Posts Tagged ‘fps’

Combat Arm opens non-in-game shopping

Tuesday, April 13th, 2010

Nexon’s popular free-to-play title, Combat Arms is adding yet another layer to it’s available purchasing options. Players of the FPS may already customize just about every feature of their character via the games’ in-game item shop, the Black Market. Beginning April 14th, players no longer need to be logged into the game to purchase digital goods for their characters.

Slated to launch tomorrow, Combat Arms players will be able to purchase weapons and gear with NX (Nexon’s currency) directly from the game’s website. In other words, by making this possible, players no longer need to be logged in, and actually playing in order to make purchases. This option now opens an entirely separate revenue option for Nexon. Think student at school, or casual office worker. They both know that their clan is heading into a major battle this evening, but real-life comes first, and that test must be taken, or those reports submitted. They may not have time to get to the Black Market, equip, and get used to their new gear. With nothing more than a website visit, a login, and a few clicks, this new piece of pwnage will be waiting for their character the next time they log into the game.

In addition to the “mobile mall,” Nexon is also introducing a series of new achievements, as well as two new pieces of virtual gear.

The achievement systems aids players in raising their “Combat Score,” (or overall achievement score) which benefits from each of 65 different medals offered within the game. This now brings the added dimension of achievements, allowing players to compare stats, another social driver behind continued game play. At it’s introduction, medals can be earned for both general performance, as well as game mode success.

To celebrate the new gear, achievements, and alternative purchasing power, Nexon will offer a on-day sale of a permanent UMP submachine gun on April 21st. This special piece of trigger pulling fun can be purchased with 100k Gear Points, the currency acquired through game play. This is just one part of a current Combat Arms promotion, “Explosives Month.”

Thought of the Day – What is Nexon testing here? Clearly, they have a number of other successful free-to-play titles. By adding the purchasing power offsite, with a particular emphasis on, “buy on the go,” how long will it take before the rest of Nexon’s titles offer the same? And if so…how long will it be before Nexon releases an iPhone/Android/Smart Phone application that allows players to centralize their in-game purchases, with the added value of cross-promotion?

 

Facebook games come of age – first FPS arriving soon

Monday, February 8th, 2010

Farming and Fish Tanks have been a massive success for a number of casual games developers on social networking platforms, primarily Facebook. Mafia type games have also seen their fair share of success, and while they do contain an element of violence, they’re still grounded to a static, turn based, game style. If these games may be viewed as ‘all encompassing – all inclusive’ styles, it looks like social games on Facebook might be taking a step towards segmentation, as 3G Studios plans to bring a browser based first person shooter directly to your Facebook gaming addiction enjoyment.

Menubar_BA_MidTitled “Brave Arms”, 3G Studios says that they plan on bringing, “a real video game experience,” to Facebook. While full details are currently scarce, those available indicate that the casual game will feature solo as well as team play style, and will include a microtransactions based monetization component.

A quick visit to the Brave Arms official site reveals that the game will feature 3D characters set in a variety of environments. Neither one of these images, however are very descript, one featuring a (what looks like stock digital imagery) warehouse, while the other shows a snowboard mountain setting. Additionally, screenshots show a few different weapon options; dual wielding handguns, assault/sniper rifles with scopes, as well as a futuristic looking weapon which may shoot (frickin’) laser beams!

Brave Arms has a great linage behind it. Developed by 3G Studios which is responsible for the original Rock Band, and handful of PSP games, and most recently Jillian Michael’s Fitness Ultimatum 2009 for Wii. Given these past projects, it should be interesting to see how 3G will make the transition from console and portable titles to the social gaming world.

bfh_logoAnd now for the biggest question – why is 3G Studios the first on the scene with a FPS for Facebook? With EA’s massive investment in social gaming, did 3G simply beat them to the punch? To be honest, even the Brave Arms logo is not only similar to, but I’d venture close enough to tug at consumers’ vague recollection of another free-to-play, first person shooter title they might already be familiar with: EA’s Battlefield Arms. If Battlefield Heroes, or id Software/Bethesda’s Quake Live are or aren’t in development for a Facebook port, well then….fair enough, hats off to 3G Studios for getting to the market first. For now, neither company has indicated that they’re planning on making this move. Perhaps this new offering from 3G might light a few fires at a few corporate offices quite soon. As CEO James Kosta puts it, “Our new title, Brave Arms, will bring first-person shooter games to the masses.” My alternate suggestion might be, “You snooze, you lose big boys.”

Brave Arms is slated for a March release, but enthusiastic players can reserve their nickname in advance at Facebook.

