Posts Tagged ‘k2’

Big Numbers from Big Players at Austin ‘09

Monday, September 21st, 2009

Last week’s GDC conference in Austin spilled out a ton of information not only about what’s up and coming in the gaming industry, but also the current state of affairs. One of the most interesting sessions saw EA, Turbine, K2, Linden Labs, and IMVU pony up and lay down some eye opening, if not eye popping, facts about their microtransaction and virtual goods monetization business models.

EA, perhaps the biggest and oldest games makers now involved in the freemium market reported that after initially only selling character customization options, sales were simply OK. Specifically speaking to Battlefield Heroes, once EA instituted Boost packs, these items/options quickly shot to the top of the list. Learning from this lesson, and perhaps overcoming the initial public balk, EA is now trending towards introducing these options into all of their freemium products. The focus here is on in-game advantages that drive higher conversion rates over that of purely cosmetic items. Using this formula, EA expects a 7-8 percent conversion rate in it’s freemium games, but realizes that rates may be driven down to the 5 percent range, do to the influx from social network traffic.

Turbine is looking good with what at the time raised a few eyebrows when they announced that their long time subscription title Dungeons and Dragons switched to the free-to-play model. Turning more than a few heads, Turbine execs announced that the free switch has significantly increased subscription rates, as well as concurrency rates. To be fair, Turbine is offering a subscription/freemium hybrid model, which the company believes to be the optimal solution, capturing both hard core, play all the time fans, while also hooking the players that only want to pay for what they want, and not for what they don’t. Subscription players are given a dedicated monthly allowance of virtual currency, and free players are given the option to purchase virtual currency with RMTs. Both allow players to unlock a variety of in game content.

K2, publishers of Knight Online, Red Stone, War Rock, Global MU Online, and Sword of the New World, report that every single cent of their revenues are derived from in-game item sales. Citing their key focus on community management, K2 claims an extremely high ARPU. “ARPU is high, relationships is long and persistence is everything.” Given that their revenues are items sales driven, K2 is aggressively pushing for expansion in Turkey, Brazil, and Eastern Bloc countries, areas were the freemium model has thus far been tremendously successful.

Linden Lab, publishers of perhaps one of the most well-know Virtual Worlds, Second Life stated that their annual revenue was over $80 million, and that they’re closing in on the $100 million mark. The company monetizes in one of three ways: Currency sales, premium subscriptions, and a hosting package that allows users’ 3D items to persist throughout the games. Given Second Life’s rocky, sometimes controversy filled, track record, the folks at Linden are now focusing on plugging the holes, and retaining active users as opposed to seeking out new Second Life residents. Linden Lab execs say that the largest stumbling block they’ve encountered is in-game fraud. Remember, Second Life allows users to create their own items for sale within the game, sometimes leading to a removal of currency from the virtual economy. The company considers this fraud/loss risk a basic price of doing business.

Rounding out the top 5 on parade at the GDC Virtual Worlds Monetization talk was IMVU. The firm says that 80 percent of their revenues come from sales of virtual items, and 20 percent from advertising. While 20 percent is a sizeable contribution, IMVU says that this revenue is only possible due to it’s expansive virtual world. They stressed importance on non-paying users, as they add to a large community, and encourage others to be drawn in. Comparing themselves to eBay, IMVU execs cited it’s catalogue of over 2.5 million virtual items made by 20,000 users. The top designers of virtual items within IMVU properties annually earn over $100,000 annually, however, the IMVU market functions on the long tail model, whereby the top 10 catalogue items only account for .2 percent of all sales.

Thanks to Ada Chen for outstanding notetaking.

 

Turkey bans K2 Network’s Knight Online – levies tax

Friday, January 16th, 2009

It looks like our neighbors to the east in Turkey aren’t exactly happy about the cash that K2’s Knight Online is rolling in, and want a piece of the action.

The Turkish Telecommunications Directorate (TIB) has recommended to the Ministry of Finance to place a tax on Internet gaming after an investigation allegedly found some discrepancies in the industry.  One of Turkey’s largest media outlets, Zaman Instanbul reports that TIB head Fethi Simsek stated that the TIB had been closely monitoring the online gaming sector and decided to warn the Ministry of Finance about a need for a tax.

