Posts Tagged ‘Eve Online’

Microtransactions to power CCP’s new DUST 514

Monday, October 5th, 2009

Microtransactions have seen a long and winding road in video games over the past few years. Originating in the Asian market as a way not only to prevent piracy, but to capitalize on a growing demand from gamers to pay for only what they want and/or use in their game of choice. And hot on the heels of Turbine’s announcement of a planned console based MMO, Icelandic developer CCP, of EVE Online fame, announced on Saturday that their newest offering, DUST 514, is not only squarely pointed at the console market, but will also be forgoing the subscription model and supported through microtransactions.

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DUST 514, a strategic FPS, is setting out on an entirely new path for gaming, bridging the gap between their PC only product, EVE, and this console based shooter. Players from EVE and DUST will be able to interact, predominantly through CCP’s New Eden social network, which is slated to launch early next year. EVE, which focuses on space combat, and DUST with deals with ground combat will be interlinked through the social network, and EVE players will be able to ‘hire’ DUST players to attack planets of districts of planets from them, with players of both games able to join the same Corps and Alliances. However, this link will not be available right off the bat. CCP hopes to expand the appeal and associated player base of it’s online world, but plans on doing it slowly. The link between the two will be introduced slowly in order to ease long time EVE players to these new arrivals. These new arrivals will also be under intense scrutiny, as a new flux of players could have a number of impacts on EVE’s economy, one that’s been the subject of scandals and controversies over the past year.

CCP said that they will not be implementing a ‘leveling’ system, common in most MMO’s. Instead, a series of in-game achievements, known as the “achievement matrix” that will unlock new customizable weapons and vehicles. There will be also no character classes, rather, players are defined by the equipment they carry/own.

And where might these customizations come from? Here’s where the in-game item shop, or “virtual items marketplace,” as CCP is officially calling it at this point, comes into play.

So it looks like we’ve got two top name studios, both CCP and Turbine that are gearing up to take on microtransactions in a big, big way. Turbine has already fired the first salvo, with the recent swap of Dungeons and Dragons Online from subscription to a free-to-play hybrid, to great success. DDO features a number of items for sale via microtransactions in their in-game shop. While CCP has not offered a hybrid version of play for their games, they are working on a console game that will link two different games together. When CCP implements this in-game item shop, with various equipment, weapons, etc. through microtransaction purchases could CCP consider allowing the water to flow back the other way? Meaning, if microtransaction purchases are a success in DUST, the question remains, would (or are the already?) take a serious look at the economic functions underway within DDO? On the other side of the coin, with Turbine’s DDO growing in numbers and microtransaction puchases, and recently announcing that they’re currently developing an MMO for consoles, could we see the same microtransactions monetization model from the Westwood, Mass studios?

 

Could economic troubles spell big business for virtual worlds?

Sunday, October 19th, 2008

In uncertain economic times, people may be searching for an attractive virtual escape to help them forget the woes of a real world.

Forbes.com recently ran an article highlighting the economic aspects of virtual worlds may actually receive a significant boost during rough economic times.  The site Gaia Interactive and Habbo as examples of virtual worlds that are expecting a rise in traffic and microtransaction sales as the economy continues it’s downward spiral.

“As the ‘real world’ gets worse, virtual worlds get better,” Gaia Chief Executive Craig Sherman told Forbes.com in an e-mail. “As things get worse, people spend more time at movies or spend more time on a site like Gaia Online, which provides a relatively inexpensive respite from the offline world.”

Gaia, whose primary target market includes teens and twenty-somethings saw more than seven million unique visitors in September.

Another teen focused portal, Habbo does have concerns over falling ad sales, but 85% of the sites revenue is virtual goods, microtransaction sales driven.  On average, the site’s 2.5 million US users spend around $18/month, and time on the site has doubled to around 40 minutes per session over the past year, says EVP Teemu Huuhtanen.  Currently clocking in at approximately 10 million global users, Habbo is expecting to grow as the site begins offering new services and activities.

