Posts Tagged ‘Linden Lab’

Second Life’s second life? Former EA exec Rod Humble takes on CEO role

Tuesday, December 28th, 2010

San Francisco, CA based Linden Lab has announced the arrival of the new CEO, former EA Play label executive Rod Humble.

“Rod is a great new leader for Linden Lab,” said Philip Rosedale, Founder of Second Life. “Second Life has become a consistently large and profitable business with a thriving virtual economy built together with its passionate Resident community. This has always been a big, long-term vision, it is still early and there is enormous opportunity for growth. With Rod’s fresh insights and deep experience in creating and leading the development of fun, intuitive, immersive entertainment experiences that have attracted massive audiences of loyal users, he’s the right leader to understand what makes us special and bring the next level of growth to Second Life.”

Humble comes to Second Life with over 20 years of industry experience under his belt. He’s worked on more than 200 games, and most recently headed up the EA Play label. If the Play business unit sounds vaguely familiar, you’ll remember that EA’s best-selling PC franchise game of all time, The Sims was borne from this group. That’s not to say, however, that Humble has experience solely in the realm of life sims, as Humble was also the VP of Product Development with SOE under the EverQuest banner. And if these two accomplishments alone weren’t enough, Humble was also ranked #2 in 2009 on Edge’s “Hot 100 Game Developers.”

“Joining Linden Lab is a very exciting opportunity,” said Humble. “I have a long standing interest in the how the boundaries of society and economics change as communications evolve in new ways. Second Life is unique: it sits at the intersection of virtual worlds, avatars, and human contact. The Residents and developers of Second Life have built something very special, I am honored to join the talented team at Linden Lab to help expand this new frontier.”

An interesting move by Humble, as Second Life has surely taken a few beatings over the past few years. With his Sims experience, and a dash of EverQuest here and there, your humble author truly believes that Humble might have some interesting surprises in store for the virtual world that started it all.

 

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.

 

Casual Games builder WonderHill hits new high score with $7 million of VC cash

Thursday, May 7th, 2009

It’s no secret that casual games and their associated microtransactions are pulling down some very big numbers lately (Zynga’s nine figure revenues anyone?), and so it should come as no surprise that web-based casual games company WonderHill recently announced their successful results of a first round of funding.  $7 million worth of success.

wonderhillBuilding on an initial investment of $750,000 from Ooga Labs, WonderHill’s newest influx of cash comes from Charles River Ventures and Shasta Ventures.  As reported by Dean Takahashi, Saar Gur of Charles River Ventures said that the firm decided to give a green light to WonderHill based on the veteran team with the ability to create viral web hits over and over again.

Just who are these veterans?  Let’s take a look at the top slot, filled by one Mr. James Currier.  To say that Currier knows a thing or two about web development in relation to games and entertainment might fall a bit short, as he’s the former CEO of Tickle, and also a member of the board of directors of Linden Lab (be that good or bad).

The top creative guy in charge belongs to Nick Rush, former creative officer with EA’s Pogo.com, and former VP of creative with iWin.  Rush is the creative juice behind all time classics such as Word Whomp! and Poppit! at Pogo (they’re still ranked as some of the top games there).  With iWin, Rush managed the development of top hits Jewel Quest, Mah Jong Quest, JoJo’s Fashion Show, and Family Feud Online Party.

Rockin’ the CTO chair is Stan Chudnovsky.  Together the three started WonderHill in 2008, and now employ a staff of 15 from their San Francisco based HQ, and yes…they are hiring.

The trio intends on following a Rebel Monkey’s CampFU path, and ditch the head-to-head violent games path favor of a “magical design style and cooperative game play”.  WonderHill hopes that this style of play will reach a broad audience, ranging from kids right on through to the 30 somethings market.  Adding to this wide ranging appeal, the company also noted that that they intend to branch out into iPhone territory once the launch of initial products are established.  Presumably, this iPhone version of WonderHill products will take advantage of the microtransaction capabilities of the upcoming 3.0 software update.

Currier did however point out that while $7 million might seem like a healthy chunk of change, some of it’s rivals including Zygna, which raised $35 million and Playfish, $17 million, have at least a monetary advantage.