This investigation also prompted the TIB and the Ministry of the Interior to recommend to the Ministry of Finance a ban on K2’s popular free-to-play, microtransaction based title Knight Online from being played in Internet cafes.  K2’s response was to immediately appeal this decision in a Turkish court of law.

Simsek’s investigation revealed that K2 Network’s operations in Turkey have amounted to profits in the $1M per month range in 2008.  He also stated that K2’s revenues have steadily increased over the past three years, with 2006 seeing around $4M, and 2007 around the $9M range.

“There are thousands of people becoming addicted to games and companies are earning profits without being taxed,” Simsek told the Anadolu Ajansi news service.  Simsek said the game has been popular in Turkey but even though it is now banned at Internet cafes, it is still being played and no taxes apply.

On the other side of the coin, Yusuf Andic from the All Internet Houses Association (TIEV) says that taxing such games is a ‘good move’ he sees that ban on Knight Online as ‘questionable’ as 60 percent of Turkey’s internet gaming takes place in private homes.

So umm.  What?  There are a coupla things going on here that really raise the wtf flag.

  1. Assuming that K2 Networks/Gamers First is a legitimate business organization, wouldn’t they be registered with the Turkish Ministry of Finance, and already pay taxes on revenues generated?
  2. Is Turkey taking a page from the Chinese government’s book, or is there something deeper going on here?
  3. Mr. Simsek’s statement about the addictive attributes of online games comes out of left field, as if almost snuck in there in a ‘I was instructed to mention addiction’ fashion.
  4. If Mr. Andic’s numbers are correct (60% of all online gaming being done in a private home), isn’t this ban just a tad discriminatory?  How was Knight Online/K2 Networks singled out?

Any way you look at this situation, there seems to be a bit more going on here than just taxes.  If Turkey is worried about an addictive culture being formed around online gaming, fair enough, but there are plenty of alternatives to dealing with this issue.  Rather than slapping a tax on it, banning a game, and calling it a day, why not take a look at what Korea is doing and position current Turkish players as the developers of tomorrow?

 

K2 Networks launches GamersFirst 2.0 Portal

Monday, October 20th, 2008

Hot on the heels of the A2M deal, K2 Networks has recently launched a 2.0 version of their popular gaming portal, GamersFirst.

In addition to a (needed) rebranding of the site, GamersFirst.com new features an OpenID registration process, ensuring not only speed but accuracy, a much improved navigation, and most important; an expanded marketplace for game item and premiums purchases.  The marketplace also now features a wider selection of payment options including retail gaming cards.  New gamer profile pages and up-to-the-minute feeds can be found in the user interface.

To their credit, GamersFirst staff appear to be quite pleased about the new launch, appearing in a 3.5 minute film (see below).  The film was created by and stars staff members from production, marketing, and customer service.  The video pokes a bit of fun at gamers across the globe in their natural, if not sometimes odd and intriguing, natural environment.  Be sure to keep an eye out for the Law firm of Fragman, Griefer, and Noob. :)

Serving more than 23 Million gamers in over 160 countries, GamersFirst is currently available in English and Turkish with more languages planned for the near future.

“The new GamersFirst gives our gamers more of what they want,” says Patrick Ford, Vice President of Marketing at GamersFirst. “We’ve made it easier to get started with our games and to shop the marketplace. We look forward to adding even more to our platform in the coming months.”

YouTube Preview Image
Reblog this post [with Zemanta]
 

True Games seeks to become leading micro transaction publisher in US

Sunday, July 13th, 2008

True Games Interactive founder Jeff Lujan says, “True Games is serious about becoming the leading micro-transaction online game publisher in the US.”  To accomplish this goal, they’ve recently brought in heavy hitter Peter Cesario of K2 Network, Namco, Vivendi Universal and 20th Century Fox Interactive fame.

Cesario joins the team as the new Director of New Business and Product development manager.  He’s worked on top projects such as Hellgate: London, The Lord of the Rings franchise, the Peanuts franchise (Snoopy vs. the Red Baron), Curious George, and Alien vs. Predator.

As Director of New Business and Product Development, Cesario will oversee all development projects along with managing development and licensing relationships, including the company’s newest announcement regarding a Petroglyph Studios developed title.

“I am excited to join True Games when it is just beginning its climb to the top,” said Cesario. “I have worked with the key management personnel who started the company and I have the utmost respect for their experience and knowledge of the industry and am proud to be part of their team.”

For more info about True Games, visit www.truegamesinteractive.com