Posts Tagged ‘downloadable games’

Consoles expected to generate $8 billion by 2013

Friday, September 5th, 2008

Our friends over at Parks Associates have recently released some more outstanding research and predictions regarding the gaming industry.  Their most recent report: Connected Consoles: Gaming, Media, and Beyond predicts that gaming console revenues will reach a staggering $8 billion by the year 2013.

Parks Associates predicts that revenue streams from digital video distribution (think Xbox/Netflix), downloadable games and content, virtual worlds and avatar-based microtransactions, multiplayer gaming services, and dynamic in-game advertising will account for these numbers.

“Broadband connectivity, now a common feature for game consoles, is a key enabler for new business models,” said Yuanzhe (Michael) Cai, Director of Broadband and Gaming, Parks Associates. “Among the different online revenue opportunities, digital video distribution and downloadable games and content are the most promising.”

The reports goes a step further to reveal that among the “big three” console leaders (Xbox, PS3, and Wii), Microsoft currently dominates the online content and service market, but Sony and Nintendo are making strong headway into the field as they ramp up their base of connected customers and diversify monetization models.

“Led by Microsoft’s success in Xbox Live, all three console makers are dreaming up many innovative offerings to entice console households to get connected and spend more money,” Cai said.
In addition to top findings on the current state of console play, Parks Associates study even goes a step further and analyzes new console related capabilities, services, and business models.  These new models include: online multiplayer gaming, virtual worlds, dynamic in-game advertising, and digital delivery.  The study outlines the impact of game consoles on other industries and forecasts revenue growth and market share.

To hear more from Yuanzhe ‘Michael’ Cai, be sure to attend his session “Games of Tomorrow and the Future of MMOGs”  at the Digital Media Wire’s NY Games Conference on September 26th.

 

Klei Entertainment CEO Jamie Cheng on Free to Play

Saturday, August 30th, 2008

While working the AI interface for Relic Entertainment’s Warhammer 40,000: Dawn of War was good enough for Jamie Cheng, there was something missing.  Something perhaps like…your own company?

Jamie Cheng now sits in the drivers seat of Klei Entertainment and has released his own original downloadable games including Eets on PC and Xbox Live Arcade, and helped Metanet develop N+ for Xbox Live Arcade.  And while these accomplishments are impressive in their own right, it’s Cheng’s recent deal with top free-to-play publisher Nexon that is starting to make big waves.  Described as an “online arena combat game”, Sugar Rush seems to have a bright future ahead of it.

But it seems as though Klei didn’t  initially start out to build free-to-plays.  “While I was at Relic, I decided I was going to make my own game on my own time, so I got some friends together,” says Cheng.  The ragtag team rented out a basement and started work on a 2D puzzle game, Eets.

Working on Eets as a labor of love, Cheng says, “I never really intended to sell it, I just wanted to see what we could do.”   Luckily other members of his team saw the financial potential in the game an spurred Cheng on.  “I used all the savings I had at the time, then I used borrowed money from my brother, then I started using government money after that.”

In 2006, Eets was released on PC and the followup Eets: Chowdown later arrived on Xbox Live Arcade.
Speaking to the recent deal with Nexon Cheng says, “We didn’t start working with Nexon because we were afraid of taking risks, or because we wanted the money. We felt Nexon really felt they wanted to do the right thing for a North American free-to-play game. We are their first North American free-to-play game.”

While Cheng’s titles are hits in the hands of gamers, it’s his take on free-to-play that makes a boatload of sense.  He’s quick to admit that most people tend to see free-to-play titles as those of inferior quality to paid titles.  Not reaching any further than a keyboard, Cheng points out a number of other free services that we use everday – Those that we do NOT expect a diminished level of quality and service.  Gmail, Facebook and Craigslist are all free, and yet we don’t give any of these products the cold shoulder.  Cheng also points to the music industry as an example.  Radiohead recently gave away it’s most recent album, and charged only for concerts.  Along this avenue, the classic of all classics: Woodstock, was a free concert that drew revenue from other streams such as merchandising.

Speaking of alternative revenue streams,  Cheng spotlights the two leaders in the free-to-play arena: Microtransactions and in game advertising.  “Yes, we do have advertising. No, we don’t force it right in front of your face and force it on you,” Cheng says. “What we want to do is incorporate advertising right into the games and make it enhance the experience.”

Cheng does however stress that microtransactions that radically unbalance a game are a bad thing.  “If you sell a stronger sword, people are going to be pissed off,” he says.  Along the Radiohead line, Cheng illustrates a common concert factor.  If you go to the concert and enjoy it, you’re very likely to stop at the TShirt booth on your way out and pick up an ‘exclusive’ concert tour TShirt.  Not only as proof that you were there, but also as a way to become more involved with a subject you like.  The same is true for microtransactions.  In regards to the in-game advertising vs. microtransactions, Cheng admits that his current setup is “heavily weighted” in favor of microtransactions.  “You have to have a huge amount of volume before advertising becomes a large part of your revenue,” Cheng says.

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