Riot Games taps Pando Networks for League of Legends distribution

March 23rd, 2011

Clearly Riot Games’ has one hot title on their hands. League of Legends has received accolade after accolade, and Riot has struck some strategic partnerships that have placed the free-to-play title at the forefront of gamers’ interest lists. Apparently, they’ve done such a good job, that they’ve been struggling to get the title out the door. Announced in conjunction with this years’ upcoming GDC event in San Francisco, Riot Games has officially partnered with Pando Networks to handle the growing demand for League of Legends.

Pando Networks’ main premise is that they optimize (read: speed up) the delivery of downloadable content. Likewise, the firm provides detailed analytics and performance data to their clients. At the present time, Pando Networks counts more than 5 million game downloads per month amongst their services provided. Riot has chosen Pando Networks’ Game Delivery Services in order to support the growth and popularity of their flagship title, League of Legends. And while Pando’s “off the rack” solutions are powerful in their own right, Riot decided to go with a fully customized solution, enabling the 1 GB title to be downloaded in a matter of minutes, and not days. Pando Networks/Riot Games is fully accessible via PC and Mac, in the US, Europe, and Asia.

“The combination of faster download speeds with an intuitive user experience and a reliable download solution regardless of network constraints has proven successful for Riot,” said Scott Gelb, vice president of technology for Riot Games. “We now convert more website visitors to gamers which has had a big impact on the number of people playing our game.”

Since implementing the Pando Networks solution, Riot Games is reporting an increased delivery speed and download completion rate, with an average download speed of over 1,200KBps, and download completion rate of 90%. This may not seem like a magical number of paper, but when you consider the wide variety of internet connections used, quality of line service, and platform, these speeds and completion rate are very healthy. And remember, as a free-to-play title, obviously the faster (and complete) a download arrives at a potential customers’ doorstep, the higher the potential of converting them to a paying customer.

“Riot Games is one of the hottest online game companies today,” said Robert Levitan, CEO of Pando Networks. “While Pando works with many of the leading free2play game companies around the globe, we have rarely seen such an enthusiastic response to a game as we have seen for League of Legends. We are proud to be providing our scalable solution that successfully meets the demand for such a popular game.”

Riot Games acquired by Tencent for $400 million

March 21st, 2011

Announced late last week, League of Legends developers Riot Games has been acquired by Chinese firm Tencent Holdings. Slated to close in 30 days, pending regulatory approval, Riot Games will officially be owned by Tencent Holdings, however the company maintains that they will remain an independent organization within Tencent’s portfolio of products. To be clear, Tencent Holdings has not fully acquired Riot Games fully, but rather, has purchased a majority stake in the company.

You’ll remember, this is not the first time that we’ve seen Riot Games and Tencent’s names popping up together. In late 2009, Tencent invested in Riot Games to the tune of $8 million, along with Benchmark Capital and FirstMark Capital.

“The team at Riot has built an incredible company in just a few years,” stated Mitch Lasky, partner at Benchmark Capital, and Riot Games board member. “Tencent’s additional investment validates the disruptive position Riot has created in the online video game market, and provides the company with the resources to press their advantage for years to come.”

Shenzhen based Tencent is China’s leading and largest internet portal, establishing their dominance primarily due to it’s popular QQ messaging service.

“This is exciting news for ‘League of Legends’ players and the existing Riot Games team,” said Brandon Beck, CEO, Riot Games in a statement. “Tencent’s investment will provide our talented team of designers, developers and community staff with additional resources to focus on innovating around ‘League of Legends’ and launching new projects that push the boundaries in the gaming space.”

Following this statement, Riot Games is reporting that they will remain in their Los Angeles headquarters, with the existing management team still at the reigns. They’ve also got an aggressive recruitment strategy in the works, looking to expand across all of their offices over the course of 2011. The incoming $400 million from Tencent will be put towards enhancing the company’s flagship title “League of Legends,” and expanding into new markets. Likewise, the company has said that they will use this new influx of capital to work on and produce new titles.

“Tencent is committed to delivering premium quality online games to global gamers and Riot has proven its capability in the development of its flagship title,” said David Wallerstein, Senior Executive Vice President of Tencent. “Tencent will provide the Riot team with the support and autonomy to continue to deliver high quality experiences that impress both fans and critics in the global gaming market.”

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

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

Digital River Drives Virtual Economies for Global Game Titles

September 1st, 2010

Leading online game publishers benefit from a combination of in-game commerce solutions

MINNEAPOLIS – Aug. 26, 2010 – Digital River, Inc. (NASDAQ: DRIV ), a leading provider of global e-commerce solutions, announced it has been selected by seven global game publishers to power in-game commerce for popular social game titles. Digital River is helping these publishers manage virtual economies and monetize their games through a combination of in-game commerce solutions. These solutions range from virtual goods and currencies to micro-transactions, global payments, billing, analytics and e-marketing.