While not a free-to-play, microtransaction revenue model based title, EVE Online has seen over 30,000 new registrations and players since the beginning of the year.  EVE’s on staff economist, Eyjo Gudmundsson expects to continue this growth patterns over the next six months, especially as cash strapped people look for cheaper entertainment alternatives.  EVE is still holding firm to the subscription model at $14.95/month.  While Gudmundsson cautions in the Forbes article that virtual worlds may fall victim to some real world economic frustrations, I’m only left to wonder if this statement has something to do with the fact that EVE is still only offering play based on a subscription fee, while both Gaia and Habbo offer free-to-play, microtransaction based models.  This could be an interesting horse race to watch, and see who’s left standing at the finish line.

Michael Cai from Parks Associates also points out that registered and active users of Second Life have flattened out, it might have something to do with now ‘seasoned’ virtual world citizens are simply seeking out other virtual worlds to explore.  Cai forecasts more and more corporations will begin using Second Life or custom 3D worlds in order to hold meetings and cut down on expensive travel costs.

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Microtransactions enter center stage at E for All

Sunday, October 5th, 2008

The E for All expo wraps up today in Los Angeles, but not before microtransaction based games got their fair share of attention.

Top tier titles such as EverQuest, WoW, and EVE Online all have their own ingame economies, but the E for All expo gave free-to-play, microtransaction based titles a chance to shine.  Nexon American’s marketing manager Meghan Myskowski wouldn’t exactly release usage patterns since 2005 for their groundbreaking title Maple Story, but she did say that the game spearheaded the microtransaction movement in the US.

“Now, people are used to paying for virtual items,” said Myskowski. “Virtual life has changed substantially.”

Another spotlighted game is Mindark’s Entropia Universe.  Originally launched in 2004 as Project Entropia, they now have a registered user count clocking in around the 800,000 mark, with only about 40 percent of users registered in the US.  MindArk says that since it’s inception, approximately $400 million worth of transactions have occurred.  Entropia’s in game currency, the PED has an exchange rate of 1:10 – $:PED.  However, in game items do not see a real wold conversion factor, in so much as a special coat may cost $1700 (and at that real world price, it had better have a Gucci label attached to it).

MindArk is already making preparations to raise their profile by implementing the new CryEngine 2 , which promises even more photorealistic game play.  The CryEngine update is expected to release in early 2009.

President of the Academy of Interactive Arts and Sciences, Joseph Olin says, “Most people playing in these persistent world environments are building their character. In E.V.E., third party brokers trade currencies in virtual worlds. Nexon has shown across all of their games that if you have the right balance of in-game economies and real world value, consumers are happy to spend some money there.”

Olin’s position on the business model as a whole is slightly biased towards producers and not players.  “Interactive entertainment companies are looking for ways to monetize their investment. The changing nature of PC entertainment software distribution, and the advent of console entertainment systems, has changed what software entertainment companies can do. You can’t sell boxed entertainment anymore. And people who are playing games aren’t always playing them on PCs anymore.”

Not just relying on microtransactions in MMO’s, Olin quickly turns his attention to the rise of music based games, specifically the microtransaction  model in Guitar Hero and Rock Band.  “Downloadable content and microtransactions for console based games are on the rise–look at Guitar Hero and Rock Band, where people anticipate downloadable Tuesdays, and you see huge numbers, half-a-million people downloading a song.”

Summing up the industry Olin adds, “consumers have so many different paths and choices to make, that the traditional business model of the consumer buying from a store, those walls are crumbling because everything is in real-time, and everything is connected.”

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Apple offers Eve Online Demo

Wednesday, May 7th, 2008

Sure, you could/can download it directly from eve-online.com, and I’m sure most gamers that are interested in having a crack at a free 14 day demo probably do. But: CCP games has done something very smart by making a demo version of the game available directly from Apple.com.

For Mac gamers the choices have always been a bit thinner than PC users (although that number is steadily growing, given to apple’s rising sales numbers) , and putting a short description about the 200K+ gaming community along with the link in Apple’s download section is a genius idea.

Along with Eve Online, there are quite a few other demos and freebies on the Mac site for Apple users. If you’ve not already checked them out, head on over and see what goodies Mac is giving out.