Posts Tagged ‘developers’

Open Feint launches social features for free-to-play iPhone games

Thursday, February 18th, 2010

Announced late yesterday, Burlingame, CA based Aurora Feint officially opened their private beta of OpenFeint X, a solution for developers to have the ability to create free-to-play games, including those stocked with microtransaction based virtual goods. The company positions the product as a logical adoption, given the runaway success of free-to-play games on social networking platforms.

openFeint_logo“OpenFeint X is by far our most ambitious and transformative effort,” said Jason Citron, Founder and CEO of Aurora Feint Inc. “We know that there is tremendous interest in creating the next Zynga, CrowdStar, and PlayFish of the iPhone. We also know that developers who aspire to these ambitions want the platform on which they can build these kinds of lucrative businesses. OpenFeint X is exactly that platform.”

Launched in conjunction with strategic partner DeNa Group, OpenFeint X will be rolled out in phases over the coming months. Core services of OpenFeint X will be fee to developers. The up side to using Aurora Feint’s toolkit is the exponential exposure devs will gain from the community. Social features include a chat wall, similar to Facebook, a newsfeed showing recent in-game activity, and game nudges, again all taken from the Facebook platform page here. Most notably, OpenFeint X includes tools for developers to fully integrate a full virtual goods store, detailed analytics, a game-specific currency, and downloadable game assets.

“OpenFeint X is the culmination of bringing the best of Xbox Live and Facebook’s App Platform to the iPhone, and extending the multi-billion dollar virtual goods social gaming economy to mobile,” said Peter Relan, Executive Chairman of Aurora Feint. Relan also holds the same position at CrowdStar, the #2 Social Game developer on Facebook, which makes huge hits such as Happy Aquarium, Happy Island and Happy Pets.

Relan concludes, “OpenFeint X is the platform on which the next big social gaming companies will be created.”

The existing OpenFeint platform currently powers social gaming services for over 12 million users, and has a monthly growth rate of 25%.

 

Can the iPhone OS 3.0 do for games what iTunes did for music?

Monday, May 11th, 2009

Late last week MacLife ran an article that brought to light a whole lotta interesting insights and future plans from some of the top developers for iPhone apps, specifically regarding the upcoming OS 3.0 release. While a lot of these developers discussed a number of their plans relating to the new features peer-to-peer, wifi and Bluetooth multiplayer gaming, push notifications, etc., there were a number of standout quotes regarding the ability to utilize microtransactions, or rather, I should say, in-app purchases.

Bruce Morrison, senior producer at freeverse (Days of Thunder!) wasn’t able to reveal much information about the company’s upcoming products, but they’re clearly up to some big things.

“I can’t talk about our upcoming titles in full yet, but we are very excited about the iPod access, micro transactions, push notifications and a huge slew of other things,” he said. “That, in combination with the new Facebook APIs (which, while not part of 3.0, feel like they almost are), are giving us some very exciting possibilities.”

Likewise, Brandon Barber, VP of Marketing with runaway success story Zynga says, “Obviously, we’re also excited about the micropayment platform. For games like Live Poker, the ability to make smaller purchases of chips and gifts will allow us to normalize pricing, and give gamers more options to play and customize their experience.”

Bolt Creative (Pocket God) president Dave Caselnuovo has this to say about the OS 3.0 update, “In-app purchases and push notification are definitely the most interesting of the new 3.0 features, but I think that the design of our app would have to change somewhat to take advantage of them. When we first started, we released a limited feature set, so our job was to justify the $0.99 price of our app. If we took the time to start big, then I would be more comfortable selling upgrades.”

Looking down the road to users’ reactions and how best to approach in-app sales, Simon Edis, head coder and president at ezone (Crazy Snowboard) comments, “In-app purchases and push notification are definitely the most interesting of the new 3.0 features, but I think that the design of our app would have to change somewhat to take advantage of them. When we first started, we released a limited feature set, so our job was to justify the $0.99 price of our app. If we took the time to start big, then I would be more comfortable selling upgrades.”

So it sounds to me that developers are a bit more than excited about being able to offer users additional content, gear, levels, etc., and naturally, being financially rewarded for these additional developments. And why not? Now, with that said, this flood of information and sneak peaks at what a lot of developers have brewing under the hood got me to thinking about microtransactions in general.