Recently, Digital River launched in-game e-commerce solutions for the following leading game titles:

  • Bubble Island:
    Developed by wooga, Bubble Island is an exciting puzzle game based on a popular arcade concept operated in StudiVZ and Facebook.

  • Dawn of Nations:
    This browser-based strategy, massively multiplayer online (MMO) game published by element36 immerses players in World War II.

  • MonsterWorld:
    wooga’s third title in the social gaming space allows Facebook and StudiVZ users to grow exotic plants and realize their own unique vision of a monster world.

  • onGOLF:
    A live online simulation golf game from Deseven, onGolf features some of the most recognizable golf brands.

  • Qraut:
    Qraut is a browser-based strategy MMO game, bringing the successful Russian title ‘Botva’ to Europe.

  • Vikings of Thule:
    Developed by Nordic publisher Gogogic, Vikings of Thule is a revolutionary Facebook-based MMO game.

  • WebbliWorld:
    Produced by Aardman, WebbliWorld is a global online virtual world for children that addresses the environment, climate change and recycling.

  • Riot Games:
    fatfoogoo is the global monetization partner for Riot’s RTS title “League of Legends”, handling virtual currencies, managing storefronts and providing vouchers, billing and payment functionality for Riot as well as for their international publishing partners.

  • Digital River:
    Has licensed fatfoogoo’s best of breed wallet and user-management technology to incorporate these into their e-commerce platform “Global Commerce”.

“More game publishers and developers are making the move towards in-game commerce models,” said Jeff Hemenway, Digital River’s group vice president of games. “They are experimenting with new ways to monetize their games and keep players immersed in online game play. Finding an e-commerce partner with a proven and flexible in-game solution that is scalable around the world is essential to making this successful transition.”

Digital River’s e-commerce solution offers game publishers all the scalability and reliability of a proven in-store platform along with turn-key technologies designed to operate a successful in-game marketplace. Together, Digital River and its recently acquired in-game commerce provider, fatfoogoo, deliver a comprehensive suite of in-game store functions. These functions include global payments, fraud prevention services, inventory management, player-to-player marketplaces, auction capabilities as well as the use of virtual goods, currencies and electronic wallets.

About Digital River, Inc.
Digital River, Inc., a leading provider of global e-commerce solutions, builds and manages online businesses for software and game publishers, consumer electronics manufacturers, distributors, online retailers and affiliates. Its multi-channel e-commerce solution, which supports both direct and indirect sales, is designed to help companies of all sizes maximize online revenues as well as reduce the costs and risks of running an e-commerce operation. The company’s comprehensive platform offers site development and hosting, order management, fraud management, export controls, tax management, physical and digital product fulfillment, multi-lingual customer service, advanced reporting and strategic marketing services.

Founded in 1994, Digital River is headquartered in Minneapolis with offices across the U.S., Asia, Europe and South America. For more details about Digital River, visit the corporate website , call +1 952-253-1234 or follow the company on Twitter .

Forward-looking Statement

In addition to the historical information contained herein, this press release contains forward-looking statements, such as statements containing the words, “will,” “plans,” “intends,” “expects,” and similar words. Such forward-looking statements involve known and unknown risks, uncertainties and other factors which may cause the actual results, performance or achievements of Digital River, or industry results, to differ materially from those expressed or implied by such forward-looking statements. Such factors include, among others: Digital River’s operating history and variability of operating results; competition in the electronic commerce market; the ability of Digital River to support online and in-game commerce sales for social game titles; the market’s acceptance of such offerings; and other risk factors referenced in Digital River’s public filings with the Securities and Exchange Commission.

Digital River is a registered trademark of Digital River, Inc. All other company and product names are trademarks, registrations or copyrights of their respective owners.

Riot Games opens European office

June 10th, 2010

The good folks at Riot Games must have known that their League of Legends offering was going to strike a chord with both hardcore and non gamers, but chances are they hadn’t counted on opening a European office in less than a year since the title’s launch. The goal of the new office will be to provide better support and publishing infrastructure for European operations.

In an interview with Gamasutra, Riot chief Brandon Beck comments, “The game has been received really well in Europe, and that growth has largely mirrored US growth Going into Europe has been an opportunity to get close to our users and improve the quality of service there.”

