Posts Tagged ‘Korea’

CDC Games brings “green online game” Digimon to Chinese market

Friday, September 26th, 2008

Demonstrating their commitment to “green online games”, CDC Games has recently announced that they have acquired distribution rights from SK Telecom to operate the successful Digimon RPG in the world’s largest market for online games.

“Green online games” in China refers to games with content that is considered to be healthy, non-violent, non-pornographic, and non-addictive.  The program is lead by the PAC Game Committee in an effort to combat the growing problem of internet addiction in China.  Li Jianguo, vice-chairman of the National People’s Congress states, “Internet-addicted teenagers account for about 10 percent of China’s web users under the age of 18.”

Striving to find the right balance in free-to-play games and meeting the “green online games” theory, CDC Games launched Digimon RPG yesterday.  The game is an online role-playing game based on the hugely successful Japanese television animated series.  Digimon has been aired in China since 2001, and Digimon Adventure and Digimon Adventure 02 can be seen on six channels throughout the Chinese market, including Shanghai, having a market reach of over 100 million viewers in 20 major cities.

“We are very excited to launch Digimon RPG, a major new “green” online game for gamers in China,” said, John Huen, chief operating officer of CDC Games. “We expect the TV series airing in China will help to further heighten awareness for Digimon RPG and help position this healthy and non-violent online game for growth in the world’s largest online market.”

Initially launched four years ago in Korea by it’s creator DIGITALIC, Digimon is a fully tested and ready to go free-to-play title for the Chinese market.

“We are very excited about the launch of Digimon RPG in the world’s largest online games market,” said Yongbo Cho, Convergence Game Business team leader, SK Telecom. “With CDC Games’ impressive games infrastructure in that country and its successful track record in the free-to-play online games market there, we believe Digimon RPG will be very successful in China.”

Players collect and train virtual monsters called Digimon and battle against other players.  Players initially select Tamers and a starter Digimon and battle other Digimon until level 11.  At this point they may begin capturing even more wild and exotic Digimon to fight with.  In order to enhance their chances of catching additional Digimon, players can purchase nets and hunting equipment from the online store.  As with most popular free-to-plays, players may also access the item shop to purchase custom clothing for their avatar.  CDC has also stated that players will be able to trade with each other, but no word back from them is this will be a straight trade, or a player-to-player marketplace.

If a ‘fighting’ game and the “green online games” theory of non-violence has you scratching your head a bit, you’re not alone.  CDC Games defends their position with the statement,

“Since the battles between Digimon are generally non-violent (fallen Digimon will have small birds flying around their heads), this online game is suitable for young gamers. The game also teaches a positive message to gamers because the children (i.e. Tamers) are helping the Digimon to defend the digital world, as well as the real world from evil forces. Many of today’s games involve more ambiguous enemies so fighting the evil forces is very straightforward and a more worthwhile goal for young gamers.”

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THQ and Korean firm Vertigo to tackle Asian online PC market

Wednesday, September 24th, 2008

Keep your eyes pealed alert:  THQ bringing the WWE to Korea and additional Asian Markets.

THQ.  Man, no moss growing on these guys.  In addition to the Dragonica release schedule for North America next year, the Shanghai office is clearly up and running with the announcement of a late 2010 launch for WWE SmackDown vs. RAW Online for Korean PC gamers.

Tim Page and Kevin Chu are clearly takin’ care of business in their new digs at the THQ office.  The duo has enlisted Korean development studio Vertigo Games to help in development and aid the transition of a Western wrestling title into the Asian market.  Vertigo has already scored a few home runs of it’s own with the online fighter Kwonho and the MM military shooter Black Shot.

SmackDown! Vs. RAW Online will allow players to play in either single player or multiplayer mode, and take their wrestler through various matches of achievement, with the ultimate end goal of being inducted into the WWE hall of fame.  A microtransaciton model will allow all aspiring Hacksaw Duggans to purchase items, abilities and themes to aid them on their way, and customize game play.

While no official release date has been pegged for the rest of the Asian market, let’s not forget that THQ has o’plenty on it’s plate as it is.  They’ve got Company of Heroes on tap for an Asian market release,  Dragonica coming up, and let’s not forget about Warhammer 40,000.
“We are pleased to bring the #1 fighting franchise, WWE SmackDown vs. Raw, to an online format, offering gamers an immersive online experience based on the world of the WWE,” says THQ president and CEO Brian Farrell. “We view the online game market as an important driver of future growth and this new title further expands our portfolio of great games for this exciting market.”

