasts, are able to forge a number of customizable weapons, and gain new powers through a variety of specially-brewed spirits. Keep in mind, no word of microtransactions has been uttered as of yet, but “customizable” and “specially-brewed spirits” sure sounds a whole lot like purchaseable items to me.

The game features all hand-painted environments, available of course in HD, and a dynamically narrated storyline. This narrative reacts to player’s actions in real time, and provides deeper context and meaning to the Kid’s reactions and interactions with the world around him/her.

“We are looking forward to working with Supergiant Games to bring the unique gaming experience in Bastion to all types of players,” said Martin Tremblay, President of Warner Bros. Interactive Entertainment. “We have seen tremendous talent coming from independent development studios and Bastion is a fantastic example of the innovation and imagination in that game space.”

Bastion will be available for consumers to test out at PAX East, which kicks off today and runs through Sunday in Boston, at both the Warner Bros. and Supergiant Games booths. The title has already won the “Best New IP” award at the main PAX event, and selected as one of the “PAX 10,” independent games of the show. Likewise, they’ve already picked up the “Excellence in Audio” and “Excellence in Visual Art” awards from the 2011 Independent Games Festival.

 

GameSalad taps Steve Felter as new CEO

Wednesday, March 23rd, 2011

As mobile gaming becomes increasingly important to a number of developers, firms helping developers reach those goals are on the verge of a usage landslide. GameSalad Inc., former known as Gendai Games, has recognized this coming onslaught, and recently appointed Steve Felter as CEO. Mr. Felter’s first order of business is to manage the company’s rapid growth.

GameSalad is the third largest development tool for creating iOS based games. Through their proprietary technology, games developers are able to quickly design, publish, and distribute titles for the iPhone, iPod Touch, iPad, Mac, and Web, all without the need to write a single line of code. Thus far, GameSalad’s free-to-use, drag-and-drop games creation platform has been utilized to realize over 4,500 titles. Of these creations, more than 30 have reached the top 100 in Apple’s U.S. Games category.

“Democratizing game development is a mission I believe in, and it’s amazing to see our platform empower a whole new generation of game developers,” said Felter. “We have an incredible team, awesome product, passionate developer community, and exciting stuff in the pipeline. This is going to be a big year for GameSalad.”

Felter will take over the CEO reigns from co-founder and now former CEO, Michael Agustin, who will now head up product strategy as Chief Product Officer. Since putting our free game creation tools in the hands of game designers, GameSalad has taken off, quickly becoming the de facto game creation platform for mobile and the web,” said Agustin. “Steve’s proven success in managing rapid growth companies will greatly benefit GameSalad as we continue to expand, allowing me to focus on building out our product vision and designing great experiences for our customers.”

Prior to GameSalad, Steve Felter served as COO and CFO with DigiSynd, a social media marketing and analytics firm he helped put on the map, including assisting funding, acquisition, and integration with The Walt Disney Company. With the Big Mouse, Felter oversaw Disney’s first in-house social media division, implementing a number of successful strategies for brands including Pixar, ESPN, and naturally Disney Interactive Studios. Prior to Disney, Felter was onboard with Warner Bros. in the Corporate Business Development and Strategy division.

 

Playcast Media taps JWT to beef up cloud gaming portal

Wednesday, March 23rd, 2011

While OnLive and Gaikai have received their own fair amount of attention, it seems as though another player is making a go and the hearts and minds of eager gamers. Announced yesterday, Israel/UK/Los Angeles based cloud gaming service Playcast Media has recently appointed JWT London to develop its new social gaming portal.

A marketing communications brand, JWT’s client list reads like a who’s who, including Bayer, HSBC, Johnson & Johnson, Microsoft, Nokia, Rolex, and Shell, to name a few. JWT’s new Innovation Lab, a part of the Experience unit will be leading the development of said portal.

The newly formed Innovation Lab is headed by Miguel Andres Clavera, and is tasked with developing a new social gaming platform that will enhance the experience of playing casual games on Playcast’s platform. Playcast is striving to set themselves apart from the competition, starting out with a revolutionary 3D user interface. This 3D interface allows gamers to play multiplayer games as well as connect to their favorite social networks on any PC or TV without the need of a console.

