Posts Tagged ‘Gaia Online’

Gaia Online Lays Down the Law on Free-to-Play success

Friday, September 18th, 2009

Dave Georgeson, senior producer at Gaia’s free-to-play casual MMO zOMG took the stage yesterday at the Austin GDC, laying out his three tenants of free-to-play success – Make it fun for everyone, get users so interested that they want to buy, and ultimately, make the purchase easy.

Fun

gaiaonline“The first thing you need to do is identify your audience, then own it,” he said. “…If you don’t do that, you’re missing a very critical step. Get that core right and then figure out the other things. Good things happen when you nail the niche.”

Knowing your audience was key during Georgeson’s talk, but particularly in the development stage. Reflecting on Gaia’s growth, Georgeson stated that Gaia Online originated as a go-to location for artists and fans of anime. Gaia quickly realized that this niche had tremendous potential, and appropriately built a business model around it.

Growing slowly over the past half decade, Gaia has been adding features gradually, and has developed a “20 ring circus”, all with the focus of keeping current users engaged, all the while continuing to pull in new users. Their free-to-play MMO zOMG, which launched in 2008 is just one piece of the much larger Gaia Online puzzle.

Georgeson urges free-to-play up and comers to continually market to, and engage users with current games and upcoming teasers, something Gaia is committed to rolling out every two weeks. “Do everything you can to get your customers excited, so they never want to quit. If players get bored, there are a million of other things for them to do. Don’t wait three or four months to roll out a big feature with nothing in between,” said Georgeson.

And this engagement doesn’t stay just at home. Gaia also takes the interaction off their home site, and communicates with the community via a myriad of social networking platforms including forums, Facebook, and Twitter.

Buy

While Georgeson admits that only 10 percent of your user community will actually make the leap from non-paying to paying, games developers should “Accept it,” but overall aim to entertain everyone. In other words, although there’s 90 percent of your audience that aren’t going to pay a dime, they are very critical to a title’s success, because they keep that 10 percent interested in, and continuing to play (and pay) the game.

“If you don’t have critical mass in your MMO, then the people who are willing to buy won’t stay,” he said. “When you put together features, build things that entertain everyone. Players like to buy anything that promotes self-expression, a sense of belonging to the community, and anything that lets users get to an end-goal faster or easier,” Georgeson added.

Moving this point forward, Georgeson urged developers to look beyond just the sale of virtual items. In-game shortcuts such as time savers, name/server changes, and premium features should be on the list of “for sale”. Whether the newly exposed to the free-to-play model North American market will accept these pay options is yet to be seen, but looking down the road is the fastest track to success.

Ease

Third on Georgeson’s “Must Do’s” list is making it easy for users to pay. He urges all developers to implement multiple forms of payment, and these payment options will not cannibalize each other. “There are a lot of payment options in the world. If you can, utilize them all. If you can barter with chickens, then do it.”

And while we’re not quite finished with the chicken bartering monetization module, fatfoogoo does have just about every other form of game, virtual world, and/or social networking monetization and payment option available. Check out what we have to offer in the solutions section, and let’s talk!

 

OMG! zOMG! nets half a million signups!

Monday, December 8th, 2008

OMG rly?  Gaia Onlines’ first entry to the casual MMO space has certainly stuck a chord with audiences world wide, with Gaia recently reporting that zOMG! has reached the 500,000 player benchmark – clearly indicating that they’re onto something good.  Something VERY good.

The new MMO entered it’s open beta testing phase on November 6th, and in just over a month Gaia has seen a landslide of registrations and active players on it’s servers.

As discussed in our coverage of the opening of the beta, zOMG! is flash based a casual MMORPG that pits players against monsters and enemies in 16 different zones with a wide variety of battle rings and recipes to choose from.  The main story centers around the unexplained transformation of inanimate objects into now living beings bent on wiping out the human race.  The ‘Animated’, as they’re know in-game consist of yard flamingos, gnomes, plungers, etc. can only be defeated by characters equipping themselves with magical rings and battling it out.

Existing zOMG! players now have an entire new army of fellow players to engage and play with in their ongoing campaign to smash the evildoers and live in peace and harmony.  And it’s not all just smash and grab in the land of zOMG! as the game also incorporates elements of social networking and entertainment, streaming music, and naturally, Gaia Online’s in-game, microtransaction based item mall.

When zOMG! went into an open beta phase, Senior Producer David Georgeson stated,

“Our top priority is providing a high-quality MMO gaming experience that’s fun and challenging, and also user-friendly for all levels of players.  We received a lot of great feedback from gamers during our Closed Beta, so we’re throwing open the doors as we update the game with new features and additional content.”

It seems like Gaia and company are and have been listening to players’ feedback,

“Positive feedback from satisfied players not only aids our team in modifying and ultimately perfecting the zOMG!! gameplay experience; it is truly rewarding,” said David Georgeson, Senior Producer of zOMG!! at Gaia Online. “After a lengthy development process, it’s almost surreal to watch players dig right into the storyline and begin realizing the game’s full potential.”