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Nexon’s Min Kim on the North American free-to-play market

Thursday, September 18th, 2008

When Nexon’s Min Kim took to the podium at the AGDC this week, he first asked the audience a rather logical question: “How many of you here are interested in developing a free-to-play title”?  Approximately 70 percent of the willing and able audience raised their hand.  Fair enough, when you want to get into the game, who better to turn to than one of the experts?  Kim took the question a bit further, by asking, “And how many of you have played Maple Story”, a few hands amongst that 70 percent sank.  Kim ventured one further and asked about Kart Rider, and only about 20 percent of the hands stayed in the air.

Kim jovially scolded his audience with, “The first step to developing free to play MMOs is to play the games. People think they know how to make these games, and yet they’ve never played a FTP MMO before. I think it’s really irresponsible.  If you can’t do it, get an intern to do it and tell you what it’s like.”
Talk about a swift kick in the pants as a wakeup call for developers.  And rightly so.  Basic business sense dictates that you’ve got to know a bit about the industry you’re looking to enter, and a thing or two about what your competitors are doing.

Kim continued on into his talk, speaking to the misconception that free-to-plays are sub quality titles in the North American market.  Pulling some fantastic data from his Nexon magic bag, Kim provided audience members with 2005-2007 North American numbers.  The results speak for themselves:

Nexon America Revenues

  • 2005 – Approx. $650,000
  • 2006 – $8.457M – with the addition of paypal as a payment method
  • 2007 – $29.334M – with the addition of Nexon cash cards in major retail stores

While Nexon and many other developers and publishers hail from Korea, Kim sees the future of free-to-play in Western titles.  We’ve seen this happen in other places like China.  The big games now are from Chinese developers. I think the same thing will happen in the West, with Western-developed titles.”
And while most Westerners view free-to-play titles as casual or n00b gamers only, Kim is quick to point out the gross misconception, “We don’t make games for non-gamers. We make games for gamers that are accessible to non-gamers, and that’s a big difference.”

Developers looking to produce a quality free-to-play should be visiting and playing a wide variety of in play free-to-plays.  And not just play, but head to the milk house as well.  “…try out and study all the shops. There are tens of games out there that are free to play. I think if you visit those shops, see those games, I think you’ll take one piece of learning from each one.”

Warning producers of common pitfalls, Kim also points out, “Don’t have all your items and categories pegged out. Make sure you have a fun game, first.” 9 times out of 10 the ideas you’ll have at the beginning will be wrong. The players will tell you what they want to buy.”  Another warning comes via the gaming lifecycle and time-limited play, “It’s not about shareware. Expansions and content are generally free; it’s all about extending the lifecycle so you can continue to sell items, or subscriptions. Do not lock players out of real content.”

Towards the end of his talk, Kim also spoke to the new and incoming gamers, and how to treat them.  He admits that Koreans have not been the best at this procedure, and how he envisions the western markets doing it a bit better.  “This is something Korea hasn’t done well and I think something that North American developers could do a lot better. And that’s carefully building the initial experience of free to play. It’s incredibly important is to protect those new players. Veteran players will spank a new player who just happens to wander in, so make sure they start in a safe place where they won’t just get headshot 15 times.”

While this is certainly not Min Kim’s first public address regarding free-to-plays, and probably won’t be his last, the AGDC audience was a bit warmer to the topic than previously seen.  The question of does free-to-play have a place in the market is dead.  Obviously it does.  With Nexon’s Combat Arms receiving (dare I say it?) recognition and a nod from ‘core gamers’, EA jumping into the pool and id Software bringing a free-to-play offering to market, it’s no longer a question of “should we?”, but rather “how good, and how fast can we make one?”  The day and age of each top tier developer/publisher with a quality free-to-play is rapidly approaching.  How many of these developers have the necessary experience to monetize this title via micro-transactions?  Who better to speak to than fatfoogoo, because There’s Money in Your Game.

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David Perry at GCDC: Free to play is the future

Wednesday, August 20th, 2008

While Leipzig might be a brand new town for David Perry, video games, development, and the industry are not.  Perry, a 27 year veteran of the gaming industry lead the panel at the Games Convention Developers Conference yesterday.  His topics ranged from personal history (the PS9 spoof was outstanding), statistics on the current status quo, and important players to look at in developing markets in China, Korea, and India.

Perry’s ‘time capsule’ intro included insight to Perry’s first programming tool – a Sinclair ZX81 with 1KB of memory, right on through to today’s complex media.  He covered the landscape from old media (cassettes) to new (Blu-ray, DVD, etc.) and on to developing storage media (hard drives).  Perry firmly believes that the industry will continue to push towards a global digital distribution outlet, with hard drives being the main storage media.  He did however also highlight another possible step after storage: virtual media.  Perry envisions a world where full games and even processing power wouldn’t be sitting on your desktop or console, but rather a cloud computing scenario where games would be broadcast across the internet.  He also admits that there are problems with this theory, and that today’s internet would maxed and taxed by this scenario, and fast and strong broadband is needed.

