Posts Tagged ‘gdc’

Zynga takes aim at Latin America – Partners with Mentez

Wednesday, March 23rd, 2011

It’s GDC time again, and it looks as though this year is on track to be yet another media and release-fest. With all the great information coming out of San Francisco, it’s often difficult to decide on just what to focus on. Already in full swing, leading Latin American social games publisher Mentez has recently announced a partnership with the world’s largest social games developer, Zynga. The partnership seeks to make it easier for Latin American players to take full advantage, and enjoyment of, Zynga’s top titles. The deal will see Mentez distributing Zynga Game Cards and PINS to more than 1 million retail locations and Internet Café’s across the region. The production of this deal has obviously been in the works for quite some time, as Mentez began distribution on February 18th in Brazil, with Mexico and various other Latin American countries getting the goods soon.

“Latin Americans really love Zynga’s games,” said Mentez CEO Juan Franco. “These players are very interested in purchasing goods in their favorite Zynga games and the partnership with Mentez will give them an alternative payment method to credit cards, which are not widely used by consumers in this region.”

So it seems as though we might now have a clearer picture as to what end Zynga’s been raising more cash for. This partnership with Mentez is clearly only the tip of the iceberg, as Zynga will be providing new options for Latin American players – and what better way to connect with them via a localized operation that simply distributes the goods, takes a cut, and watches the loot roll in. Zynga’s also issuing Game Cards available at smaller currency values, giving more players more choices for the amounts they want to spend on Zynga’s catalogue of virtual goods. I wonder if they’d consider the same in U.S./European markets?

The additional sweetener of this deal is Mentez’s own alternative payment network; Paymentez. Publically launched in November 2009, the platform currently has around 4 million active users, and handles approximately 650 transactions per second. Through this new partnership, Zynga will tap into this existing payment platform, allowing players to pay for goods via local credit cards, bank transfers, and in person for cash at pharmacies, newsstands, and Internet Cafés.

And while the International Trade Administrations March 2008 report indicates that per capita credit card usage in Latin America is much lower than North American usage, there’s still a massive market waiting to be tapped. The report indicates that countries including Chile, Mexico, Venezuela, Colombia, Argentina, and Brazil have less than 1 credit card in circulation per person. The average U.S. figure is closer to 2.5 credit cards per person. On the other side of the coin, ComScore indicates that there are 73M and 32M Facebook and Orkut monthly users in Latin American, respectively. Given current and past social gaming data, and then backing it off a bit to compensate for the market, Zynga and Mentez are looking at a 42M – 52M unique user market. And even if all of these uniques aren’t credit card holders, they’re now free to pay up at every pharmacy, newsstand, or Internet Café.

 

Riot Games’ League of Legends takes home 5 GDC Online awards

Friday, October 8th, 2010

Digital River/fatfoogoo client Riot Games was awarded with 5 awards at the first annual Game Developers Choice Online Awards yesterday evening. Presented at a ceremony at UBM TechWeb Game Network’s Game Developers Conference Online (GDC Online) and hosted by Mindspark Interactive Network’s Mike Goslin, Riot led the evening, taking home critical praise for their League of Legends title.

The inaugural event is billed as a “for developers, by developers” awards show, and featured a wide variety of game tracks including social network games, and free-to-play titles, as well as large scale MMOs.

Riot took home awards for Best Online Technology, Visual Arts, Game Design and New Online Games. If this adoration wasn’t enough, Riot Games also took home the top prize – the Audience Award, an award bestowed from the worldwide game community.

Naturally, there were other winners, with CCP who took home the Best Live Game award for their sci-fi MMO EVE Online. This award honors new content and player-facing interactivity via expansion packs, patches, etc.

And it wouldn’t be an award ceremony if Blizzard didn’t take home an award. World of Warcraft was bestowed upon with the Best Community Relations award. This award nods to the highest quality community feedback and experience – including customer support, forum moderation and leadership, blog and information updates, and real world events.