“We provide a media experience which combines the qualities of video games and TV with online streaming and social media. JWT is one of only a handful of creative teams who are able to blend these qualities into an organic user experience with a global application for our European and Asian partners,” comments Playcast CEO Guy de Beer.

Already live in Europe, Playcast’s cloud gaming service isn’t just a game or two here and there, but rather, they’ve struck a number of strategic deals with top level companies including Activision, THQ, Capcom, Atari, Codemasters, and a host of others.

Guy Hayward, Chief Executive at JWT UK Group, said: “It’s an honor to be working with the leading cloud gaming company. This proves that JWT’s focus on technology and its role in people’s lives is transforming the type of work we do. JWT has a history of building brands for the long term; we look forward to doing the same with Playcast.”

The upgraded and enhanced Playcast experience is slated for a launch later this year, and will offer a radically different experience than gamers are used to from traditional PC or gaming consoles.

 

EA fires back with an HTML5 solution of their own – simultaneous launch scheduled for mobile and Facebook

Wednesday, March 23rd, 2011

Hot on the heels of Disney’s announcement of their acquisition of Finnish HTML5 developer Rocket Pack, Inside Mobile Apps is reporting (http://www.insidemobileapps.com/2011/03/05/ea-dragon-age-legends/) that EA has launched their own counteroffer, promising gamers a dual Facebook and Mobile launch, all revolving around an HTML5 version of Dragon Age Legends.

This HTML5 coding arrives via EA’s EA2D, a smaller and younger (more agile?) studio amongst EA’s arsenal, with a specific focus on cross platform games. The title has quietly been in beta since last autumn, and is scheduled to launch congruently with the console and PC version of Dragon Age II, slated for a March 8 launch. And while this is clearly an “around the horn” marketing and launch strategy, EA states that the Facebook and mobile versions of the game are not designed as an upsell mechanism to the $60 console/PC version.

“This is a standalone game. It’s seen as an extension of the franchise, not as a marketing tool for other Dragon Age products,” said spokesperson Cindy Lum via Inside Mobile Apps. “This game is going to have a life of its own.”

I’m inclined to believe Ms. Lum, as all indicators of CEO John Riccitiello’s previous statements about EA’s shift away from traditional boxed games and digging deeper into the digital download, social, and mobile gaming environments.

Instead of the upsell, EA2D is dubbing the two games “companions” to the console and PC titles, as they’re not quite a full tie-in to the main game. Instead, Dragon Age Legends for Facebook and mobile allow gamers to use their “away-from-keyboard” time, as it were, as a time to work on time-based mechanics. These include crafting 2 – 3 hour potions, or collecting the rent, errr…gold from friends. The apps also include a currency balance checker, however gamers may only check their balance, and not make any purchases. Yet.

So there we have it. If you’re looking for the top three games makers to watch over the next 12 – 18 months, I’d keep my eyes on Disney, Zynga, and EA. Disney because of their faster-than-lightning acquisition of Finnish games house Rocket Pack, and their associated HTML5 gaming engine. EA is clearly heading down the cross platform path with EA2D, and I’m fairly certain that Dragon Age Legend is a testing ground for only further HTML5 based developments. And let’s not forget about Zynga’s acquisition of Dextrose AG, a German firm also specializing in HTML5 based gaming. The time, effort, resource and investment savings in cross platform games speak for themselves, but if you needed any more convincing, have a look at what Kim-Mai Cutler has to say (http://www.insidemobileapps.com/2011/02/09/facebook-html5-mobile/) about Facebook’s HTML5 push.

 

Disney acquires Finish startup Rocket Pack – and their HTML5 based engine

Wednesday, March 23rd, 2011

Late last week, TechCrunch reported that Disney had recently acquired Helsinki, Finland based social games creator Rocket Pack. Of any other run-of-the-mill games developer, this would be astonishing, considering that the company was founded less than one year ago, with the game engine still in development as of February 1st. So what has made all the difference? HTML5.

