Posts Tagged ‘Blizzard’

Red 5 Studios talks Monetization

Monday, December 29th, 2008

Red 5 Studios is a collection of former Blizzard and ex-World of Warcraft folks that has spent the past three years working on potentially the hottest MMO you’ve never heard of.  Their level of secrecy and stealth has become almost legendary.  So when an unexpected change in management surfaced last month, Red 5 Studios started showing up on the radar again.  Christian Nutt from Gamasutra sat down and talked to the now Board Chairman and CCO Mark Kern, and now CEO Michael Weingartner about the new management switch, and more importantly, just what are those Red 5’s working on, and where do microtransactions fit into the picture?

Red 5 has set out to be a global company from the get go, with just over 100 staff member currently working on the current project with two-thirds based in America, one-third in China.  Weingartner makes it very clear that the Chinese branch is not just an outsource, but integral to the company, as they include a number of artists and engineers.

And while Kern wouldn’t let any cats out of the bag, he did drop a hint of an upcoming announcement that will give the world just enough of a teaser to show what’s under the hood of this gaming stallion that’s been lurking in the stables for the past three years.

Nutt did ask the vital question of ‘what and how does Red 5 plan on making some money with this title?’ and while his response is expected, his insight to East v. West is quite interesting.

It’s very interesting to watch how these models work, because I don’t think there’s any one answer. I think you have to look at the type of game that you’re making, and even the market that you’re in.

For example, in Asia, there are very few subscription-based games left, aside from WoW and Lineage, for example. And just culturally, there’s a very different expectation there for how you monetize these games. So, we’re paying a lot of attention to that.

On the other hand, in the West, you have an expectation of a level playing field, and if there are going to be things like microtransactions, they shouldn’t affect that balance. We’re very cognizant of that as well.

That said, there are plenty of companies paving the way for the idea of a microtransaction basis, especially in the console world, where you have a lot of downloadable content.

It’s going to be an interesting future out there. We haven’t selected a business model yet. You can expect it to be competitive with what other triple-A games are doing out there, but it’s a very fluid situation right now.

Kern also continues with a highly relevant statement about the current economy and how it factors into game development, monetization models and pricing:

What’s interesting is maybe even asking ourselves, “Hey, how does the economy figure into this? What about the current financial situation that all these homes are going through? Are games really immune, or are people going to be saying, ‘Listen, I don’t want to pay a huge monthly fee. I want some other way to pay for my game?’” That’s another factor that we have to pay attention to.

Weingartner also adds:

Which all ties back to the whole design process of the game. And we’ve been very careful in the design process to accommodate the revenue model.

Given the resumes of both head cheeses at Red 5, along with their ability to successfully fly under the radar with development, they could very well be on to something outstanding.  Whether they’ll choose a subscription or microtransactions monetization module is yet to be seen, but clearly both Weingartner and Kern are very well aware of the up sides of both paths.  It should be a very interesting development to watch just how and the reasoning behind the selected model will unfold.

Stay tuned…..

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GamersFirst inks deal with A2M, Canada’s largest independent game developer

Thursday, October 9th, 2008

K2’s service, GamersFirst announced yesterday that they’ve signed a joint development deal with A2M, Canada’s largest independent game developer.

GamersFirst and A2M say that they’ll be partnering on a yet to be announced social gaming title.  The new game has a projected launch date of late 2009, and continues GamersFirst’s pledge to expand it’s industry presence into the development of unique and original titles.

K2’s GamersFirst is a free-to-play gaming portal that provides gamers with engaging and compelling titles.  Their mission is simple: to become the leading publisher of free-to-play games and provider of the largest and most active network of communities in the global online games market.  No small feat given today’s increasingly competitive market.  Partnering with Canada’s largest independent and highly respected game developer is certainly a step in the right direction for K2.

“GamersFirst is continuing its growth with the development of our own IP,”stated Joshua Hong, CEO and Founder, K2 Network/GamersFirst. “Being able to develop these new games assures that our gamers will have input as to what they like to see and allows us to put GamersFirst.”

A2M has been developing game content since 1992, has developed over 40 titles across every gaming genre, and has partnered with heavy hitters including Activision Blizzard, Disney, Electronic Arts, LucasArt, Sony, Vivendi Universal, and Warner Bros.