Exploring expanding game markets, Perry launched first into China, which has seen 65.9% overall industry growth over the past year.  Perry highlighted China’s must successful publisher Shanda as a benchmark as to where companies in that market are headed.  While Perry was visiting the Shanda offices, he shared a note that lots of team members were playing western videogames in an effort to match the quality seen herein.  While Chinese and Korean titles may not match western quality, they are certainly doing their homework, and should be on par shortly.

Creativity and risk are two key factors that allow eastern publishers to florish.  The free-to-play MMO Dance! Introduced new social systems by simply adding a chat feature, along with reasons for people to keep talking – embarrassing scenarios where players are forced to dance in strange costumes and marriage systems that allow players to look each other up and play together.  While these social additions sport high numbers, Stardoll (19 million members) and Zynga (55 million members), Perry is quick to point out that they lack one crucial component: the viral factor.

Using facebook as a testing ground, Perry highlighted his new Facebook Create a potato app as a viral experiement.  He says that he hopes to identify nodes within the network that will help spread the word about the game (and future viral projects).  He also spoke to Blizzards recent testing and entry into the viral market with their aggressive ‘recruit a friend – get an exclusive mount’ program.  Perry sees this as a failure waiting to happen.

Heading into the final stretch of his presentation, Perry made it clear : Free-to-play models are the future.  This shift will be possible in part by something he calls the “money wall” – the tipping point at which certain consumers will no longer be willing to pay for entertainment.  With consoles ranking in huge entry fees, and the average game cost of $59.99, this “money wall” is already keeping a large portion of ‘potential’ gamers out of the mix.

Perry left us with two scenarios regarding the outbreak of free-to-play models in the western market.  1. A publisher decides to release a major tier 1 game (think Halo, WoW, StarCraft) as a free to play, or…2. The Korean, Indian, of Chinese market begins producing games on the level of their Japanese neighbors like Miyamoto of Hojima, creators who inevitably will realease their games under the free-to-play model which is already strongly in place in the region.  Either of these events would set the ball in motion, says Perry.

While Perry’s presentation went well over the 1 hour time he was given, he managed to present listeners with an insightful view of the gaming industry.  Certainly there will always be those that disagree and see it in 22 different ways, but a growing number of industry experts are echoing, and adding to, Perry’s vision of a free-to-play global economy.  fatfoogoo is preparing for this future today.  What are you doing?

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Outspark brings free to play Project Powder to open beta

Monday, August 11th, 2008

Project Powder is the newest offering from Outspark’s already impressive lineup of free to play games. Project Powder is a rich snowboarding adventure for all types of gamers.

The shredder features multiplayer action, a number of tricks, and hundreds of ways to customize your play experience. Based on the method of play, gamers can play for 5 minutes or several hours.

“Project Powder utilizes all of the benefits of online gaming to make an extreme sport a community experience,” said Susan Choe, Outspark CEO and founder. “Our overarching goal is to expand our free-to-play Virtual Playground into a diverse entertainment destination, and Project Powder is a great addition to our game portfolio.”

While Project Powder is still in an open beta with the official release at the end of the summer, it still packs in a number of exciting features:

  • 33 monster courses(10 available exclusively for open beta)
  • 3 challenging game modes
  • Intense multiplayer action with up to 7 opponents
  • Premium gear including new snowboards, clothing and accessories for your character
  • Dozens of unlockable tricks

Outspark plans on a number of community events during the open beta, including a user generated video contest.

Check out the open beta at: www.project-powder.com

About Outspark
Outspark is an entertainment services company that publishes and operates engaging online multiplayer games. Featuring a portfolio of immersive free-to-play games and related content, the company is building an online destination where members come for the games and stay for the community. Backed by Tencent, Altos Ventures and DCM, Outspark is headquartered in San Francisco, CA, with a subsidiary office in Seoul, Korea. For more information, visit www.outspark.com.

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Free to Play MMO Asda Story offers ‘Guaranteed Fun’

Tuesday, August 5th, 2008

San Jose based publisher Gamescampus.com is so confident in their new offering, Asda Story, that they’re offering a $30 refund if you DON’T enjoy your experience.

Asda Story is a free to play MMO based in a colorful, bright and cheery world that features fantasy sytle anime in a 3d MMORPG setting.  Asda has a number of features, but a unique ‘soul mate’ system allows two players the ability to align to become soul mates.  These dynamic duos can then wear unique costumes and use special skills.  The ‘Real Costume System’ give players some of the most extensive character customization and personalization ever seen in an MMORPG.

When initially launched in Korea and Japan, the Soul Mate System and Real Costume System appealed to a more than 20% female user base.  These systems allow players the ability to personalize the design of their items and looks, and make their characters stand out.  Gamescampus.com is expecting to see similar results in the US launch.  Customizations will be made available via micro transactions of Gamescampus.com currency, Campus Cash.