While Gaia Online is no stranger to massive usership, currently home to seven million plus gamers that enjoy Gaia’s wide selection of free-to-play titles, another 500,000 players in the zOMG! space doesn’t hurt anything.

Given the troubling financial climate, Gaia Online is also attributing a bit of the success of zOMG! to the inherent nature of the business model: Free-to-play.  If the price wasn’t enough of a selling point, providing a feature rich game in a browser based format makes adventuring through zOMG! even easier with no download, or credit card required.

Learn more and take zOMG! for a spin on your own over at zOMG.com.

Reblog this post [with Zemanta]
 

zOMG! Now open to the public

Monday, November 10th, 2008

If just writing zOMG! wasn’t fun enough, this new free-to-play offering from Gaia Online will certainly bring a smile to your face.  Unleashed upon the public last Thursday, this is Gaia’s first casual MMO game.  Having completed a successful closed beta test, the open beta zOMG! is an adventure game that pits players against monsters in 16 different zones with a wide variety of battle rings and recipes to choose from.  Gaia Online seeks to successfully meld the attractiveness of the online social community experience with a fun and enjoyable MMO gameplay experience.

“Our top priority is providing a high-quality MMO gaming experience that’s fun and challenging, and also user-friendly for all levels of players,” said David Georgeson, Senior Producer of zOMG! at Gaia Online. “We received a lot of great feedback from gamers during our Closed Beta, so we’re throwing open the doors as we update the game with new features and additional content.”

Listening to the community, and it’s needs and wants, has never been something that Gaia has shied away from, and by opening the beta doors, they’re expecting an even larger pool of feedback and suggestions to learn from.  Gaia is actively soliciting feedback from players via the site’s message boards and forums.

Lucy Newman over at gamertell.com reports on Kate Pietrelli’s announcement surrounding zOMG!

“In development since 2006, zOMG! is a fun and engaging casual game that blends social online community experiences with accessible MMO gameplay. Gaia community members currently hang out in the virtual world with their friends, watch movies online together in the theater, share artwork in the online art gallery, and chat through the Gaia Instant Messaging (GIM) system. The community asked for new ways in which they could interact and play with their friends in Gaia, and so the MMO game was designed to be an extension of the Gaia virtual world with all the fun social elements of chatting and hanging out with friends, in addition to playing a challenging multiplayer game with quests, monsters, battles and more. Gaia Online will monetize the game through the sale of virtual goods (battle armor, rings, etc.), which tie into their current microtransactions based business model.”

While I’ve yet to personally give the game a look-over, I have visited and spent some time with Gaia, and I can’t imagine they’d deliver anything less than outstanding.  Grinding rep this weekend was about as thrilling as watching the grass grow, so perhaps a break from the uphill battle is just what the doctor ordered….and with a name like zOMG!  you just KNOW there’s got to be some fun somewhere therein.

 

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]
 

New York Games Conference Agrees: Microtransactions are the way to go.

Friday, October 3rd, 2008

While the New York Games Conference came to a close last week, there were a number of great discussions and roundtables that kept us all informed and entertained.  One ‘Debate Club’ discussion that really stood out to me was the “Get a (Virtual) Life! The Challenges and Opportunities for Monetizing Virtual Worlds and MMOGs” talk.

Coming directly from the nygamesconference.com site:

Get a (Virtual) Life!  The Challenges and Opportunities For Monetizing Virtual Worlds and MMOGs
The lines between social networks, virtual worlds and games are blurring – so how do you monetize these new social gaming environments?

This panel will discuss the relative effectiveness of premium subscriptions, sales of music, video and virtual goods and ad supported content. What is working and what isn’t? How are brand marketers and their agencies navigating this new space? How do advertisers measure ROI and the effectiveness of these new and relatively untested campaigns? How do you handle license and rights issues as well payments effectively? This group of panelists will share their experiences with different business models as well as give advice for how to make smart marketing investments in this ever-changing landscape.

Panelists
Craig Sherman, CEO, Gaia Online
Matt Palmer, EVP & GM, Stardoll
Andrew Schneider, President & Co-founder, Live Gamer
Rob Uhrich, Senior Director, Digital Markets, PaymentOne
Sean Kane, Attorney & Consultant, Drakeford & Kane LLC
Jeff Freedman, Dir of Strategy and Bus Dev, Millions of Us / Virtual Greats

Moderator
Eric Goldberg, Managing Director, Crossover Technologies

While the topic is always certain to bring up a whole slew of varying opinions, all parties involved did manage to agree on one thing: microtransactions are the future of gaming.

Some highlights of the talk include an interesting discussion regarding young people and why they are an ideal market for microtransactions.  Games allow this group a freedom of expression and creativity within their own world.  Stardoll was used as an example whereby users can create a MeDoll, an in-game avatar that is based on an actual picture of the user.  These users can design and buy items for their rooms and personal clothing – thereby providing said outlet for individual creativity and expression – at a cost.
How to pay for it all was another interesting bit.  The panel discussed pros and cons of each side of the pre-paid cards vs. paypal argument, including the often tricky question of ‘Users are often under the age of 18’ question.  By being under 18 years of age, users are technically not able to enter a legally binding contract.  That and not too many 14 year olds that I know have a credit card.