“This new partnership allows us to express our gameplay know-how to social online gaming,” said Remi Racine, President and Executive Producer, A2M. “As an independent game developer, we have the freedom to create highly imaginary concepts and, working with our partners, put it in the hands of game fans. Our creativity, combined with our ability to answer the needs of expanding markets, will make the upcoming MMO projects key milestones.”

GamersFirst currently provides services for 23 million registered users in more than 160 coutries around the world.

Free on tap at GamersFirst?

For more info on K2 visit them at: http://www.k2network.net
For more info on GamersFirst visit them at: http://www.GamersFirst.com
For more info on A2M visit them at: http://www.a2m.com

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Sony says yes to console MMO’s: Microtransactions and all

Saturday, October 4th, 2008

SOE exec John Smedley gives a thumbs up to future Sony MMO developments to be available on PlayStation consoles.

The giant elephant in the room, other wise know as Blizzard, which has been dominating the MMORPG scene since World of Warcraft’s launch 4 years ago, could begin to feel some heat from the Sony side of life.  Sony is looking to successfully position full blown MMO’s on the PlayStation console.  Smedley and company are looking to see which profile of gamer would be willing to pay for subscriptions, or better yet, micro-transactions for Sony’s upcoming free-to-play games including Sony’s much anticipated upcoming Free Realms.

“We’re actually one of two companies in the world that’s ever done a console MMO. We had EverQuest Online Adventures for the PS2 – still operating. It and Final Fantasy XI are the only actual MMOs,” says Smedley.

“We introduced a trading card game to our EverQuest and EQ2 players and they got the idea of microtransactions very quickly,” explained Smedley. “We put it in there in a way that wasn’t harmful to gameplay and it actually gave them a benefit, so that’s how we’re going to convert existing players. Getting a console player to pay for a subscription, I think that’s an interesting question.”

Smedley also predicts that the underlying technology that is now in place to allow for simultaneous console and PC launches of new games will introduce an entirely new group of gamers to console play.

“We have advantages that others simply don’t being in the Sony family. For us, the opportunity that we see on the PS3, and potentially the PSP, is something that we can’t pass up on…. I would say that we would be one of the early adopters on [bringing MMOs to consoles], and we plan on becoming one of the dominant players in the MMO space on consoles. We see that marketing coming; we think it’s there now, so we want to get a good market share there.”

Maybe Smedely is correct.  Personally, I’m more of a PC player, but have often been intrigued by the merging of PC play with console convenience.  I’ve played a few of my favorite PC games with an Xbox 360 control mod, and have to say, the living room comfort sure does beat endless hours at the desk.  If Sony is successfully able to port an MMO to a console (targeting and casting controls aside), AND get console players used to the idea of microtransactions, this could have the potential to unlock a number of possibilities not only for Sony, but for the industry as a whole.

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fatfoogoo at the Games Convention and Developers Conference

Monday, August 18th, 2008

The Games Convention which kicks off in Leipzig, Germany this Wednesday and continues through Sunday in will see two equal sides of fatfoogoo. CEO Martin Herdina will be speaking at the GCDC (Games Convention Developers Conference) about in-game economies and item trading, while Loki and DT will be scouting the floor, reporting on and talking to gamers about the newest trends in various multiplayer games.

Many publishers have expressed interest in or are currently in search of additional revenue streams for their virtual worlds. Discounting the ‘traditional’ subscription fee, thousands of developers are either already in the game or standing at the starting line with free to play titles springing up almost everyday. The problem? How do we monetize it and recoup some of (read: ideally all of) the development costs? If the already established gold and item trading system (aka Blizzard) wasn’t already the Goliath these David’s are staring down, more and more suppliers are shying away from ‘Secondary Market’ third party suppliers. fatfoogoo has comprehensive experience with developing, managing, and providing ‘ready to go’ in game ecosystems, which makes it the ideal partner for a number of these publishers. fatfoogoo can function either as the Primary Trading platform or an Add-on marketplace. Combine this functionality with Comscore’s data: 32% of all Internet users play online games – and they’re prepared to spend money on it, along with the NPD Group’s recent study stating “…more than half of the Extreme Gamers and just over a third of Avid PC Gamers said that they would definitely download a feature to enhance a specific game that they own.”