Walt Disney’s recent acquisition, Playdom, also had their moment in the spotlight, taking home the Best Social Network Game for their 5.5. million active monthly user title Social City.

Capping off the gaming awards, Ultima Online now has the honor of being the very first inductee to the GDC Online Hall of Fame. Now the longest continually running massively multiplayer online game, key members of the Ultima Online original development team, including Rich Vogel, Starr Long, and Raph Koster accepted the award.

“The world of online gaming is dynamic and evolving, so it’s good to look back and reflect on the amazing games and achievements of the online game development community,” says Izora de Lillard, GDC Online event director. “Titles like League of Legends, World of Warcraft , Social City and others point to the future of online gaming, while Ultima Online and the work of Dr. Richard Bartle point to its distinguished history. We’re proud to honor all those talented participants that make online gaming so captivating, enjoyable and damned addicting.”

The full list of the First Annual Game Developer Choice Online Awards:

Best Online Technology
League of Legends
Riot Games

Best Social Network Game
Social City
Playdom

Best Online Visual Arts
League of Legends
Riot Games

Hall of Fame
Ultima Online
Origin/Electronic Arts

Best Audio for an Online Game
Aion
NCsoft

Best Community Relations
World of Warcraft
Blizzard Entertainment

Best Online Game Design
League of Legends
Riot Games

Online Game Legend
Dr. Richard A. Bartle

Audience Award
League of Legends
Riot Games

Best Live Game
EVE Online
CCP

Best New Online Game
League of Legends
Riot Games

 

Clouding Gaming – coming soon to a PC or Mac near you

Tuesday, March 16th, 2010

OnLive, which made a big splash at last year’s Game Developers Conference with their introduction of cloud gaming is back on the radar with their recent “coming soon…”announcement.  Announced on the OnLive blog, CEO Steve Perlman rolled out more specifics about the service promising, “direct access to OnLive games without being required to subscribe.”

onlivePerlman describes the OnLive Game Portal as a companion to the full blown OnLive experience. Slated to launch ‘sometime’ this year, the OnLive Game Portal will offer a unique service – users can take advantage of OnLive’s streaming (cloud) service, allowing them to rent individual games and access demos. OnLive used the GDC platform to announce their full featured launch on June 17th, and will require a $14.95 monthly subscription fee. This subscription fee does not include the price of the games themselves. Perlman’s goal with this service is to offer ‘on-the-fence’ gamers access to the service, encouraging them to take the plunge and lay down their $15/month if they find the service of value.

“Through the OnLive Game Portal, gamers will be able to play select games directly on a rental basis as well as game demos for free; subject to available OnLive service capacity and whatever usage limits are associated with each given demo.” he wrote. “Rentals will be priced on a per-game basis. There is no service fee for the OnLive Game Portal.”

“Of course, like all games in the OnLive Game Service, games in the OnLive Game Portal start instantly, are always updated, and don’t require high-end hardware to play high-performance games,” Perlman added.

“It only takes seconds to install OnLive’s small browser plug-in, and only seconds more before you’re playing a top-tier game. And, of course, OnLive Game Portal games will also play through OnLive’s MicroConsole TV Adapter on an HDTV.”

Source: Gamasutra

 

Frogster joins the masses – enters Facebook gaming

Friday, March 12th, 2010

If there’s one consistent theme I’ve noticed over the course of this year’s Game Developers Conference is the heavy push on Facebook gaming.  Last year, the overwhelming theme was free-to-play/microtransactions.  This year, the gaming community seems to have found it’s darling where it can successfully implement these microtransactions: Facebook.

runes+of+magicNot to be left in the dust, San Francisco/Berlin based Frogster announced yesterday that they’re jumping in the Facebook game, and will be bringing a slimmed down version of their popular “Runes of Magic” free-to-play MMO.  The Facebook version, titled, “Runes of Magic – The Challenge” will be the companies first foray into the rapidly growing casual games on social networks.