While pre-paid cards and paypal were discussed, I think it was actually an over exertion of a very simple question: How do we actually handle and implement microtransactions?  Clearly a paypal method can work, but has tons of room for errors and problems (think fraud chargebacks), and pre-paid cards are good, but don’t allow for what most game publishers are looking for: an instant transaction, while gamers are looking for an instant gratification.  In other words, even if you’ve purchased a pre-paid card, that doesn’t always mean it’s fully loaded and ready to go for that super swanky 2008 NY Jets Brett Favre jersey Tommy from Wisconsin wants to dress is avatar in.

fatfoogoo is the answer to this debate topic.  By integrating a fully functional and real world tested in-game economy, publishers, producers, and operators can simply skip steps 2, 3 and 4, and start implementing their own microtransaction method today, not 9 months from now.

Reblog this post [with Zemanta]
 

Three top VC’s weigh in: Free to play the way to go

Monday, August 25th, 2008

Wagner James Au from Gigaom recently talked with three top VC’s about the gaming industry.  His goal?  To find out what the people with the money are looking at, and where this rapidly changing economy is headed.

The quick and dirty shakes out like so: Free or alternate funded games (i.e. microtransactions, in game advertisement, etc.) are poised for explosive growth, and a top-to-bottom transformation of how games are played, developed, and deployed.  One VC in particular takes an alternate look at the casual gaming market and predicts an imminent backlash.

Mitch Lasky of Benchmark Capital (Second Life, Gaia Online, Red 5, Vivox, Riot Games and JAMDAT) says in an email to Wagner, “I’m sensing that we are on the verge of a casual games backlash.  The space is so ridiculously over-funded, the barriers to entry are so low, and the media models require such high traffic to generate meaningful revenue, that I think there has to be a shake-out. I think the sites with traffic, like MiniClip, will benefit, because everybody is going to be buying referrals from them.”

While Lasky gives credit where credit is due, he also sees top beneficiaries of the non-casual gaming market as middlemare producers.  “I read a recent analyst report that showed almost 90 MMO’s, virtual worlds and online game services scheduled to come to market in the next 18 months,” he said. All that activity is “going to benefit the platform companies — we’ve been seeing tremendous customer growth at Vivox, for example, which provides high quality voice services to online games.”

Speaking to non-casual games, Lasky also added, “I’m increasingly interested in more gamer-oriented online games, not based on subscription billing models. Our investment in Riot Games grew out of this thinking. We’ve seen strong evidence that this combination works in the Chinese and Korean markets, but it’s been slow to take off here. It is going to take the right game to unlock this market, but it could be huge.”

Lightspeed Venture Partners Managing Director Jeremy Liew confirms Lasky’s opinion about the rise of free-to-play.  He’s predicting a massive shift away from the subscription model, echoing developments in Asia.

“Free-to-play gaming and virtual worlds (monetized through up-sold virtual goods and subscriptions) are gaining increasing traction in the West,” he said in an email. “Companies like K2, Nexon, Gaia, Habbo, Neopets, Runescape/Jagex, Gameforge, Eve/CCP and Bigpoint all doing revenues now in the tens and even hundreds of millions of dollars. But gaming, like media, is not a winner-take-all business, and there are many up and coming companies building free to play experiences and growing fast.”

In Liew’s view, companies that can help with player acquisition, billing, fraud and player management/game mastering are those poised to profit the most.

Liew’s not only in his thinking, as Susan Wu a former VC at Charles River Ventures agrees.  “With the death of retail and the greater accessibility of games in the hands of an order of magnitude larger audience, free to play with some premium components becomes the most logical conclusion. Then of course with alternate billing models comes alternate payment systems.”

Wu is now in the drivers seat at what she terms “a groundbreaking, stealthy new online gaming company.”   While Wu’s no newcomer to the party, she sites Susan Choe’s Outspark, Acclaim, and Nabeel Hyatt’s Conduit Labs (Loud Croud) as projects she’s followed closely, and sees them as integral parts of a netwide transformation.

While Wu notes that the web has always been changing, she’s quite surprised at the rapid pace of change, particularly accelerated by the acceptance of social networks as entertainment platforms.

In addition to this acceptance, technological innovations and game development abilities have jumpstarted this change.  With flash becoming a viable platform for games (think iPhone), and even industry giant Blizzard producing hardcore games (and likewise devoted followers) despite super flashy graphics.  Wu also takes a step back to view a psychological factor as game industry driver.  “With social relationships as primary catalysts for game playing; we’re moving back to the playground where games reinforce and create social bonds.”

So while one VC sees an impending backlash verging on the horizon, all three separately agree that the age of subscription is a dying breed, with free to play titles gaining more and more ground each day.  As Lasky points out, with over 90 MMO’s, virtual worlds, and online game services coming to market within the next 18 months, this is bound to become an increasingly competitive space.  Bringing the product to market quickly and effectively may be the winning strategy for developers.  Wouldn’t it be a shame for them to have a great title, but be weighed down by their own development of primary and secondary economies?  Enter stage right…..fatfoogoo.

Reblog this post [with Zemanta]