Last week I had to pleasure of having someone else sum up the microtransaction concept better than I could, one Mr. Beau Turkey. In this article he makes a strong, valid, and very logical case comparing music listeners that purchase CD’s vs. those that pick and choose titles via iTunes. At it’s core, iTunes is one of the biggest example of how microtransactions work, what they’ve done for an entire industry, and what potential they hold.

So the question begs to be asked; can the iPhone OS 3.0 update do for gaming what iTunes has done for the music industry? And in saying that, what I’m getting at here is introducing the concept in a plain and easy to understand format that doesn’t chafe the end user. For years and years the vocal core gamers have been screaming about microtransactions, the nickel-and-dime me to death, and pay-to-pwn concept, but something tells me all the while they were very happy not to have to buy the entire CD, and just picked and chose the songs they wanted to load up on their iPod, or generic mp3 player for that matter.

Does this mean that the entire world is purchasing their music via iTunes or Amazon? Of course not, there are still the CD buyers, and naturally the pirates. However, while iTunes hasn’t necessarily saved the music industry, they have made leaps and bounds in getting people off the Napsters of the world, and actually owning up and paying for the music they enjoy. When purchasing music via iTunes, the end user knows exactly what they’re getting, an officially licensed, full (and consistent) quality audio file with all the tags and cover art included. Not to mention in an easily searchable, organized collection that is easily transferred to a portable device. The point here is that through creating an easy to access, navigate, safe and secure point of purchase, iTunes has revolutionized the way we look at purchasing music.

By introducing microtransactions, or in-app purchases as the current buzzword dictates, is Apple setting the casual, and core to a point, gaming community up for the same revolution? Granted, not all developers are going to come in with the same standards of pricing, (perceived) usefulness, and bang for the buck, but they all still have to pass Apple’s stringent standards of quality and functionality. If in-app purchases deliver on their promises; providing new, exciting content with a bona fide entertainment value to the end the user, and the new OS provides a frictionless platform to do it, how long will it take before the gaming community at large starts to truly rethink these ‘microtransactions are bad…mmmmkay?’ preconceptions?

 

2009: The year of Free-to-Play

Tuesday, March 31st, 2009

Of the many great ideas, concepts, presentation and news coming out of this years’ GDC in San Francisco, nothing rises to the top more than ‘free-to-play’.

mmohub.org’s editor Brendon Lindsey’s recent article about the genre and how it’s the next big thing is an excellent read.  Lindsey even teases with info about at least three major studios well past the initial planning stages of brand new free-to-play MMOs.  He nails on the head what we’ve been thinking for quite a while now, it’s only a question of acceptance and are Western studios willing to take the risk?  Pre-GDC, I may have said that this day has yet to come.  Post-GDC, I think it’s fair to say that free-to-plays have arrived, and are now being taken seriously by everyone in (and outside) the industry.  My thanks go out to Nexon for keeping their eye on the ball and pioneering where all others said they would fail.

A primary deterrent to early free-to-play titles in the Western market was that they were developed in and for an Eastern market style of play.  That, and 9 times out of 10, well, to be honest, they just weren’t of very good quality, thereby leaving the end user with a ‘errr….this is crap, can I play WoW now please?’ experience.  Add to this experience the fact that Western developers and studios just couldn’t grasp the profitability margin in ‘optional payment’ games.  Fast forward, and may I introduce to you both ‘Runes of Magic’ as distributed by Frogster, and ‘Wizard 101’ as developed by Kingsisle.  Note that ‘Runes of Magic’ is in fact developed by Taiwanese studio Runewaker, but distributed and marketed by a Western firm, Frogster (based in Berlin, Germany).  Both of these free-to-plays have conquered a rather vociferous audience and successfully ported them to the world of free-to-play.  Sure, there have been some grumbles here and there, but at the end of the day, the numbers that both Runes and Wizard are putting up in such a short amount of time cannot be a coincidence.  There’s a movement afoot, and if you’re a studio or developer team not already thinking free-to-play/microtransactions, chances are, your competitors already are.  Petroglyph’s Mytheon anyone?

