Posts Tagged ‘dfc intelligence’

Free-to-play Maple Story ranks among top moneymaking MMO’s of 2008.

Monday, February 2nd, 2009

DFC Intelligence is gearing up to publish a comprehensive study of MMO worlds next month, according to GigaOm.  Wagner James Au got a special preview of the report and shares some initial estimates.

DFC’s David Cole says that the 2008 numbers are on the “very conservative” side, indicating that the 2008 numbers are still being crunched, and more exact numbers will be reflected in the February 16th reports.  “We indicate ranges because these numbers are estimates for 2008 based on where we think these products will end up,” said Cole.  And while the numbers are still being tallied, Cole estimates that the rankings should stay more or less the same, with “maybe a slot here or there” changing.

And while it shouldn’t come as a shock that the Blizzard powerhouse World of Warcraft takes the number one spot, Cole believes that if viewed from a pure profit margin, WoW wouldn’t be taking home the gold.  Asian MMO’s, which are traditionally developed at far lower budgets, have a much higher profit margin.  “Profit margin on Asian games is incredibly high,” says Cole, noting that Asian MMOs charge on or around 5-6 cents per hour with prepaid usage cards, a business model that has yet to proliferate the western gaming market.

What’s interesting to note in this projected report is the high ranking of Nexon’s free-to-play Maple Story (supported by microtransactions, prepaid cards, and international licensing), and the catalogue of Shanda’s games (Virtual item sales, prepaid cards, and freemium subscriptions).

1. World of Warcraft, launched 2004
Genre/Platform: Western MMORPG; client install with 3D graphics
Revenue sources: Monthly subscription, retails sales, prepaid cards (in Asia)
DFC estimated 2008 revenue: $500 million-plus

2. Fantasy Westward Journey, launched 2004
Genre/Platform: Asian MMORPG, client install with 2.5D graphics
Revenue sources: Prepaid cards
DFC estimated 2008 revenue: $150-$500 million

3. Maple Story, launched 2003
Genre/Platform: Asian MMORPG for kids, client install with 2D graphics
Revenue sources: Microtransactions, prepaid cards, international licensing
DFC estimated 2008 revenue: $150-$500 million

4. Shanda (company, includes Legend of Mir and World of Legend series), launched 2003
Genre/Platform: Asian MMORPG, client install with 2.5 graphics
Revenue sources: Prepaid cards, virtual item sales, freemium subscriptions
DFC estimated 2008 revenue: $150-$500 million

5. Lineage I and Lineage II , launched 1998 and 2003
Genre/Platform: Asian MMORPG, client install with 2.5 graphics (Lineage) and 3D graphics (Lineage II)
Revenue sources: Subscription, prepaid cards
DFC estimated 2008 revenue: $150-$500 million

6. Runescape
Genre/Platform: Western MMORPG for kids, web-based with 2.5D graphics
Revenue sources: Premium subscription, prepaid cards, real-world advertising
DFC estimated 2008 revenue: $50-$150 million

7. Club Penguin, launched 2006
Genre/Platform: Virtual world for kids, web-based 2.5D graphics
Revenue sources: Premium subscriptions, prepaid game cards
DFC estimated 2008 revenue: $50-$150 million

8. Lord of the Ring Online
Genre/Platform: Western MMORPG, client install with 3D graphics
Revenue sources: Subscription, retail sales
DFC estimated 2008 revenue: $50-$150 million

9. Warhammer Online
Genre/Platform: Western MMORPG, client install with 3D graphics
Revenue sources: Subscription, retail sales
DFC estimated 2008 revenue: $50-$150 million

10. Age of Conan
Genre/Platform: Western MMORPG, client install with 3D graphics
Revenue sources: Subscription, retail sales
DFC estimated 2008 revenue: $50-$150 million

Wagner continues his conversation with Cole around the most popular, in terms of active players, MMO of 2008.  To answer this question, we’ve got to go even a bit further out on the speculation branch, but Cole points out that Fantasy Westward Journey registered 2-3 million concurrent players back in August.  And although Warcraft likes to beat it’s own drum regarding their estimated 11 million+ players, “You’re lucky to get 5-10 percent [of them] playing at the same time,” says Cole.  Minho Kim, developer of Maple Story said in December that the title has 87+ million registrations, but wouldn’t comment on how many of these registered users were/are active monthly users.  Joost van Dreunen from DFC’ estimates the number to be more in the 13 – 17.4 million regular Maple Story players, roughly 15-20 percent of Kim’s estimation.

Cole admits that this year’s list looks remarkably similar to the 2007 list with Conan and Warhammer being released in 2008.  And while only 2 of the top 10 contain some type of microtransaction support, I’d estimate that this list might look very different one year from now with a number of highly anticipated (think Free Realms and Battlefield Heroes) free-to-plays coming online in ’09.

 

STEVANA CASE JOINS fatfoogoo EXECUTIVE TEAM

Tuesday, September 30th, 2008

Casual Games Veteran Will Lead fatfoogoo Business Development and Sales in North America

SAN FRANCISCO – September 30, 2008 – fatfoogoo, the leading provider of in-game commerce ecosystems, today announced it has appointed Stevana Case to spearhead its North American business as Vice President of Business Development and Sales.

Case joins fatfoogoo at a time the casual gaming industry is expected to grow to an estimated $1.15 billion industry by 2011, according to DFC Intelligence.

“Stevana is widely respected in the videogame industry with impressive experience as a professional gamer, designer, author and more,” said Martin Herdina, co-founder and CEO, fatfoogoo.  “Her knowledge of the industry and deep passion for gaming is a winning combination for fatfoogoo as we expand our business in North America.”

