Posts Tagged ‘microtransaciton’

 

Red 5 Studios talks Monetization

Monday, December 29th, 2008

Red 5 Studios is a collection of former Blizzard and ex-World of Warcraft folks that has spent the past three years working on potentially the hottest MMO you’ve never heard of.  Their level of secrecy and stealth has become almost legendary.  So when an unexpected change in management surfaced last month, Red 5 Studios started showing up on the radar again.  Christian Nutt from Gamasutra sat down and talked to the now Board Chairman and CCO Mark Kern, and now CEO Michael Weingartner about the new management switch, and more importantly, just what are those Red 5’s working on, and where do microtransactions fit into the picture?

Red 5 has set out to be a global company from the get go, with just over 100 staff member currently working on the current project with two-thirds based in America, one-third in China.  Weingartner makes it very clear that the Chinese branch is not just an outsource, but integral to the company, as they include a number of artists and engineers.

And while Kern wouldn’t let any cats out of the bag, he did drop a hint of an upcoming announcement that will give the world just enough of a teaser to show what’s under the hood of this gaming stallion that’s been lurking in the stables for the past three years.

Nutt did ask the vital question of ‘what and how does Red 5 plan on making some money with this title?’ and while his response is expected, his insight to East v. West is quite interesting.

It’s very interesting to watch how these models work, because I don’t think there’s any one answer. I think you have to look at the type of game that you’re making, and even the market that you’re in.

For example, in Asia, there are very few subscription-based games left, aside from WoW and Lineage, for example. And just culturally, there’s a very different expectation there for how you monetize these games. So, we’re paying a lot of attention to that.

On the other hand, in the West, you have an expectation of a level playing field, and if there are going to be things like microtransactions, they shouldn’t affect that balance. We’re very cognizant of that as well.

That said, there are plenty of companies paving the way for the idea of a microtransaction basis, especially in the console world, where you have a lot of downloadable content.

It’s going to be an interesting future out there. We haven’t selected a business model yet. You can expect it to be competitive with what other triple-A games are doing out there, but it’s a very fluid situation right now.

Kern also continues with a highly relevant statement about the current economy and how it factors into game development, monetization models and pricing:

What’s interesting is maybe even asking ourselves, “Hey, how does the economy figure into this? What about the current financial situation that all these homes are going through? Are games really immune, or are people going to be saying, ‘Listen, I don’t want to pay a huge monthly fee. I want some other way to pay for my game?’” That’s another factor that we have to pay attention to.

Weingartner also adds:

Which all ties back to the whole design process of the game. And we’ve been very careful in the design process to accommodate the revenue model.

Given the resumes of both head cheeses at Red 5, along with their ability to successfully fly under the radar with development, they could very well be on to something outstanding.  Whether they’ll choose a subscription or microtransactions monetization module is yet to be seen, but clearly both Weingartner and Kern are very well aware of the up sides of both paths.  It should be a very interesting development to watch just how and the reasoning behind the selected model will unfold.

Stay tuned…..

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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.

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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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Rocketon releases new features to alpha testers

Wednesday, September 17th, 2008

Private alpha phase virtual world Rocketon has announced a number of new features via an email dispatched to alpha testers.  The new developments can be split into two distinct areas.  First up, more activity please.  ‘Quests’ have now been introduced whereby players must stumble across quests in order to solve puzzles to receive in-game rewards.  Players can now also grow their own monster pet and fight in ‘Monster Fights’ against other players.  And now for a dash of goo – Players are now able to cover other avatars in slime, goo, and various non-niceties.

Rocketon goes social

Rocketon’s second upgrade comes via a variety of social features.  First and formost, users may now create their own personal rooms and invite other players over to take advantage of the virtual worlds main focus at the moment.  Within these rooms, players can aggregate content from all over the web including pictures and images from Flickr and videos from YouTube for example.  Rocketon has also included profile pages for it’s users, making it easier for others to find other players with similar likes and interests.
Rocketon is a virtual world that exists on top of a 2D web.  Third party websites make up the ‘landscape’.  Users can watch online videos together in a ‘screening room’ format, play Rocketon’s games, or simply visit other pages together.

The site currently features cartoonish avatars that are fully customizable via a microtransaciton mechanism.  No updates as of yet as to how and where the microtransaciton customizations will come into play, but hey…they’re still in alpha.  Let’s just keep our eye on these guys for a bit.

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