 

Battlefield Heroes raises prices – receives player backlash

Wednesday, December 2nd, 2009

The EA/DICE title Battlefield Heroes has had a bit of a long and winding road. From being ready to go, then only to be put on hold, and finally the release with a rather gradual, we’ll let anyone in beta. Back in September EA reported that the free-to-play title had passed the 2 million registered players mark, and all seemed well. Likewise, only a month prior, EA’s own senior analytics manager Rommy Ghaly revealed that on average, users spend around $20 in-game. Sounds fair, and all is fine and dandy in this free-to-play shooter n’est pas? Well….apparently not, as EA dropped the virtual bomb yesterday by announcing that the cost of in-game earned currency was going up, while at the same time, RMT (real money transaction) cost were to be lowered. In other words – earning currency by playing has fallen out of favor at EA, and cold hard cash income is coming to the forefront.

Announced on the forum, Battlefield Heroes price restructuring took effect on the 30th, and offers players incentives to purchase items using real money transactions to purchase the virtual currency BattleFunds, as opposed to the currency earned through play, Valor Points. In effect, EA has jacked up the cost of items purchased with Valor Points, while cut the cost of items purchased with BattleFunds by upwards of 50 percent.

But why? To find the answer to this, one might want to have a read through the 70+ page forum thread of players’ reactions. To say that they’re not pleased might be a bit of an understatement. However, if seen from EA’s position, they’ve got an interesting quandary on their hands now – one that can effect virtual economies if not properly planned. It seems as though EA has an imbalanced economy, in so much as players with plenty of time on their hands, ones that have acquired massive amounts of Valor Points through play, often have accounts with upwards of 20,000 points just sitting in the economy. Through not spending this currency, the in-game economy becomes unbalanced. To add to the headache, items purchased with said Valor Point are impermanent items which expire after a certain amount of time. Conversely, items purchased with BattleFunds are permanent items. In other words – those that spend real money for items have them forever, while earned currency buyers have advanced items for a pre-determined time period. The question is – will this change now upset game balance?

What’s also important to keep in mind here is that when Battlefield Heroes first arrived on the scene, they were the only free-to-play first person shooter on the market. Since then, competitors such as Nexon’s Combat Arms or Subagames’ Cross Fire have joined the free-to-play fps ranks. As expected, with the pricing change, a number of vocal players are irate, and have suggested that they’d rather move on to something else, rather than grind away for days on end to acquire items that previously only took a few hours to get. And while these vocal players often serve up empty threats, given the number of them (not counting those that have NOT voiced their opinions), a mass exodus is something that EA should be considering carefully before we see the once promising Battlefield Heroes dead in the water.

 

Ngmoco’s free-to-play/microtransactions supported iPhone game Eliminate now available

Tuesday, November 3rd, 2009

Ever since Apple gave the green light to microtransaction purchases via free games, developers have been scrambling to cash in on the monetization model. Not surprisingly, Ngmoco, who had already been developing a new FPS title quickly announced that they’d take the plunge, and decided to put Eliminate first on the scene with a free-to-play, free to download, microtransaction supported game.

That day has arrived, as Eliminate is now available on the App Store. As shown in the video below, the 3D game play is quite developed, especially for an iPhone game, and a free one at that. Collaborative play can be done on both wi-fi and 3G networks, and players earn credits as they level up. These credits are the gateway to better weapons and gear. Credits are purchased through in-game ‘energy’ that’s gained through play. However, and here’s the sell, players may only gain a certain amount of energy per day. If they want to continue play, they have the option to purchase additional energy. Players may wait another day to continue their fragging, as the clock resets every 24 hours, but Ngmoco is banking (literally) on players being so engaged in game play that they’ll want to purchase additional enegery.

Part of this driving strategy is utilization of Ngmoco’s own Plus+ social interface which tracks leaderboards and accounts. In other words, top players will undoubtedly be those that play the most. And in order to play the most – they’ll no doubt be purchasing energy via the newly approved Apple store microtransactions for free titles. Additionally, utilizing the OS3.0 technology, Eliminate players can ‘push’ challenges to friends and set up battles at the touch of a button. And really…who wants to be the guy that can’t join the game because he’s used up his ‘energy’ for the day. Yet another opportunity for a microtransaction purchase.

“We are very excited to offer the Eliminate experience as a free download for all iPhone and iPod touch gamers,” said Neil Young, CEO & founder of ngmoco. “The intense multiplayer action is complemented extremely well by a unique leveling and upgrading system plus our online matchmaking service ensures players of similar skill will be matched on our global servers.”