First up on Riot’s to-do list is to bring the European publishing arm of League of Legends in-house, similar to their modus operandi in the North American market. Having feet on the ground in Europe will also help the company address localization issues, community relations, marketing, and network support. Until now, League of Legends has been distributed in Europe by GOA.

According to Beck, the decision to settle in Dublin was based on it’s “”emerging hub for online game servicing. And because it’s close to the Guinness factory.” I’m quite sure this decision has nothing to do with the fact that Ireland has one of the lowest corporate tax rates in all of Europe.

Riot’s commitment to fully engaging it’s European audience is evidenced by their current search for a European Community Manager, with one part of the job description reading, “Evangelize internally on behalf of the European player, ensuring they receive a quality of experience equivalent to North American players.”

Since the successful launch of League of Legends last October, Riot Games’ staff numbers have more than doubled, with 70 staff members on board. And while the Dublin office is starting off with only 7 employees, Beck says that there are “definitely plans to expand on that.”

“We intend to continue to grow and expand upon League of Legends really aggressively, more than is usual or typical for a game post-launch. That’s to support the growth we’ve had and the desires of users to expand the experience and the feature-set. We’ve got a larger live development team than we had at any point on the game pre-launch.”

Beck also commented on future Riot offices around the U.S., but more interestingly hinted at new gaming projects “in the coming months.” If Riot’s first entry is any indication of what this talented team is capable of, I can’t wait!

League of Legends headed to Mac

June 1st, 2010

fatfoogoo client, Riot Games has recently announced that their runaway hit League of Legends will no longer be bound solely to the PC platform as of this summer. Working in conjunction with TransGaming Inc., Riot Games will expand the LoL reach, releasing a version for Mac, that promises to maintain all the pixel goodness of it’s PC cousin.

“Millions of gamers across the world are accessing their gaming content on Macs but until now they have not been able to play League of Legends,” said Brandon Beck, co-founder and CEO of Riot Games. “The first competitive phase of the game will be kicking off this summer, and we’re excited that Mac gamers will also be able to participate and have a chance to vie for top prizes.”

Powered by TransGaming’s Cider Portability Engine, Riot Games will now have open doors to Mac users around the world (this author included), that will no longer have to run PC games in either BootCamp mode (ok…but not great), or a VM Client (avoid). Riot promises to retain all the fun and functionality in the Mac client as in the PC version, citing that after a short installation, players can jump right in and begin playing instantly. All artwork, graphics, in-game items, and controls will remain just the same.

“League of Legends is an outstanding game and one that will be thoroughly enjoyed by Mac gamers everywhere who have been waiting for a premium free-to-play release,” commented Vikas Gupta, CEO & President of TransGaming Inc. “League of Legends represents TransGaming’s commitment to bring a breadth of exceptional video gaming entertainment to the Mac community.”

Debuted on October 27th, 2009, Riot Games’ League of Legends is a session based MMO where players compete in teams to defeat opposing teams. Based on the highly popular Warcraft mod: Defense of the Ancients, League of Legends has already spawned a devoted following of it’s own, with no signs of slowing down. Riot Games recently ran a promotion/contest with Razer Gaming peripherals that saw over $2400 in prizes and Riot Points handed out.

Mac players will have to wait only a short while longer to get their hands on the League of Legends client, and will be available directly from www.leagueoflegends.com

League of Legends/Razer tournament to kick off April 17th

April 16th, 2010

As we reported earlier this month, Riot Games has partnered with gaming peripherals’ giant Razer in a cross promotional effort. One part of this promotion is the “Twisted Treeline” Tournament which kicks off tomorrow, April 17th.

LoL

With more than $2400 in cold hard cash, as well as a plethora of high end Razer products, and Riot Points up for grabs, League of Legends’ Twisted Treeline tourney is sure to attract even the hardest of hardcore players.

All rounds will be played in the 3v3 format, and will feature a single and double elimination bracket format. The first round of the brackets is the single elimination phase. Teams that lose in this round are eliminated from the tournament. Winners will move on to the double elimination stage.

The double elimination phase is slated for one week later, April 24th, with the final Championship round scheduled for one more week later, May 1st. This championship round will be comprised of the final 4 teams, and will be played sequentially; lower bracket semifinals, upper bracket finals, lower bracket finals, Grand Final.

Looking at the numbers, the League of Legends Twisted Tree Tournament breaks down like so:

  • 64 teams will compete in a group stage
  • 16 teams will emerge victorious from these initial 64
  • 16 teams will be reduced to 8 teams via the single elimination phase
  • 8 teams will play a double elimination bracket to determine the final standings

Sadly, the League of Legends tournament is restricted to residents of the US, Washington DC, and/or Canada (outside of Quebec), and must be 13 years of age or older on April 17, 2010. All participants must also have a level 20 summoner that resides on the North American League of Legends server.