Set in the same world as the full version, Runes of Magic – The Challenge, will features adventure, exploration, and strategy elements.  The Challenge is slated to take full advantage of networking gaming and viral communications, with the ultimate goal of igniting interest in the full version.  Runes of Magic – The Challenge will also attempt to increase the pull-and-convert method through rewarding special cards with codes that may then be redeemed in the full client based version of the game.

“Runes of Magic is the first free-to-play MMO game ever to expand into the social networks sphere with a rich, full, social gaming experience that will appeal to fantasy fans of all ages – independently of whether they play the full client game or not”, comments Lars Koschin, CEO of Frogster America, Inc. “With the success of Runes of Magic among core MMO players, it was a natural decision to build upon the franchise by taking it to a genre with mass market appeal and the powerful viral approach of the rapidly evolving social networks. The result is ‘Runes of Magic – The Challenge’ for Facebook.”

“Runes of Magic – The Challenge” is being produced by Frogster America and developed by Mothership Interactive, Inc. Frogster’s first social game is scheduled to be launched in the second quarter of 2010 in Europe and America .

As the final cherry atop the proverbial sundae, Frogster will soon implement the  Facebook Connect interface, allowing current and future Runes of Magic players to find other RoM players within Facebook, as well as invite their existing contacts to join them in the full version of the game.

 

Gamigo aims to go global – enters social media gaming, opens NYC office

Thursday, March 4th, 2010

Priming the pump for the upcoming Game Developers Conference in San Francisco, Hamburg, Germany based Gamigo AG (an Axel Springer AG company) dropped two major announcements yesterday. First and foremost, a leading publisher of MMORPGs in Europe, will be opening a North American office to be based in New York, indicating their intent to become a global leader in online games publishing. Gamingo plans to have North American operations up and running by Q2 of 2010.

gamigoPatrick Streppel, executive member of the board, said “This New York office is a continuation of our international expansion. Thanks to the experience we have gained over the past few years in Europe, we are very well-equipped to tackle the North American market. Top-quality products planned for global publication will be announced and presented at the GDC.”

Gamigo’s 2009 success is a clear contributor to this expansion. Over the course of 2009, the company has tripled it’s employees, and driven sales up by 233 percent. These impressive numbers place Gamigo among the top 3 in it’s market segment, and makes them one of the fastest growing companies in the online games market.

Gamigo’s second announcement is there entry to the social gaming market. Their first foray into the social media waters has commenced with the release of Jade Tales, a fantasy RPG developed by Crafty, which can be played on Facebook.

In conjunction with Gamigo’s opening of a North American office they are firmly committed to the social gaming space. “With more than 6.7 million users in Germany alone, Facebook is of course also extremely important for the gaming industry. Naturally, it is only logical for gamigo, as one of the most successful gaming brands in Europe, to enter the realm of social media networks. The first step has been made successfully with Jade Tales; more games will follow in the near future,” comments Streppel.

Now, with Gamigo’s entry to the US/North American market, we’re presented with an interesting query: as European publishers of Fiesta, Project Powder, and NeoSteam, what’s the deal? Currently, in the North American market, Outspark holds the publishing rights to Fiesta and Project Powder, and ijji.com NeoSteam. Obviously, Gamigo does not hold these rights, so these three titles are off their plate, at least for a North American market. So with the full might of their European operations behind them, it should be interesting to see how Gamigo’s entry into an already highly competitive market shakes out….

 

China says ‘No Way José’ to foreign investment in online games industry

Tuesday, October 13th, 2009

It’s quite possible that the Chinese government would like to keep this one on the down low, it’s been revealed that they’ve officially cut off foreign investments in their lucrative online gaming industry. Apparently, the move is to strengthen the governments’ control and oversight of virtual worlds.

g228586_chinese-flag-640The General Administration of Press and Publication (GAPP), China’s video game industry regulator and overseer, released a paper on Saturday stating that the government will now prohibit the investment of foreign funds and interest in domestic online gaming operations. This ban is includes joint ventures, wholly owned enterprises and cooperatives.

