Posts Tagged ‘EVE’

CCP’s EVE Online adds microtransactions

Wednesday, November 24th, 2010

The official word arrived yesterday; EVE Online will be adding microtransactions. However, this shouldn’t come as a shock, as CCP has been dropping more than obvious hints at the mechanism for quite some time.

In early October, in a EuroGamer interview, EVE’s creative director Torfi Frans Olafsson stated that CCP would “evolve just like everyone else,” and would, “not become a dinosaur.”

The first of these microtransaction services proposals has already been hashed, and rehashed by the EVE community surrounded a paid character respec. Needless to say, this option went over like a led balloon, and CCP has since scrapped the option. Moving forward, EVE has stated that future microtransactions will arrive via decorative goods, thus not affecting gameplay, and slanted towards those that are willing to outspend their counterparts. Or…the ye old ‘Pay to Pwn’ argument.

In a devblog post, CCP has put players fears to bed. Author CCP Zulu states that the game will not sell goods that impact the games’ “merit economy.” The plan now is to roll out Incarna items such as clothing, furniture, etc., and will later at “in-space” items such as logos for spaceships.

What was not made clear in the blog entry is whether CCP will offer purchases via it’s in-game currency, PLEX, or directly with real money. Perhaps caving to the pressures around them, CCP admits that adding virtual goods to the game isn’t just a random, “arbitrary decision,” but one that reflects the interest from players of competing MMORPGs.

From CCP Zulu, ““Diversifying the business model allows us to offer our players the services and features they desire in ways that are conducive to how they wish to spend their entertainment dollars. The result is that we provide a wider range of options to our subscribers which, in turn, leaves us better positioned to react to future seismic shifts in the market.”

And now that EVE Online is adding a dash of microtransactions via in-game clothing and decoration, I can only think of one sole non-in-game-microtransaction MMORPG, and that’s the daddy of them all, Blizzard’s World of Warcraft. With that said, even the mighty toward of subscriptions, aka Blizzard, has offered out-of-game microtransactions, specifically via in-game pets. Clearly, CCP has taken the temperature of the surrounding waters and realized that in-game, decorative microtransactions carry favor with players. The question is – how long can Blizzard hold out?

 

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.

Reblog this post [with Zemanta]