Another interesting topic being covered in at the GC is the future of specialty trading. Not exactly new, but the genre is…eSports. Could we be seeing microtransactions being applied to “coach’s hours” whereby players receive special tips and tricks on how to command in-game mastery? Stay tuned as developments continue….

Martin Herdina is scheduled to speak on Wednesday morning, delivering his talk: A New Revenue Stream – Legitimizing the Trading within a Virtual Market. fatfoogoo is in good company, as Acclaim co-founder David Perry will deliver the Keynote speech with 125 other speakers and approximately 1000 industry participants discussing the future of the gaming industry.

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David Perry’s 33 ways to monetize games

Sunday, August 17th, 2008

David Perry recently laid out an impressive slideshow over at Business Week with 33 examples of how to monetize games.  Perry a 27 year industry veteran has over $1 Bn of retail game sales receipts to his credit, and co-founder and chief creative officer of Acclaim games.

Perry fully admits in the article that the rapid and expansive growth of the gaming industry will and should probably make his 33 ways list obsolete rather quickly.  Perry sees games that fall into the ‘social’ catagory as those with the most explosive growth and potential.  Siting an NPD Group study, Perry notes that 15% of retail game sales go to the adult ‘mature’ audience, and 85% to everyone else.  Social games are asynchonus (meaning, busy players take turns going back and forth at each other, and do not necessarily need to be ‘playing’ at the same time) and fall nicely into the mid-zone between these adult ‘mature’ gamers and all others.  In other words, covering the most amount of the market with the widest net.

Distribution methods are also covered by Perry.  Nintendo, Microsoft, and Sony, former kings of brick and mortar distribution methods, have changed their tune and opened online distribution channels.  As soon as ISP penetration reaches the tipping point, Perry sees physical media such as cartridges and DVD’s going the way of the dodo bird.  The players to watch in the digital distribution battleground?  Facebook, MySpace, Google, and Apple.

While Perry’s list covers a wide range of money making gaming ideas, his microtransaction side is of particualr significance, pointing out even staunch anti microtransaction publisher Blizzard’s recent dipping of toes into the ‘let’s measure their reaction’ pool:

Micro-Transactions

These are small, impulse-driven purchases bought for reasons of vanity, saving time, better communications, or even moving up a level more quickly. (Levels are a player’s ranking within a virtual society.) They’re generally paid for using virtual points, either earned in the game (by playing), or bought for real money (which is a massive time-saver). A new trend is offering virtual items in exchange for access to a player’s real-world friends. So for example: “You can have this magic sword, if you invite a friend to play.” Getting that balance right can mean stunning revenue growth, which makes it even more important for you come up with offers the gamers really want. This technique works well on social networks like Facebook as friends are just a click away. If you can get more than a 1 to 1 ratio, the game goes viral, which results in exponential growth. That’s the goal here.

The image that Perry chose?

Pointing out Blizzard’s new ‘recruit a friend’ campaign whereby new comers and those that recruited them can now gain ‘triple xp’ and summon each other to each other, thereby saving a great deal of time.  The recruiter also has the opportunity to receive an exclusive in game mount if the recruitee follows through on certain terms and conditions.  See it any way you want…but it looks like a crack in Blizzard’s armor.

View Perry’s article at Business Week.

View Perry’s slideshow at Business Week.

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Blizzard to introduce cross game Achievement System in WoW, Starcraft, and Diablo

Saturday, August 2nd, 2008

World of Warcraft lead designer Jeff Kaplan recently revealed Blizzard’s plan in introduce an achievement system in conjunction with the Wrath of the Lich King launch.

“Eventually, our plans are for the Achievement system to become an account-based system,” he explained.

“It’s basically a gamerscore,” Kaplan said, when I made reference to Xbox Live’s Achievement system. “For now the points are just a ‘WoW’ character score. As we graduate to that Blizzard Account system, which is right on the horizon, it will switch over to a Blizzard Level.”

