Posts Tagged ‘mmogs’

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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Consoles expected to generate $8 billion by 2013

Friday, September 5th, 2008

Our friends over at Parks Associates have recently released some more outstanding research and predictions regarding the gaming industry.  Their most recent report: Connected Consoles: Gaming, Media, and Beyond predicts that gaming console revenues will reach a staggering $8 billion by the year 2013.

Parks Associates predicts that revenue streams from digital video distribution (think Xbox/Netflix), downloadable games and content, virtual worlds and avatar-based microtransactions, multiplayer gaming services, and dynamic in-game advertising will account for these numbers.

“Broadband connectivity, now a common feature for game consoles, is a key enabler for new business models,” said Yuanzhe (Michael) Cai, Director of Broadband and Gaming, Parks Associates. “Among the different online revenue opportunities, digital video distribution and downloadable games and content are the most promising.”

The reports goes a step further to reveal that among the “big three” console leaders (Xbox, PS3, and Wii), Microsoft currently dominates the online content and service market, but Sony and Nintendo are making strong headway into the field as they ramp up their base of connected customers and diversify monetization models.

“Led by Microsoft’s success in Xbox Live, all three console makers are dreaming up many innovative offerings to entice console households to get connected and spend more money,” Cai said.
In addition to top findings on the current state of console play, Parks Associates study even goes a step further and analyzes new console related capabilities, services, and business models.  These new models include: online multiplayer gaming, virtual worlds, dynamic in-game advertising, and digital delivery.  The study outlines the impact of game consoles on other industries and forecasts revenue growth and market share.

To hear more from Yuanzhe ‘Michael’ Cai, be sure to attend his session “Games of Tomorrow and the Future of MMOGs”  at the Digital Media Wire’s NY Games Conference on September 26th.

 

Wanted: Free to play, bringing more viewers to the box office

Saturday, August 23rd, 2008

The action thriller Wanted staring Angelia Jolie and Morgan Freeman premiered in Europe yesterday.  Its US premier two months ago was accompanied by the launch of Swedish Developer Stillfront’s Wanted free to play MMO.

While the launch of an accompanying game with film is nothing new, this FIG (Fan Immersion Game) marks the growing popularity in such projects.  Film studios are watching the numbers, with some video game sales reaching into the millions that previously only summer blockbusters could achieve.  It’s also recently been speculated that the two media are in a dead heat horserace, with one detracting from the other.

The Wanted MMO differs slightly from other FIGs in that it’s based on a  completely free-to-play model.  Rather than launched as a parallel revenue maker, this FIG seeks to draw more and more people into the entire Wanted experience, and therefore drive traffic to box offices.  Stillfront is a FIG specialist, and explained in their press release announcing the game:

“Fan Immersion Games (FIGs) are casual, massively multiplayer online games (MMOGs) that are free to play yet also include opportunities for players to buy advantages and premium accounts using micro transactions payable via SMS messages and credit cards. These games deliver high fan engagement through their story-driven design and community elements.

According to the Casual Games Association, the North American online casual games market is estimated to reach $690 million with worldwide revenue of over $1.5 billion. DFC Intelligence states that the worldwide online games market is forecasted to reach $13 billion in 2011.”

Adding a bit of icing to the cake for the European market, the Wanted game was officially ported to the iPhone allowing viewers to bring their new MMO (and associated microtransactions) along for the ride.  In addition to utilizing the iPhone’s tilt function navigation, the mobile edition has in game benefits for players that log on regularly.  While this may only be speculation, logging in on a mobile platform has the ability to be seen by others (think train, bus, subway, etc.) and adds to the potential viral marketing aspect.

Free to play, microtransaction based models are coming at consumers left, right and center with a grain of resistance in the Western Market.  While EA’s doing a good job of breaking down the walls of acceptance with it’s highly anticipated top tier title Battlefield Heroes, perhaps bringing the concept to users via a ‘backdoor’ aka FIG, in combination with high profile pc or console based games might just be the winning recipe?

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