 

The Hunter bags over 1 million users

Wednesday, July 8th, 2009

In the world of free-to-play gaming, there’s generally only two genres to choose from: Fantasy MMORPG’s and the few FPS that are in existence. So what happens when you cross an MMO with a FPS, add a heavy dose of stealth, and set it in a real world scenario, aka hunting? The answer is nothing short of Metal Deer Solid, or, as it’s better known, Emote Games’ The Hunter.

thehunterApparently, there are a number of folks looking for ‘other’ genres in their free to play diet, as Emote Games announced yesterday that their genre bending hit has officially past the 1 million registered user benchmark, thereby making it the leading destination for fans of the virtual hunt. The title has achieved this number in a relatively short amount of time, officially launching back in April of this year.

“This is not surprising” says Morgan O’Rahilly, CEO, Emote Games, “The Hunter is miles ahead of its direct competition in terms of quality. And the whole idea behind The Hunter was to break down some established genres – to take something from hardcore gaming, something from free2play or mass market social gaming, add something brand new – and create a hybrid that challenges pre-conceived notions of ‘game’ and ‘genre’. Being this innovative brings its challenges for sure – we’re hard to pigeonhole – but what the heck, it keeps the experience fresh and interesting and that’s what we’re all about.”

And while there are a number of quick, I can knock this out before dinner type of missions, players can also get the war paint out, with over 60 percent of the expeditions within The Hunter can last over 30 minutes, given player preferences.

The game is also one of the most rapidly developing titles I’ve seen to date. During the beta and early official stages, weaponry was pretty basic. It got the job done, and had realistic enough actions and effects, but nothing really worth writing home about. Taking cues from, and listening to their user base, Emote Games is stepping things up, and will shortly be introducing a compound bow option, that according to the Emote folks will be “the best iteration of a bow in ANY video game.”

“There aren’t too many games that allow you to sneak around with a bow, and even if you’ve played one you won’t have experienced anything like this before,” says Emote COO Dave Rose. “Snaking through the trees, trying not to breathe too hard, senses wide open for the slightest sight or sound of prey… I hope a million more people come and try it out. Even I’m surprised how good it is.”

As with any modern online title, The Hunter includes a number of socializing options, including a partner finder that comes in might handy when hunting down particularly large game.

If you’re looking to give something a bit outside your regular realm of games a try, I can personally recommend giving The Hunter a go. But don’t just take my word for it, over 1 Million other hunters agree.

 

Cross Fire nets 25,000 users in 3 weeks

Thursday, February 19th, 2009

It looks like 2009 is quickly shaping up to be the year of free-to-play first-person-shooters (FPS).  Admittedly, the timing of Subagames’ release of their open beta stats is slightly suspect, appearing just one day after Nexon had released their whopping 2 million North American player stats.  However, Cross Fire’s numbers are quite impressive in their own respect: netting 25,000 registered players since the opening of the beta on January 30, 2009.  The open beta runs through the end of February, and if G4BOX Inc. and Wicked Interactive Ltd., the North American publishers of Cross Fire stay on target they could end up doubling this number.

Chief Executive Officer of Wicked Interactive Garvin Yeung says, “We knew there was an audience out there that was really anticipating Cross Fire, so we expected a good result.”

G4BOX CEO Howard He adds, “But even we are amazed by the overwhelming response that Cross Fire has garnered thus far.”

As previously reported, the Cross Fire website had received 1.9M hits prior to the November 7th closed beta launch, two-thirds of which came from the US.  Cross Fire has been a success in Asian markets, with an excess of 500,000 users simultaneously playing.  The North American open beta introduced new features including an in-game friends list, new maps, weapons, and items.  In addition, a military ranking and stat-tracking package has been introduced.  Wicked and G4BOX have started tracking players’ progress and activity since the open beta onward so that players are able to accurately gauge their skills against the rest of the Cross Fire community.  And as with any respectable MMO, Cross Fire now features a clan system whereby players can band together to play in persistent teams.  Supported by a Subagames clan page, this feature maintains rankings of all clans not only active in Cross Fire, but across the entire catalogue of Subagames’ free MMO’s.

Developed by SmileGate and Neowiz, Cross Fire is an online military FPS developed for the PC platform.  Players choose their role in this conflict scenario shooter, either Black List or Global Risk mercenaries.  They are then thrown into the thick of battle by joining a combat team that must cooperatively work together in order to complete objective based operations.  And while Cross Fire does sound a bit like the rising number of free-to-play FPS’s currently making their way to market, their standout feature is the unique “Ghost Mode”.  In this mode, one team is in possession of a top-secret cloaking device that allows them to become invisible to the opposing team.  “Ghost” teams are armed only with knives, and must utilize stealth tactics to hunt and track the other team.  Other play modes available include Team Death Match, Search and Destroy and Elimination modes.

Naturally, as with most free-to-plays, Cross Fire features an extensive set of character customization and upgrade options.  This in-game currency used in Cross Fire, may also be used in any of Subagames’ other titles including Metin2, ACE Online and Prison Tale, as well as the upcoming Prison Tale 2.