AsdaS Story opens it’s beta testing doors this evening, August 5th at 9:00 PM Pacific Standard Time.  The open beta test is backed by a strong promise, “If this isn’t the most enjoyable free to play MMORPG game you’ve ever played, we’ll give you $30 for your feedback.”  Full information regarding the enjoyment guarantee can be found at http://asdastory.gamescampus.com/event/fun.html.

“We chose to bring this game to the west because we believe in its potential. The Guaranteed Fun Promotion is our way of showing our belief in the game and is even better than a money-back guarantee because you dont have to spend a penny to play Asda Story,” said David Chang, Executive Vice President of Marketing and Business Development for Gamescampus.com. “We are just asking you to invest your time in playing our game, and if after playing for 30 days you dont feel it has been the great game experience we feel it to be, we want to hear your feedback and we’ll give you $30. It is as simple as that.”

This is NOT however a sign up, don’t play it, and cash in on $30.  To ensure that gamers are giving Asda Story a fair crack, in order to qualify for the $30 (if you so choose), players must reach level 40 by September 4th, 2008.  The beta will also be celebrated with a number of in game events that are detailed at the Asda Story site.

 

ION Game Conference in Seattle: redefining online

Tuesday, May 27th, 2008

ION Game Conference in Seattle: redefining online

Under the motto “Redefining Online”, the Annual ION Game Conference took place in Seattle, WA ion between the 13th and 15th of May. The global gaming industry converged at ION to discuss the future of Online Gaming, exchange news, and set new goals for the coming years. Besides industry titans from both the US and Asia such as EA Games, Bigpoint, Crytek, and Epik; fatfoogoo was one of the few European companies present. We were here not only to represent Fatfoogoo, but also to get a view of the newest developments in online gaming. How these developments look, and where they will be taking the next generation of Online Gaming, we proudly present to you here:

Free Games with downloadable content and additional services

The first Trend that’s abuzz in the industry is the increasing alternatives to drive revenue generation. Publishers will sooner or later move further and further away from costly subscription fees and expensive stand alone games, and more in the direction of a “Free to play” platform, i.e. the game is free to download and play, but it’s also self financing by additional downloadable content, services, and micro-transactions between player to player or publisher to player. An excellent example of this concept would be South Korean publishers Nexon, who with Court Rider and Maple Story have banked over $230M in turnover, or German publisher Bigpoint whom already have over 10 million users. On average 8%-30% of these users have already, or will in the future pay for additional functionality and levels.

Outsourcing

The second trend amongst game publishers deals with competition in the global market and the often negative feelings/opinions associated with outsourcing. In order to spend more time in developing games, publishers are increasingly relying on third technologies; game engines, sound creation tools, and/or micro transactions (the selling and/or trading of objects, items and services within a game), between players or between publishers and players. The time and money saved with outsourcing should be reinvested in the core components of manufacturer; game development. There’s already a prime example of a masterful use of outsourcing in Epik’s Unreal 3. Unreal 3′s engines are pretty much the same as any 3D shooter, but they employ various sound engines from the Dolby Engineering labs, or micro-transactions from operators like fatfoogoo. The already existing cooperation with second and third line suppliers of engines and services should be worked out in the future. At it’s essence this will free up game publishers to do what they do best: Develop and publish games.

The merging of (suppossed) opposites

The third trend focuses on the fusion of the various different pieces of Social Networking and Gaming. The border between PC and Console, virtual worlds, games and personal net applications, mobile and casual games is becoming more and more blurred each day and should interoperate with each other – technically, functionally and economically. The platforms will be open to each other, and offer the end users several different levels of interaction. Nevertheless, the challenge for this kind of openness in technology lies not only in the tech sector, but the judicial as well. Copyright and tax laws vary from state to state, country to country. The challenge of a functional multinational system is a priority not only for software and hardware manufacturers, but for politicians as well.

Final Thoughts

Final thoughts and personal observations from Martin Herdina, our foogoo on the ground at ION:

A letter from America

Martin HerdinaBeing back in Europe the jetlag still doesn’t allow me much sleep at night but – and what’s a lot more relevant – I am looking back to a super exciting week at fatfoogoo.

Listening to the industry legends from EA, THQ and NCSoft talk about micro-transactions as the future revenue model for online gaming and to the success stories around Nexon’s “Cartrider” in Korea ($ 250M p.a.) has been extremely interesting and demonstrated once again that fatfoogoo is serving exactly the right market segment at exactly the right time.

Apart from these business aspects I met a full crowd of great people from the US gaming industry, enjoyed some super cool US Ska music at night (check out http://www.myspace.com/dealsgonebad) and was successful at avoiding all business-development meetings taking place in one of Seattle’s strip clubs.

Best,
Martin