Posts Tagged ‘asian markets’

Cross Fire nets 25,000 users in 3 weeks

Thursday, February 19th, 2009

It looks like 2009 is quickly shaping up to be the year of free-to-play first-person-shooters (FPS).  Admittedly, the timing of Subagames’ release of their open beta stats is slightly suspect, appearing just one day after Nexon had released their whopping 2 million North American player stats.  However, Cross Fire’s numbers are quite impressive in their own respect: netting 25,000 registered players since the opening of the beta on January 30, 2009.  The open beta runs through the end of February, and if G4BOX Inc. and Wicked Interactive Ltd., the North American publishers of Cross Fire stay on target they could end up doubling this number.

Chief Executive Officer of Wicked Interactive Garvin Yeung says, “We knew there was an audience out there that was really anticipating Cross Fire, so we expected a good result.”

G4BOX CEO Howard He adds, “But even we are amazed by the overwhelming response that Cross Fire has garnered thus far.”

As previously reported, the Cross Fire website had received 1.9M hits prior to the November 7th closed beta launch, two-thirds of which came from the US.  Cross Fire has been a success in Asian markets, with an excess of 500,000 users simultaneously playing.  The North American open beta introduced new features including an in-game friends list, new maps, weapons, and items.  In addition, a military ranking and stat-tracking package has been introduced.  Wicked and G4BOX have started tracking players’ progress and activity since the open beta onward so that players are able to accurately gauge their skills against the rest of the Cross Fire community.  And as with any respectable MMO, Cross Fire now features a clan system whereby players can band together to play in persistent teams.  Supported by a Subagames clan page, this feature maintains rankings of all clans not only active in Cross Fire, but across the entire catalogue of Subagames’ free MMO’s.

Developed by SmileGate and Neowiz, Cross Fire is an online military FPS developed for the PC platform.  Players choose their role in this conflict scenario shooter, either Black List or Global Risk mercenaries.  They are then thrown into the thick of battle by joining a combat team that must cooperatively work together in order to complete objective based operations.  And while Cross Fire does sound a bit like the rising number of free-to-play FPS’s currently making their way to market, their standout feature is the unique “Ghost Mode”.  In this mode, one team is in possession of a top-secret cloaking device that allows them to become invisible to the opposing team.  “Ghost” teams are armed only with knives, and must utilize stealth tactics to hunt and track the other team.  Other play modes available include Team Death Match, Search and Destroy and Elimination modes.

Naturally, as with most free-to-plays, Cross Fire features an extensive set of character customization and upgrade options.  This in-game currency used in Cross Fire, may also be used in any of Subagames’ other titles including Metin2, ACE Online and Prison Tale, as well as the upcoming Prison Tale 2.

Sign up and join the trigger pulling fun at crossfire.subagames.com.

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Free to Play Cross Fire places CounterStrike in the Cross hairs

Tuesday, November 18th, 2008

10,000 closed beta keys gone in 10 hours?  Wow!  That’s what SilverBirch Inc. and G4Box Inc. are claiming regarding the recent launch of their premier free-to-play, first person shooter, Cross Fire.

The closed beta went live on November 7th, and runs for approximately one month, during which time, fraggers can participate in one of Cross Fire’s four hair raising game zones.  Cross Fire is looking on target for a January 2009 commercial launch, but gamers can continue to download the game for free at www.crossfire-en.com.

“The response to the English version of Cross Fire has far exceeded our expectations,” said Kevin Astle, Interim President and CEO of SilverBirch. “Cross Fire’s fast-paced action, superb graphics and compelling features have already made it a hotly anticipated game among English-language gamers.”

While already a hit in Asian markets, Cross Fire has received 1.9M hits leading up to the November 7th launch, two-thirds of which coming from right here in the US.  The Asian market version has received millions of registered players, and has an excess of 500,000 users regularly playing the game together online at any given time, all within a short nine month time period.  Not Bad.  Not bad at all.

“Cross Fire has been a huge success in China, Japan, Vietnam and other Asian markets,” said Howard He, CEO of G4Box, noting that the game is now more popular in Vietnam than World of Warcraft. “Based on the positive initial response from North American gamers, we look forward to replicating this success for the English-language version.”