“Your ‘WoW’ score would be just one factor that will go into your Blizzard Level. And rather than call it a ’score,’ we just wanted it to be like you’re leveling up on Blizzard games… You’ll have this Blizzard identity, and you’ll be able to see things like ‘Oh, this guy was great at Diablo III, but he never played Starcraft and he was mediocre in WoW. That sort of thing,” says Kaplan.

Beta testers of Wrath of the Lich King have already gotten a taste of the new Blizzard Account system.  Beta players have been required to temporarily create a Blizzard Account that’s tied to the WoW accounts.  However, this beta is just that, a test account, and will not function as actual ‘Live’ Blizzard Accounts, and will not count towards purchases in the Blizzard store once the real system is active.

While achievement systems are nothing new to the gaming industry and games themselves, this is however a highly significant move from Blizzard.  Blizzard has bucked the trend for years now, firmly ignoring the growing trend in free to play, micro transaction based MMO’s, favoring the traditional subscription based model.  With the introduction of a pan-Blizzard product database, could there be a weakening of this philosophy?  Would it be possible someday in the near future to equip my Orc hunter with a new gun or outfit based on achievements?  And if I can get these items through an achievement system, how far off are we from dropping a dollar here, and a few dollars over there to grab that purple version of the gun and match it perfectly with newly acquired epic flying mount?

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MMOs need to offer more free to play, micro transaction based titles

Wednesday, July 23rd, 2008

In a recently completed survey by Parks Associates, results clearly indicate that gamers are interested in micro transaction based free to play titles.

The consumer study of 2,000+ US internet gamers found that only ‘power gamers’ have a strong interest in subscription based MMORPG services.  Social, dormant and leisure gamers were found to have significant interest in free to play, microtransaction based models.  With this increased interest, Parks Associates indicates that it would be ‘very difficult’ for a new MMO to enter the market with only a subscription based model at this time.

“World of Warcraft, with over 10 million players, exceeded expectations for subscription-based MMORPGs, but it’s unlikely any other publishers will achieve the same in the near term using a subscription model,” said Yuanzhe (Michael) Cai, Director, Broadband and Gaming, Parks Associates.

The study focused on a number of issues and the results are not entirely predictable, but rather interesting.  14% of gamers NOT currently playing an MMO said that they would be interested in starting up the fun again IF they could play the game for free.  Only 2% of the gamers surveyed would be interested in starting another MMO with the traditional subscription based service and fee.  While this may not be the results that Activision/Vivendi (aka Blizzard and World of Warcraft) want to hear, but it IS good news for publishers such as Frogster (Runes of Magic) and Perfect World Entertainment (Perfect World) that are early adopters of the new model.

The top deterring factor to traditional subscription based MMO’s as tabulated by Parks Associates is the barrier to entry in terms of time and money.  “It’s simply too high for many potential customers,” says Cai. “Free-to-play models offer flexibility, and players can choose how much they want to invest based on interest level and play patterns. Micro transaction models have the best potential to grow the U.S. MMORPG audience.”

 

Blizzard: Diablo III “Theoretically possible” for consoles

Tuesday, July 8th, 2008

Blizzard’s VP of game design Rob Pardo admitted to Eurogamer in their Diablo III Preview that a console version of Diablo is “theoretically possible”.

While Blizzard told fans at last weekend’s Worldwide Invitational that Diablo III is being developed exclusively for PC and Mac, and had no plans to bring the game to a console platform, Pardo said, “I think it’s theoretically possible. It would have some control changes that I think you’d have to make… But it’s probably, of our major franchises, the one that’s most console friendly, for sure.”

Pardo previously worked as the lead designer for World of Warcraft, and now oversees design for all of Blizzard’s titles.  He was quick to point ou the practical and design issues with bringing a Blizz title to a console version.

“You’d need to think about a lot of the point-and-click spells, like point to area-of-effect, or things like line-damage in this direction,” Pardo said. “Target selection is something you’re going to lose on console, you’re really going to be able to do targeting direction, but not specific targeting.”

All hope is not to be lost though.  When asked if a console version would require a ‘from the ground up’ redesign, Pardo responded, “Oh, I don’t think it would be a redesigned game. Out of StarCraft, Warcraft or WOW, Diablo would be the easiest game to translate. But it would still take a bit of work”.

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