And here’s where East meets West philosophy starts to kick in.  In Eastern f2p’s the concept is simple; players can play the game entirely for free, but will be at a distinct disadvantage, thereby encouraging them to purchase better and better gear.  Conversely, the Western philosophy seeks to maintain in-game balance as best as possible (combating the pay-to-pwn theory) and I’d go so far as to say that devs are still experimenting with the best ways to approach this.  Kingsisle, for example, approaches the topic by providing a (more or less) glorified trial of Wizard 101, maintaining game balance.  There are a number of other free-to-play’s out there that broach the topic in very much the same manner, and offer microtransaction items as temporary bonus or assistance items (think health, mana, invisibility, etc. potions)

All things considered, I’d go so far as to say that 2009 (maybe 2010, as the holiday season is bound to be chock full o’ releases) is the year that free-to-play/microtransaction based titles shake the shackles that had been holding them back in Western markets, and really put their stamp on the gaming industry as a whole.

Now, as a free-to-play developer, why spend months upon months trying to develop, implement, test and re-test a microtransaction financial mechanism when there’s already an expert on the field that’s done all the work?  Wouldn’t you want to ride the wave of good tidings, and get your product in front of interested eyeballs as soon as possible?  fatfoogoo and you.  Let’s talk.

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Dutch Game Garden launches at the NLGD Festival June 19th in Utrecht

Monday, June 2nd, 2008

The Dutch Game Garden has announced that they’ll be launching at the NLGD Festival of Game on June 19th in Utrecht, The Netherlands.

Coming hot off a nice pat on the back, the Dutch gaming industry is poised to be a major force to contend with in the Euro gaming market.  The Dutch Game Garden foundation is financed in part by the Dutch government, and is supported by a number of universities and schools.  These schools along with the government are extremely interested in promoting the growth of the gaming sector.  In 2007, the Dutch gaming industry revenue exceeded that of the Dutch film industry, and figures report the gaming sector to have a growth rate of 50% faster than any other Dutch economic sector.

The Dutch Game Garden will support, encourage, and do all it can to help fledgling developers and startups located in the Netherlands, along with companies that choose to relocate to the Netherlands.  They tackle this via a three pronged attack:

The Game Development Club which seeks to encourage students of game design, media, arts and programming courses at universities and school to work together in collaborative projects.

The Game Incubator is a pot o’ soup for talented young entrepreneurs.  The Incubator project helps young entrepreneurs navigate the often hectic ropes of not only setting up a company, but keeping it afloat, and ultimately, bringing their product to market.  By providing training in entrepreneurship and coaching, assisting with housing, providing tools and a network of technical, financial and legal experts, the Incubator seeks to help Mr./Ms. ‘Hey I got an awesome game, but where the heck do I start?’ to hit the ground running.

The Game Development Business Centers provide top-notch facilities for existing and growing game firms in the Utrecht region.  The ultimate goal of these facilities is to create a hotspot of gaming, with access to other important companies, A1 research institutes, universities and schools.

The Dutch Game Garden will offer an official presentation along with a panel discussion at the NLDG festival.

To learn more about the Dutch Game Garden: http://www.dutchgamegarden.nl

To learn more about the NLDG: http://www.nlgd.nl

 

If only Dinosaurs could fly…oh wait…they can!

Wednesday, May 21st, 2008

Flashbang studios are opening the doors to a public alpha test of their new dino themed play, Jetpack Brontosaurus. The makers of the already highly addictive Off Road Velociraptor Safari want the our eyes, ears, and fingers all over this alpha so that developers can study game play and style, and make modifications, improvements, and/or updated troubled areas of play. Flashbang provides a platform whereby at the end of play, you can leave any comments, criticisms, feedback, suggestions, or just about anything else you want to pass along to the developers (and while some of these developers are probably pretty good looking, please keep mobile numbers to yourself).

At this point, game play is relatively simple. You can go anywhere you want on the map, picking and choosing missions that you have to traverse the terrain to find (no guides here folks).

Unfortunately your bronto isn’t equipped with a heat seeking multi round laser guided rpg, but please feel free to suggest one. Maybe tail mounted with an independent control from the head mounted gatling guns?