Posts Tagged ‘character customization’

Italian animation studio Rainbow invests $25M to create new free-to-play MMO

Wednesday, November 26th, 2008

With over $116.3M in worldwide annual sales, Italian animation Giant Rainbow has recently invested $25M in the development of a free-to-play MMO based on its popular Winx Club franchise.

CEO Iginio Straffi said that the company plans on hiring approximately 100 Singaporean full time staff including animators, programmers and artists by 2011.  The project is also expected to generate over 200+ jobs for independent freelancers and merchandising experts.  This expansion will effectively increase the companies’ size by one-third, as Rainbow’s current staff is comprised of 185 full time staff based in two Italian animation studios and offices in Germany.

The Winx Club franchise currently has over two million register worldwide users, with animated cartoons airing around the world on cable television channels including the Cartoon Network.  The new MMO is expected to be based on a free-to-play model and monetizing via microtransaction updates, and presumably character customization.

While other locations where looked at for the expansion including, Italy, Germany, and the Netherlands, Straffi commented that the available talent pool in Singapore was one of the main reasons why Rainbow decided to develop the game there.  If the MMO does well, Straffi and Co. plan on further investment and development of the fledgling studio including animation creation for television and silver screen.  Straffi also added that the superior internal telecommunications systems, strong intellectual property rights, and government support helped swing his decision.

Manohar Khiatani from the Singapore Economic Development Board comments, “It will provide an essential avenue for us to nurture talent and push Singapore into the limelight in the field of animation and gaming.”

This can be seen as a major win for Singapore, who’s aggressively been courting digital media developers since 2000.  In September of 2008, US based DigiPen Institute of Technology set up shop and accepted it’s first batch of 60 students that will be focusing on the creation of video games.  The National University of Singapore has also earmarked $11M to start an Interactive and Digital Media Institute.

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World of Warcraft to receive Paid Character Customization

Wednesday, October 15th, 2008

In what could be an opinion changer for the entire online gaming industry, it now seems as though we might see microtransactions showing up in Blizzards runaway success: World of Warcraft.  Die hards of the ‘subscription or die’ model have long held WoW as the bastion of last hope in a market increasingly turning towards alternate revenue models.

WarCry has been providing excellent coverage of the Blizzcon and released juicy details about Blizzard’s implementation of microtransactions.  When WoW Production director J. Allen Brack was asked about a button found in the Wrath of the Lich King’s beta files entitled “Paid Character Customization” he initially hesitated with answering the question.  Several questions and answers later, Brack took the bull by the horns and answered the question, confirming that Wrath of the Lich King would eventually have some form of paid character customization, but that they details had not yet been worked out.

It’s also been reported that Blizzard has been investigating opportunities to monetize it’s popular Battle.net gaming service, but Diablo 3 Lead Designer Jay Wilson answered that the company has not yet decided how to approach the matter.  He did however rule out that charging for multiplayer action within Diablo 3 was out of the question.

As stated in the opening paragraph, World of Warcraft has been a flame of hope for all microtransaction neigh sayers since the business model started making waves in the Asian market years ago.  If Blizzard is now finally starting to show cracks in it’s ‘subscription only’ armor, they very well may be in the position to sway the general opinion in the ‘microtransactions are the devil’ camps.  Wow’s new patch 3.0.2 includes a number of Wrath of the Lich King prep updates including a Barber Shop in Stormwind, Ironforge, Undercity, Orgrimmar, and Area 52.  This barber shop allows for character customizations, I’m assuming much in the way that ‘Paid Character Customization’ would, with just the difference of real world money vs. in game money.  This is a brilliant move on Blizzards part to get parties interested in the entire idea of re-shaping the looks of their character.  Once Wrath of the Lich King arrives on November 13th, audiences are already familiar with the process, and the conversion from in-game money haircuts, to real-world money purple and black leather, ultra sweet looking, you don’t have one outfits for their rogue should be smooth sailing.

All said and done, let’s remember that Mr. Brack’s comment was only “World of Warcraft would eventually have some form of paid character customization”.  It’s far too early to even speculate on what Blizzard may or may not do with this option, but the game just got far more interesting to us here at fatfoogoo with this option on the table.

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Red Bull and Headshot: one opinion about micro-transactions

Sunday, September 7th, 2008

While free-to-play, micro-transaction based titles continue to be released into the market, gamers continue to argue and voice concerns of the ‘unfair’ game balance that these systems have the potential to present.
Obviously micro-transaction revenue streams offer small and growing publishers and developers huge potential (and a relatively low time-to-market process when using fatfoogoo’s software), these publishers still must listen to the customer while producing a product that is in a sense, for sale, just not in the ‘traditional’ sense.

The pitfall and issue that gamers raise is the unfair ‘pay to compete’ or my personal favorite ‘pay to pwn’ method.  One of the surefire ways to skirt the issue altogether is to offer micro-transactions as only a system for in-game socialization and customization.  EA’s Battlefield Heroes is doing exactly this.  All micro-transactions within the game are for character customization only.  And who can fault them?  This is EA’s first major foray (and testing ground) into the micro-transaction field, and it’s probably a wise move to try to please the largest amount of people.  With that said, on the other hand, I think we can all admit that the option to purchase the Sword of a Thousand Truths does seem a bit more appetizing than a new leather trench coat.

Enter stage left the marketing and copywriting department.  The trick here is to find the right nomenclature to get the point across without generating a huge backlash.  It’s not that publishers are trying to hide anything, but the North American market has already developed a predisposition to the term, and immediately jumps to the ‘pay to pwn’ supposition.  Granted, I’m generalizing here, but the haters are often the most vocal in their opposition.