If the phrase ‘joint venture’ and China rings a recent bell, you’ll recall that the holdup for millions of Chinese World of Warcraft players was due in part to Chinese regulators that were concerned over publisher Blizzard’s provisions of technical support to NetEase, the Chinese game developer that earlier this year won the lincense to operate the title within China. This new directive seeks to cover this issue but also stating that foreign firms will no longer be allowed to “influence Chinese gaming firms through agreements or technology support.”

With China having one of the world’s fastest growing online gaming markets, with, according to the GAPP, growth estimates projected at anywhere between 30 and 50 percent this year to a whopping 24 – 27 billion yuan ($3.5 – 4 billion), it’s easy to see why investors would want to get involved.

What’s important to keep in mind here is that the timing of this announcement couldn’t be better for the Chinese government. With the GDC: China taking place in Shanghai, China is currently playing host to some of the most important and influential decision makers in the industry. A coincidence that they chose the day prior to the official opening day of the GDC to make the announcement? Highly suspect.

Ultimately, as the decree states, foreign investment has been cut off to games and publishers that operate in the Chinese domestic market.  It’ll be interesting to see how this effects gaming powerhouses such as Shanda, which have a number of partnerships and joint ventures currently in operation.

 

Turbine to tackle console MMO and microtransactions?

Wednesday, September 23rd, 2009

What would a hot day in Texas be without a little dust raising? It looks like Turbine’s VP of Product Development, Craig Alexander raised a little dust himself, as well as a few eyebrows when he took the stage on the last day of the GDC Austin 2009 event. In his presentation Alexander stated that the market of MMORPG’s on consoles, specifically Microsoft’s Xbox 360 and Sony’s PlayStation 3 could be worth in upwards of $2.3 billion a year. Obviously a number no one is willing to pass on. However, up until now, no one’s taken a fair stab at making this dream a reality. To this end, according to Alexander, Turbine’s about to take a serious run at tapping this multi-billion dollar market.

craigalexanderIn his address, Alexander confirmed that the Westwood, MA based Turbine studios is in fact current at work on a console MMORPG. Citing the technical challenges of the physical operating procedure Sony’s PS3 employs, Alexander said that the team is developing for the PS3, with plans to shortly there after port the title to the Xbox. But if it sounds so easy on paper, why haven’t there been more serious attempts at addressing this market? In the end, it comes down to one simple answer: Money. According to Alexander, any decent attempt at this project is going to cost somewhere in the $20 million range just to develop. Given that Turbine has recently started receiving funding from a proposed $50 million investment round, their popular Lord of the Rings Online shows no signs of dipping in popularity, and their most recent experimentation into the world of hybrid subscriptions/microtransactions supported Dungeons and Dragons is out of the gate with a label of success, it’s fair to say that Turbine has the cheddar to make this a reality.

Alexander says that part of the difficulty in creating an MMORPG for a console is that in order to succeed, it must be radically different from the current state of play. A console MMO would need to have better graphics, less grind, and much more social interaction than is currently employed in the unofficial ‘standard elements your MMORPG must contain’ handbook. Speaking to the fact that many consider MMO’s a purely PC based form of play, Alexander was quick to point out that the same arguments were previously made when applied to sports sims and the FPS genre, but now market leaders Madden and Call of Duty have a massive console audience and following.

When talking monetization, Alexander primarily focused on subscriptions. Notably, he pointed out that reoccurring billing (subscriptions, if you will) options are already available on both platforms, and that the Xbox Live services are a clear indication that set top box players are willing to set up subscriptions and pay for additional enjoyment. If any of this sounds familiar, don’t forget that the rumor mill was rife with speculation back in May when the idea of LotRO microtransactions being utilized in the Xbox 360 item shop circulated. Alexander flatly and specifically denied this rumor of porting LotRO to the Xbox during his presentation.