Rocket Pack showcased their HTML5 based Rocket Engine back in September, allowing for a code-free methodology of developing games. They’ve produced their own game, Warimals: Cats vs. Dogs, and while not a runaway success, Rocket Pack can be qualified as a successful title amongst hundreds of others (approximately 4k DAU, and 48k MAU). Again…what makes this Finnish developer so attractive to Disney? It’s not necessarily the game they have already produced, but what kinds of games that are capable of producing in the future.

When games developers are done with the game mechanics and storyboarding, one of the next crucial questions to answer is, “Which platform do we want to target?” There are several different operating systems to choose from, each with their own pluses and minuses. Likewise, choose the wrong platform to launch your title on, and you’re already 1 step back. Certainly the option remains to bring in various specialists and launch a title across all platforms simultaneously, but as you can imagine, the word specialist and often translate into budget breaker. What Rocket Pack has done, by powering their (not yet complete) gaming engine with HTML5, they’ve effectively removed this question from the conversation. Browser based, stand alone PC, Facebook, iPhone, Android, etc. – no problem. With a dash of javascript here, and a pinch of CSS there – presto, instant gaming. No flash, no plugins, just fire it up, and go.

As TechCrunch daftly points out, with the growing prevalence of HTML5 (let’s not forget about Mr. Jobs’ lack-of-love for Flash), and it’s benefits of no additional plugins, Rocket Engine was the first on the scene offering a fully integrated solution. Thus, if you’re a games developer building multi-platform single player games, Facebook titles, of browser based MMOs, chances are, you’ll eventually be using some variant of Rocket Pack’s technology. Or should I now say, Disney’s technology.

While the terms of the deal were not disclosed, estimates from around the community place the deal at somewhere between $10 – $20 million. At the end of the day, Rocket Pack founders and staff members can congratulate themselves on a rocket-paced development and acquisition. However, if/when Disney begins to license out this technology to various games development studios, how many deals will it take for Disney to fully recoup it’s investment and supersede Rocket Pack’s wildest visions?

 

Nexon brings KartRider and MapleStory to the social and mobile world

Wednesday, March 23rd, 2011

Originator of the free-to-play model, Nexon has recently announced that they’re bringing their most popular titles, KartRider and MapleStory to the mobile and social world, respectively. KartRider Rush is targeted at iOS and Android platforms, while the classic side scrolling MapleStory Adventures will find a new home on Facebook. KartRider will arrive later this month (iOS), while MapleStory Adventures is set for a summer ’11 launch.

True to Nexon’s model, both titles will be free-to-play, and offer microtransactions as enhancements to the games, as well as provide a healthy revenue stream for Nexon. KartRider Rush will soon be a free iP (phone, pad, pod touch) app, with an Android based version arriving later this summer. KartRider Rush is a mobile/handheld version of KartRider; a title that counts a massive 200 million registered players worldwide. KartRider Rush features a multiplayer interface, allowing up to four players to race head to head on unique and challenging courses in both battle and time trial modes. If you’ve no friends to play with, fear not, as KartRider Rush also features a rich and engaging solo experience. Single player mode brings up a range of AI racers to square off against in Item Mode and Speed mode. Taking advantage of Facebook Connect, KartRider Rush fans can display their highscores and compare them against friends’ best lap times, etc. Nexon introduces the microtransactions in KartRider Rush via a variety of additional tracks all available for purchase.

On the Facebook front, Nexon brings the all-time classic, side scrolling, MapleStory (Adventures). Arriving this summer, Nexon has taken the already simple interface of MapleStory, and slimmed it down even further. MapleStory Adventures will provide the same MapleStory experience, only now on Facebook, as players are presented with a number of quests and challenges. Only now, they can ask for Facebook friend help in their trials and tribulations. Similar to the original MapleStory, Nexon will be offering microtransactions of the upgrade and in-game items variety.

“Expanding our global IPs into the social and mobile gaming space is a watershed moment in Nexon’s global expansion efforts,” said Daniel Kim, Nexon America’s CEO. “Not only will this move provide new ways for hundreds of millions of fans worldwide to experience Nexon’s games, it allows Nexon the opportunity to prove the robustness of its business model on new platforms.”