Sign up and join the trigger pulling fun at crossfire.subagames.com.

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There’s room for both Micro-transactions and subscriptions

Sunday, August 10th, 2008

Micro transactions vs. subscriptions continues to be a hot topic of debate in not only the MMO world, but RTS and FPS fans love to weigh in as well.  While certain types and profiles of gamers my prefer one method above the other, it has become quite clear over the past few years that micro transaction based titles aren’t going anywhere soon.  As the ‘standard’ style of play in most Asian markets, the free to play concept originated in Korea with Nexon’s titles first offering players (all players) a chance to play, with available upgrades at a small cost.

While there are a number of offerings that micro transaction titles can offer; casual gamers can play whenever they want, and not be bound to a ‘time based’ subscription, players may choose to upgrade their equipment at a small cost if they so choose, games are not pirated.

Derrick Schommer of Gaming Podcast recently published an article with similar thoughts.  Highlights of Derrick’s thoughts include:

The micro-transaction concept could still help pay for all the overhead of running an online gaming business because gamers tend to be over-enthusiastic about their great addictive games. If you build a game with excellent content, replay value and strive for a community atmosphere a micro-transaction title can work just as well as a subscription based game.

One beautiful aspect to micro-transaction models is paying for content when you’re willing to pay. This includes cosmetic character alterations, basic needs items (health potions) and other products to enhance the playability of the game without requiring the gamer to do so. There will be some gamers that use this as a “free ride” and never buy anything while other gamers spend way too much because they have expendable income which helps balance out costs.

The trick to a micro-transaction game balance is allowing players to enhance their experience without taking away or crippling their game to force a micro-transaction. You do not need a “fire enchantment” which causes a bit more damage and looks really cool, but it can make your character look more sinister and provide slight benefits to battle.

Wouldn’t this make the rich more powerful than those without a lot of cash? It might might them moderately more powerful and definitely more pretty to look at, but it also allows players who would never be able to experience any of the game a chance to play. In some ways, the level ground is already broken in MMO’s like World of Warcraft based purely on game experience… a player who’s been playing for three years and has a level 70 character will dominate a person with casual gaming habits. Nothing in the world is fair, at least this gives lower level characters a chance to spend some cash to get their character on par when they’ve not got time to work through the game with hours of time investments.

Couldn’t have said it any better myself.  Read the rest of Derrick’s article at gamingpodcast.net.

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Id Software to release free to play version of classic Quake III Arena

Saturday, July 12th, 2008

Id Software, publishers of the Quake series spoke with Charles Onyett from IGN regarding their newest title.  But…instead of a flashy new FPS or even an all new revamped version of the Quake series, they’re going with the future of gaming approach: Free to play.

Id is going out on a limb, and releasing Quake Live, a revamped version of the classic Quake III Arena.  The ‘new yet old’ title will receive slightly upgraded graphics and will be launched from a web browser and feature in game advertising.

“The title represents a departure and risk for the company” said id co-founder John Carmack.

“When we had made the decision at id Software to start growing into a multi-team company whereas historically we had always been one project at a time, one of my other thoughts on this project was that we’d be able to take a small team and start this less demanding project rather than start off with immediately another triple-A title that needs 50 to 80 people or whatever. A small team could be used on this and grow a kernel that if necessary we could build a larger team around and what happens with that is going to depend a lot on the commercial success of this. If Quake Live is a good success then it’s going to be one of those service model businesses where an active team stays on it forever as long as it’s generating any revenue. If it turns out that we called it wrong and there is no business case here then we’ll have a tested team that we can add more people around to do a more conventional project. We do have high hopes that this can turn out to be a good business model for us.”

As an industry veteran, Carmack knows that associated risks of developing a game like this.  “There certainly is the worry about the old tale about the pioneers, the one with all the arrows in his back and the people that come afterward and see all the pitfalls to avoid. We do think that it’s at least plausible, there are a lot of online services obviously that are doing well with whatever media types that they’re presenting. There are a lot of free games that are doing quite well and some very impressive numbers in the casual gaming market. [Quake Live] is obviously not a Flash game or a Java game, it was a state of the art game previously and it has the full features of the development house behind it, but it’s an interesting question and we’ll find out hopefully within six months or so the verdict will be in from the jury about whether this is something that works out or not, but I can’t say that we’ve got a lot of things to look at. In fact I would assume a whole lot of people would be looking at what we’re doing.”

There are no immediate plans for micro transactions to be build into the game, but rather funded by in game advertisements.  However, id software did speak to the topic of a ‘Quake Live Premium Service’.  “It may even just be the type of thing where for a few bucks you’re just in a different group that can select into sets of games that people who aren’t premium players don’t come into”.

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