And while the rumor didn’t pan out, it’s clear that with the implementation of a hybrid model with Dungeons and Dragons Online, and this confirmation that Turbine is seriously committed to a perhaps industry revolutionizing MMO for consoles project, clearly something major is afoot at Turbine. If they can truly hit the nail on the head and show us something that’s never been seen before, the pure subscription based model may have merit, but if they fall anything short of perfect, we may see them revert to something they’ve already seen work, and work well – the microtransaction/subscription hybrid model.

 

Lucky number 7 for GDC Austin

Wednesday, September 16th, 2009

It’s time again for the annual Games Developers Conference in the great state of Texas. Officially kicking off yesterday, the 7th annual GDC features a number of perennial standbys, but also adds a few new panels this year including sessions centered around Independent Game Development and iPhone Gaming. Featuring over 130 talks, panels, keynotes, and roundtable discussions, presented by over 200 leading industry figures, and 80+ exhibitors, this year’s Austin GDC is shaping up to be a showdown in the Lone Star state.

GDC Austin 09 LogoThree main keynotes are expected, with SOE President John Smedley kicking things off with his talk today. Titled, “From Dragons and Daggers to Kart Racing, Cooking and Concerts…It’s a Whole New MMO World,” Smedley is expected to not only address that rapidly changing landscape of today’s modern MMO, but also make official registered users numbers from SOE’s white-hot kid/tween hit Free Realms. The under 13 MMO has recently surpassed the ‘unofficial, industry certified, you’ve got a hit’ benchmark of 5 million registered users. While a number of industry analysts projected the 5 million milestone to find a home at Sony sometime in July, Smedley says that the actual time was sometime in August. However, no matter how you look at it, Smedley and the entire SOE team dedicated to Free Realms are doing an outstanding job marketing and delivering a free-to-play product to one of the toughest market segments on the planet.

Thursday will see J. Allen Brack and Frank Pearce, Production Director and Co-Founder & EVP of Product Development, respectively, of Blizzard Entertainment. The two will deliver their keynote, “The Universe of World of Warcraft.” In this talk, the duo are expected to address the challenges not only in design and implementation, but how maintaining a player based and achieving sustain success requires a collective effort from all departments outside the development team. The two will share important lessons learned by one of the world’s largest MMO producers, and how other developers can learn from their miscues.

Rounding out this year’s Austin GDC will be Sebastien de Halleux, COO and co-founder of Playfish. Delivering his keynote, “A New Social Era for Games: How Your Friends Are Chaging the Way the World Plays Games,” Mr. de Halleux will share his insights into how and why Playfish’s innovative social games were created and how they’re attracting millions of players every month. The talk in particular should be of high interest to those in the free-to-play market, as de Halleux will address the current shift in the gaming industry and how it effects monetization and distribution. If these juicy bits of insider information into one of the most successful free-to-play gaming companies around wasn’t enough for you, de Halleux will also discuss how social emotions can be tapped to drive catalog-free distribution, how to make free-to-play titles profitable, and why your friends hold the keys to success in this new social era.

“GDC Austin 2009 is a must attend event for aspiring game developers to learn the craft from seasoned experts in the field, and a place for veteran developers to engage in the future of connected game development” says Izora de Lillard, Event Director at Think Services. “Beyond that, GDC Austin is a great opportunity for the game development community to come together and learn more about the developers and the titles that will define the future of connected games.”

Naturally, fatfoogoo will be in attendance, if you’d like to talk to Martin Herdina, our CEO, drop him a line at martin [at] fatfoogoo [dot] com

 

Gameforge CEO Klaas Kersting declares Free-to-Play “Will Dominate Soon”

Thursday, August 20th, 2009

As we reported at the end of June, the head of one of Europe’s most important gaming destinations, Klaas Kersting delivered his keynote speech yesterday at the GDC Europe event. Titled, “Changes in the Games Industry – Free-to-play vs. Payment Models,” Kersting shared his thoughts, advice, and experience when dealing with the free-to-play business model.