The Game

Cross Fire is a CounterStrike killer in more ways than one.  The storyline focuses around two international mercenary forces duking it out for domination.  Players chose their side; either Black List terrorist or Global Risk mercenary.  They then join an online team of fellow FPSers and must work together to complete objective based scenarios.  The game features four game modes: Team Death Match, Team Match, Annihilation Match, and the new Ghost Match.  Players receive xp points based on game play and performance and are promoted through various military ranks.

The Cash

SilverBirch and G4Box will monetize the free-to-play title via a microtransaction based in-game item shop.  Here, players can customize their characters to their heart’s delight including appearance and equipment.  Both companies forecast revenue generation shortly after the January 2009 official release.

Interested players should head on over to FilePlanet to obtain an exclusive closed beta key.  Cross Fire is even sweetening the deal by offering current participants the ability to invite up to 10 friends to join them on the battlefield.  Grab this one now while it’s hot!

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THQ opens office in Shanghai – launching point for Company of Heroes Asia

Tuesday, September 2nd, 2008

THQ announced today that they have officially opened their new office in Shanghai.  This new Chinese office should serve as ground zero for the upcoming release of Company of Heroes in conjunction with their Chinese market partner and leader, Shanda.  Company of Heroes is a free-to-play, microtransaction based game developed exclusively for the Asian market.  In addition to the CoH title, this new office will spearhead the expansion of local partnerships, along with retaining and maintaining currently existing partnerships.

“The Asian markets represent a significant growth opportunity for THQ, particularly as we execute on our strategy to grow revenue from online gaming, an increasingly important segment for our industry,” said Martin Good, senior vice president THQ Asia Pacific. ‘We look forward to continuing to build new publishing and development relationships in China to expand our presence in this important and fast growing gaming market.”

Marketing Director for the Asia Pacific market, Tim Page will head up new efforts to expand THQ’s portfolio by establishing and maintaining local publishing partnerships, along with bringing THQ content to other markets around the globe.  Building upon his 12 year experience working in the Asia Pacific market, Page has been driving THQ’s new Asia strategy, and has been primarily responsible for a number of successful partnerships, a number of which have yet to be released by THQ.

“We view our China initiative as an integral part of our greater Asia online strategy and Tim Page brings tremendous experience to drive our success in this area,” said Good. “THQ China will be a springboard from which to expand our online games content, including Company of Heroes Online, to neighboring markets across Asia.”

Page isn’t riding solo in Shanghai, as Kevin Chu, corporate director of THQ’s External Development Group (XDG) will be onboard, operating the global outsourcing operations and assisting in local product development.  Chu is no stranger to the video game industry, and has extensive experience in training and building strong teams in the Asia region.  Chu’s specialty lies in brokering co-development partnerships and distributed development projects, resulting in million of dollars of cost savings, elevated product quality and improved production efficiencies.

“Kevin has played an instrumental role in building relationships with many very talented development teams in China,” said Steve Dauterman, senior vice president of product development, THQ. “By expanding our development operations and deepening our commitment to the local market, we will accelerate our growth in Asia and at the same time improve the efficiency of our development processes worldwide.”

THQ’s move couldn’t be better timed, as the Chinese gaming market is on a blazing track.  In 2007 the market value was estimated at $1.7 billion an had a penetration of approx. 42 million online gamers.  This number is expected to more than double to a staggering $4.2 billion by 2010 (Niko Partners).

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GOA to bring new micro transaction game from Petroglyph Studios to Europe

Thursday, August 28th, 2008

True Games Interactive announced yesterday that it’s signed an exclusive deal with GOA, the gaming unit of Orange, to exclusively publish, distribute and operate their upcoming title from Petroglyph Studios.
Back in April of this year, True Games announced that it had partnered with Petroglyph on an upcoming free-to-play, microtransaction based game for the PC.  GOA will work the launch and operations of the European market, while True Games Interactive will handle the North American market.  True Games is also currently in negotiations with partners in Asian markets.