The official rules for the League of Legends Twisted Tree Tournament can be found here. Best of luck!

Razer and Riot Games partner to enhance League of Legends experience

March 24th, 2010

Chances are, if you take your gaming seriously, you’ve invested in a quality mouse and/or keyboard combo. If you’re a fan of World of Warcraft, options abound, but outside the WoW realm, the pickin’s get rather slim. And if developing a partnership with (arguably) THE gaming peripheral of choice is any indication of ‘arriving’, well then Riot Games’ League of Legends has struck gold.

RazerLoLRazer has joined forces with Riot Games to develop special in-game items, a gaming grade desktop skin, as well as a Razer sponsored tournament program for League of Legends.

The first product to be released by the Razer/Riot Games collaboration will be the Sphex gaming surface that will features League of Legends artwork. Adding to the tie-in, special promotional codes will also be soon included in packaging of the recently released Razer Abyssus optical gaming mouse. These promo codes will unlock exclusive League of Legends Runes. The first of these Runes will be the “Razer Mark of Precision” which grants +2.23% Critical Damage and can be used at level 1. The second exclusive Rune is the “Razer Quintessence of Speed” which grants +1.5% movement speed and can be used at level 10.

Not satisfied with just a mouse and gaming mat, Razer will add to the excitement surrounding Riot’s highly anticipated Twisted Treeline map by hosting a 3 vs. 3 team tournament with the winning team receiving a major cash prize.

“We are very excited to be teaming up with the creators of DotA Allstars on their new League of Legends project. We love this game and this is a partnership that we will totally enjoy,” said Robert “Razerguy” Krakoff, president, Razer USA. “Our fans will receive increased precision and accuracy using Razer products to experience League of Legends at its best.”

“Collaborating with Razer will further the mission of both companies to provide the best possible gaming experience through innovation,” said Brandon Beck, CEO, Riot Games. “As a company with competitive gaming in our DNA, teaming up with Razer feels like a natural fit and we think our players will be excited about the exclusive promo codes to unlock Champions as part of our contest series with Razer.”

According to the official Razer/League of Legends landing page, the specially marked boxed mice should hit retails stores (in North America and Europe) on May 1st. All in all, this is a great score for Riot Games and League of Legends. Congrats guys – looking forward to some exclusive Runes! :)

Riot Games’ League of Legends garners over 1 million downloads

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.”

Jagex releases first third party developed free-to-play title: War of Legends.

January 20th, 2010

The UK’s largest independent games company, Jagex, has recently released it’s first third-party developed game, War of Legends. The new title finds a home right alongside Jagex’s 40+ free-to-play titles.

wol1A real time strategy game based on Chinese myth, War of Legends presents players with a choice either to support their current less than scrupulous King, or shift their alliances to a righteous upstart vying for the throne. The game offers players the opportunity to rule empires, manage resources, and command massive armies which will inevitably be used to overtake opposing forces. All the while, players must also keep on eye on the homefront, and defend their cities against other players.

War of Legends (not to be confused with League of Legends) features an evolving storyline that will see a rollout of planned game updates, including new tasks and in-game items that are aimed at keeping players engaged. Notably, War of Legends features a persistent game play world, thereby allowing players’ armies to gain in strength and resources even while the player is not playing, resulting in a formidable army (after extended game play, and time away). Jagex is also encouraging player alliances (another method of engagement) which may then collaborate to tackle the legendary quest for eternal glory.

While this is Jagex’s first third party developed title, it’s also their first flash based title. As with all Jagex titles, the game requires no downloads, and is playable in-browser from just about any PC/Browser combination.  The title will also feature Jagex’s first take on microtransactions via Jcredits.  This move is not without precedent, as they displayed interest in the method a while back, but noted that implementing Jcredits into Runescape would not have been beneficial to the games’ economy.  However, no official word has arrived from Jagex quite yet on the implementation.

“When we started to develop games in 2001 we were forced to self-publish as none of the ‘traditional publishers’ seemed interested in or even understood online game publishing. Nearly a decade and a great deal of success later, we want to leverage our experience and global reach to help other talented young developers bring their games to life” said Mark Gerhard, CEO at Jagex. “We were approached by the War of Legends development team last year, we played it and loved it, we believe our players would probably feel the same way so it’s only natural to add it to our growing catalogue of games on Jagex.com. We are actively recruiting to help scale up our publishing division throughout 2010 and we are confident that WarofLegends.com will be the first of many great third-party games to be published by Jagex.”