gdc_europe_09As reported by Mike Rose from Gamasutra, one of Kersting’s key takeaway points was that “free-to-play will dominate [the gaming industry] soon.” Obviously, coming from Europe’s largest developer of free-to-play browser and client based MMO games in Europe, Kersting has a bit more insight than the average Joe. His reasoning and philosophy come down to experience. He readily acknowledges that full-priced retail (i.e. in the box) games are still the defacto choice for a number of publishers, but a number of problems including piracy, market competition and overcrowding, and the “one time earning” factor are forcing traditional sales methods and resulting revenue numbers to drop. Eyeballing both Ubisoft and EA, Kersting pointed out that both manufacturers have seen a 51 and 20 percent (respectively) drop in sales numbers.

Stating his antithesis to this ‘traditional’ method of distribution, Kersting states that Online distribution is really a no brainer. Making points to appeal to both producer and consumer, Kersting says that an online distribution method has “close to zero” overhead operating costs, while at the same time the consumer, “wants to get what he is looking for as easy and fast as possible.” In other words….why should I go to the store, or order via amazon, and then wait? Providing a digital distribution method quenches consumers’ gaming thirst then and there, not a few hours or days later.

Talking to his own company’s methods, Kersting says, “give the game away for free. Why not?” Once this game is given away for free, producers then have a captive audience ripe for the sale. “Then give the player an opportunity to buy something,” he says.

However, Kersting and company aren’t living between the clouds. Driving a company to the top of the free-to-play destinations has taken some clever maneuvering and some smart business. To this end, Kersting comments that, “Free is not a business model – of course price matters. But free is the beginning of other business models.”

 

Gameforge CEO Klaas Kersting to deliver “Free-to-play vs. Payment Models” keynote at GDC Europe

Tuesday, June 30th, 2009

Founded in 2003 by Klaas Kersting and Alexander Rösner, German based Gameforge quickly became the de-facto destination for European free-to-play gamers.  With award winning games, both client and browser based, including OGame, Ikariam, and Metin2, Gameforge has attracted over 75 million gamers from around the globe.

Klaas KerstingMr. Kersting is expected to share his knowledge and experience with GDC Europe attendees, and will deliver a track keynote titled, “Changes in the Games Industry – Free-to-play vs. Payment Models.”  Kersting will share his thoughts and advice on the success of the free-to-play business model.  He’ll also cover the differences between gaming attitudes and cultural backgrounds when it comes to various payment models.

“Gameforge develops pioneering and groundbreaking technologies in the browser-based game sector, which is driving the whole industry,” said Frank Sliwka, Vice President European Business Development of Think Services Game Group. “GDC Europe is focused on delivering content that appeals to a global audience, while presenting content that represents and showcases the European development community. Gameforge is one of those companies that exemplifies the European spirit of innovation, and as a market leader, we anticipate a keynote that is powerful, informative and inspiring.”

Kersting’s keynote speech should dovetail nicely into Double Fusion’s Direct of Developer Relation’s Brian Blau is expected to talk about in-game advertising.  Blau’s talk will review the design and implementation aspects of dynamic in-game advertising placements.  He’ll also be presenting examples of the Good, the Bad, and the Ugly in respect to which ads have worked, not worked so well, and outright failed.

Both Kersting’s keynote and Blau’s session will deal with the rapidly changing state of the gaming industry.  One discussing the microtransaction position, the other the in-game advertising stance.  As we’ve seen over the past year, a number of free-to-play titles are being introduced to the market in hybrid form.  Meaning, these titles are choosing wisely, and not relying on simply one form of monetization, but diversifying and offering players subscriptions for premium content, microtransaction options, and perhaps a pre or post game advertising roll.  Both of these sessions should be of high value and interest to any gaming developers looking into the future, and realizing that the state of play is no longer what it once was.

Taking place between the 17th and 19th of August at the Cologne Congress East Center in Cologne, Germany, the GDC Europe expects over 1,500 attendees from 48 countries around the globe.  The GDC Europe is regarded as the preeminent European games developer conference.