One direction develpers can take is the phrase ‘pay-to-win’.  Players of any MMO (myself included) will always seek out better gear and methods of beating a particularly difficult challenge.  Whether it’s running back to the Auction House to pick up a few more potions, or farming a bit of buff providing food to eat before the battle, players will do it.  The downside to providing a ‘pay-to-win’ micro-transaction is that it then DOES provide an unfair game advantage.  By providing this unfair game advantage, publishers have just cut off their nose to spite their face.  In other words, by providing this advantage, the player thereby removes the ‘challenge’ of the game…the thing that keeps them interested in the first place.

The opposite side of the coin is to reduce to advantages of said micro-transaction.  While this preserves a bit more of the game balance and overall perception of fairness, the micro-transaction item has thereby been so watered down that players are bound to be disappointed by the value of their purchase.  This disappointment leads to even less transactions, and eventually stoppage of play.

Hang on one second while I down a Red Bull and munch on a Headshot bar.  Right…Ok.  Back.  Fired up.  Ready to Go!

While that might be a bit of an extreme example, you get my point.  If you want to think about micro-transactions as temporary boosts in blood sugar levels and heightened senses of awareness, you might just be on the right path to providing overall customer satisfaction.  By providing minor, brief enhancements that might perhaps unfair advantages, you’ve satisfied the customers desire to obtain über status, if only temporarily.  On the other side of the coin, by providing this advantage to be used against a difficult challenge, it only provides an advantage for a limited time, thereby maintaining overall game ‘fairness’.  This also follows the average lifecycle for an MMO player: constantly moving in and out of tough challenges and short-lived situations.

By providing micro-transactions via simple ‘click to use: lasts 2 minutes’ items, publishers are providing players with relative ‘instant gratification’ with satisfying, yet reoccurring micro-transactions that will continue to deliver a steady stream of revenue.

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New updates on the Battlefield Heroes front

Friday, August 15th, 2008

EA demoed it’s cartoony entry to the free to play, microtransaction title Battlefield Heroes again yesterday at the EA Summer Showcase.

Lead by Swedish development firm DICE, Battlefield Heroes builds upon DICE’s successful Battlefield franchise.  After making a name for itself with Battlefield 1942, DICE moved on to tackle Battlefield Vietnam, created a futuristic offshoot, and successfully reinvented it for console play.

While Battlefield Heroes shares a number of traits with it’s predecessors, it also differs in a number of ways.  Obviously, first and foremost is the free to play, microtransaction based business model.  While the game will be supported primarily (for now) by in game, between battle, and website  advertisements.

The second departure stems from the overall graphics of the game.  Bucking the trend of ever more ‘realistic’ shooters, Battlefield Heroes play centers around a cartoony, ‘feel good’ design.  If Team Fortress 2 comes to mind, you’re on the right track.  However DICE’s Ben Cousins is quick to point out that, “Battlefield Heroes focuses on a mixture of vehicle and infantry combat in large, open environments.  We’ve also got a full MMO-style leveling-up and character-customization system. We’re also free to play, with really low system specs. We’re designed for a much more casual audience than Team Fortress. We’re third-person, and we’re really focused on a fun, easy-to-get-into, accessible gameplay. I’m a big fan of Team Fortress and have been playing it since the Quake version, but it’s still a pretty hardcore game. Heroes, with our matchmaking system, is much more focused on bringing a new audience in to shooters.  Everything else we’re doing is different. “

The third and biggest differentiator is the skill system.  Each class has several skills that are activated al la World of Warcraft.  Vehicle repairs, healing, shields, special attacks (think fiery bullets and repetitive grenade launches), etc. which are/were traditionally bound to items, are now activated at the click of a button.

When questioned about the entire microtransaction system, Cousins had quite a bit to say.  Gamespot.com recently interviewed Cousins:

GS: This microtransactions model hasn’t taken root yet in the West. What do you look at in terms of successful predecessors for the microtransactions model in the US? Yohoho Puzzle Pirates? Acclaim’s games?

BC: MapleStory is doing really well, and Puzzle Pirates is also doing well. I’ve been going to a microtransactions roundtable at each Game Developers Conference over the last few years, and there used to be maybe a few guys operating small businesses, small-scale role-playing games and that kind of thing. When I went this year, it was clear there were a large number of [successful developers].

I think it’s interesting Heroes is the first microtransactions-based game from a major publisher. So we appear to be breaking the ice and doing something cutting-edge, but there’s a good precedent in the West for reasonable success for a smaller-scale business. There’s an audience there and a demand for this sort of game, and we think we can bust it open with Heroes with a higher profile and the higher-quality game we’re offering.

GS: Is there anything to be gleaned from the fact that none of those successful microtransaction games you mentioned were action-oriented?

BC: There’s little precedent for action-oriented microtransaction games in the West, you’re right, but the predominant microtransactions genres in Korea and the Asian markets are action games like Special Force and Sudden Attack. Having studied the way they do it in Asia–we’re also developing a specific Battlefield game for the Korean market which is separate for Heroes–we’ve learned quite a lot about what you can do and can’t do with item sales in an action game.

While it may appear as a setback for EA and DICE that the release has been rolled back to ‘late 2008’ (we’re wagering on the Christmas Holiday season 2008), it looks like this story has a silver lining.  While Battlefield Heroes is currently in a closed beta, DICE sites that they have approx. 10,000 users testing the game right now, logging in an impressive 16,000 hours of gameplay.  Obviously, they’re doing something right.   Battlefield Heroes is a risky play for EA, and the extended buildup and hype may just prove to be a winning marketing and advertising strategy that others could learn from.  While EA and DICE take this time to iron out any potential wrinkles, they continue to drive the buzz mill with posts just like this one.

I for one am looking forward to seeing YOU on the Battlefield this Christmas.

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