“When we partnered with Petroglyph our pledge to them was that we would make their game a global sensation and that we would work with only the highest quality partners like GOA to help support it,” said Jeff Lujan, Founder and Chairman of True Games Interactive. “Traditionally worldwide partners license a game after it’s been completed, but we are working across the globe to locate partners who can contribute to design direction and adapt the game for cultural tastes in each territory for a true worldwide launch.”

GOA’s no stranger to the market, currently operating one of the largest casual gaming portals in Europe, along with publishing EA/Mythic’s Dark Age of Camelot, and ramping up for the soon to launch EA/Mythic – Warhammer Online: Age of Reckoning in Europe.

“GOA’s products are only the highest quality, highly anticipated products in the online gaming category and that is why Petroglyph and True Games’ project is such a perfect fit. We are confident that our audience will be very enthusiastic about this game and that it will be a major title,” said Ghislaine Le Rhun, Executive Director of GOA.

If the name Petroglyph is ringing more than one bell, you’re on the right track.  In addition to winning awards for their Star Wars: Empire At War and Universe At War series, Petroglyph Studios members played key roles in creating the classic ‘Command and Conquer’ series while at Westwood Studios.  Petroglyph Studios partnered earlier this year with True Games to bring their first microtransaction based title to the PC platform.

While details about the actual game itself are scant, both companies indicated that they are close to making a major announcement regarding the fully features of this up and coming hot potato.  Stay Tuned.

“Whenever we approach a potential partner for this exciting new game their eyes immediately light up,” said Bob Drobish, CEO of True Games. “With Petroglyph’s pedigree and their loyal following of fans we are sure this product will be a worldwide success–it is just a matter of choosing the right partners– and we couldn’t be more certain of our partnership with GOA.”

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There’s room for both Micro-transactions and subscriptions

Sunday, August 10th, 2008

Micro transactions vs. subscriptions continues to be a hot topic of debate in not only the MMO world, but RTS and FPS fans love to weigh in as well.  While certain types and profiles of gamers my prefer one method above the other, it has become quite clear over the past few years that micro transaction based titles aren’t going anywhere soon.  As the ‘standard’ style of play in most Asian markets, the free to play concept originated in Korea with Nexon’s titles first offering players (all players) a chance to play, with available upgrades at a small cost.

While there are a number of offerings that micro transaction titles can offer; casual gamers can play whenever they want, and not be bound to a ‘time based’ subscription, players may choose to upgrade their equipment at a small cost if they so choose, games are not pirated.

Derrick Schommer of Gaming Podcast recently published an article with similar thoughts.  Highlights of Derrick’s thoughts include:

The micro-transaction concept could still help pay for all the overhead of running an online gaming business because gamers tend to be over-enthusiastic about their great addictive games. If you build a game with excellent content, replay value and strive for a community atmosphere a micro-transaction title can work just as well as a subscription based game.

One beautiful aspect to micro-transaction models is paying for content when you’re willing to pay. This includes cosmetic character alterations, basic needs items (health potions) and other products to enhance the playability of the game without requiring the gamer to do so. There will be some gamers that use this as a “free ride” and never buy anything while other gamers spend way too much because they have expendable income which helps balance out costs.

The trick to a micro-transaction game balance is allowing players to enhance their experience without taking away or crippling their game to force a micro-transaction. You do not need a “fire enchantment” which causes a bit more damage and looks really cool, but it can make your character look more sinister and provide slight benefits to battle.

Wouldn’t this make the rich more powerful than those without a lot of cash? It might might them moderately more powerful and definitely more pretty to look at, but it also allows players who would never be able to experience any of the game a chance to play. In some ways, the level ground is already broken in MMO’s like World of Warcraft based purely on game experience… a player who’s been playing for three years and has a level 70 character will dominate a person with casual gaming habits. Nothing in the world is fair, at least this gives lower level characters a chance to spend some cash to get their character on par when they’ve not got time to work through the game with hours of time investments.

Couldn’t have said it any better myself.  Read the rest of Derrick’s article at gamingpodcast.net.

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