Case is a widely recognized figure in the videogame industry.  She is celebrated for being one of the first professional female gamers and the first woman in the Cyberathlete Professional League.  Notably, Case has gained recognition for defeating John Romero in Quake death match, single handedly beating him the first time they played.

Most recently, Case has made her mark as a tough-minded and experienced business development professional, working on a wide range of platforms including PC, mobile, IM and consoles.  She has combined her professional gaming experience with a personal passion for the industry serving as Director of Business Development and Sales at Tira Wireless.

Prior to business development, Case worked at several gaming companies serving in wide ranging roles from videogame level designer and product manager within the social games and networking space.  Case was also the Co-founder and CEO of Monkeystone Games. Post Monkeystone Games, Case headed up the product development team for Warner Bros. Online, Mobile Group.

“I am excited to join fatfoogoo; the team’s experience with microtransactions and modular platforms will serve both developers and publishers nicely,” said Case.  “As a gamer, I love buying items and the complexity that microtransactions bring to the game experience.  As a professional, I find fatfoogoo’s technology the most comprehensive offering on the market.”

Recently, fatfoogoo announced it has made its monetization software system available to developers in Project Darkstar, an open source development environment created by Sun Microsystems Laboratories. With fatfoogoo software publishers and developers can more easily tap into unchartered revenue streams of microtransactions.

About fatfoogoo
fatfoogoo is the leading in-game commerce ecosystem for monetizing online games and virtual worlds. Fatfoogoo’s solutions allow both publisher-to-player and player-to-player financial interaction, as well as traditional user and subscription management. Publishers can choose white label turnkey solutions or individually configured modules. Founded in 2006 by Daniel Petri and Martin Herdina, fatfoogoo is headquartered in Austria and also has offices in the US and the UK. For more information, please visit www.fatfoogoo.com.

Contact
Heather Sorensen
Plugged In PR for fatfoogoo
+1-503-841-0625
heather@pluggedinpr.com

 

Wanted: Free to play, bringing more viewers to the box office

Saturday, August 23rd, 2008

The action thriller Wanted staring Angelia Jolie and Morgan Freeman premiered in Europe yesterday.  Its US premier two months ago was accompanied by the launch of Swedish Developer Stillfront’s Wanted free to play MMO.

While the launch of an accompanying game with film is nothing new, this FIG (Fan Immersion Game) marks the growing popularity in such projects.  Film studios are watching the numbers, with some video game sales reaching into the millions that previously only summer blockbusters could achieve.  It’s also recently been speculated that the two media are in a dead heat horserace, with one detracting from the other.

The Wanted MMO differs slightly from other FIGs in that it’s based on a  completely free-to-play model.  Rather than launched as a parallel revenue maker, this FIG seeks to draw more and more people into the entire Wanted experience, and therefore drive traffic to box offices.  Stillfront is a FIG specialist, and explained in their press release announcing the game:

“Fan Immersion Games (FIGs) are casual, massively multiplayer online games (MMOGs) that are free to play yet also include opportunities for players to buy advantages and premium accounts using micro transactions payable via SMS messages and credit cards. These games deliver high fan engagement through their story-driven design and community elements.

According to the Casual Games Association, the North American online casual games market is estimated to reach $690 million with worldwide revenue of over $1.5 billion. DFC Intelligence states that the worldwide online games market is forecasted to reach $13 billion in 2011.”

Adding a bit of icing to the cake for the European market, the Wanted game was officially ported to the iPhone allowing viewers to bring their new MMO (and associated microtransactions) along for the ride.  In addition to utilizing the iPhone’s tilt function navigation, the mobile edition has in game benefits for players that log on regularly.  While this may only be speculation, logging in on a mobile platform has the ability to be seen by others (think train, bus, subway, etc.) and adds to the potential viral marketing aspect.

Free to play, microtransaction based models are coming at consumers left, right and center with a grain of resistance in the Western Market.  While EA’s doing a good job of breaking down the walls of acceptance with it’s highly anticipated top tier title Battlefield Heroes, perhaps bringing the concept to users via a ‘backdoor’ aka FIG, in combination with high profile pc or console based games might just be the winning recipe?

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Social Games firm Playfish introduces Micro Transaction model

Saturday, July 19th, 2008

Popular social games producer Playfish has announced today that they are now offering both a free to play and micro transaction based model of their app. ‘Who has the Biggest Brain?’.

‘Who has the Biggest Brain?’ is a wildly successful facebook application that in the past 6 months has had 6 million installs, and over 200 million game plays.  They’ve launched new achievement systems, taunts, new brain types, and a new profile view page.  In addition to the micro transaction model, they also include a ‘Pro Player Club’ that gives players exclusive mini-games, a practice mode, a calendar view of progress, exclusive taunts, and more, for $9.99/month.

While Playfish believes the future of social games is headed in the free to play but ad supported model, they’ve not ruled out micro transactions, and also support players who want to make a minimal purchase to acquire virtual items and premium features.  Given the DFC Intelligence report on online players spending over $50billion on online video games, Playfish and others headed in the right direction.

About Playfish:

Playfish is a social games company that develops and publishes video games on social networks like Facebook.

Founded in October 2007 by casual and mobile games veterans and backed by Accel Ventures and $4M in funding, they believe games are more fun when played with friends and family. Playfish is working on combining the best elements of casual games, social networks, MMOGs and virtual worlds to create entirely new, more social ways of enjoying great games together.

Playfish is headquartered in London, UK with offices in Beijing, China and Tromsø, Norway.