Posts Tagged ‘MMORPG’

One year later: Hellgate resurfaces

Tuesday, January 19th, 2010

Oh Hellgate, the saga continues. It seems as though Korean publisher HanbitSoft and Namco have come to an agreement over the contested rights to Hellgate. Hanbitsoft now plans on relaunching the MMORPG in both North America and Europe.

logo-hanbitHellgate: London has certainly seen better days, and you’ll remember the financial demise of creator Flagship Studios saw Hellgate’s days come to a very rapid end. Post Flagship Studios, Korean HanbitSoft, the exclusive publisher of Hellgate: London, stepped in and claimed that it intended to take over not only Hellgate, but Flagship’s other project, Mythos. After this, that, and the other, it turned out that HanbitSoft owned only the rights to Mythos, and not Hellgate.

It seems as though that scuffle has been settled, as HanbitSoft is clearly taking point on this new initiative, and plans on re-rolling out the title this year. The plan is to release Hellgate: Ressurrection (an appropriate title if I’ve ever heard one) in the Korean market as well as parts of South East Asia. Presumably, based on the success in these markets, HanbitSoft will then roll the title out to North American, European, and Japanese markets in 2011.

“We would like to thank Namco Bandai Games America for allowing us to acquire the Hellgate publishing rights and are thrilled to have eager gamers worldwide return and enjoy the franchise,” said HanbitSoft chief executive Kee-Young Kim. “Hellgate: Resurrection is heading towards success in Korea such that we decided to push ahead with launching the game overseas next year. We will do our best to get the game to the fans as soon as possible.”

Hellgate: Ressurrection also promises to be just that – a complete re-do. The new version is slated to have a completely revamped content section. Gone as well is the level cap, and HanbitSoft is already working on an expansion pack titled Hellgate: Tokyo which will be released in Korea in March. The looming question is, how much? Will HanbitSoft offer Hellgate is a subscription based title, similar to industry behemoth World of Warcraft, or, will they stay more in line with their current climate, and offer the MMORPG as a free-to-play title with microtransaction monetization methods? My bet is leaning a whole lot towards the latter.

Namco Bandai Games America senior director of business development Zack Karlsson comments, “We are pleased to participate in the revitalization of Hellgate through this agreement and are deeply gratified to allow HanbitSoft to take the lead on this franchise and bring this game to the people who seek it.”

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Final Fantasy creators Square Enix to bring free-to-play MMO to North American market

Thursday, January 14th, 2010

News of a Korean or Chinese free-to-play MMO export to the U.S. market is an seemingly everyday occurrence. On the other hand, when a Japanese games development firm announces that they’re bringing a product to the U.S., it’s enough to take notice. When that company happens to be the producers of mega hits such as the Final Fantasy franchise as well as Dragon Quest, well, it’s definitely something to sit up and take notice of.

Fantasy Earth ZeroAnnounced yesterday, the American publishing division of Japanese gaming mecca Gamepot Inc. (not to be confused with GameSpot) will soon be bringing a high quality free-to-play MMO to North American gamers. Initially announced by Square Enix in the Japanese market in 2004 under the title Fantasy Earth: The Ring of Dominion, this new import will be titled Fantasy Earth Zero for the U.S. market.

Fantasy Earth Zero bills itself as a traditional MMORPG, with all the trappings of a massive gamescape, an engaging battle system, including rewards for loyalties to friends and country. Interestingly, Fantasy Earth Zero will combine the two most popular MMORPG play formats, Player versus Environment and Player versus Player, and making it into a Player versus Player versus Environment (PvPvE). Fantasy Earth Zero will feature a 50 vs. 50 PvP system that is sure to entertain with non-stop action. The new free-to-play will feature three distinct playing classes to choose from, as well as five unique kingdoms that will vie for players’ allegiance. The soundtrack has been provided by Hitoshi Sakamoto, noted for his work on Final Fantasy Tactics and Final Fantasy 12.

“Imagine a world of perpetual warfare, legions of unique classes, and a Hyper-Active Battle System —Think the best scenes in Gladiator or Braveheart, with the action ratcheted up to 20,” said Thomas Lee, senior director of business and marketing, Gamepot (USA), Inc. “It’s quite unlike any MMORPG available – our 50 vs. 50 PvP system is pure, pulse-pounding excitement. And now, for the first time ever, North American players can step into a world from the creators of so many high-quality RPGs, completely for free.”

Fantasy Earth Zero is expected to launch on U.S. shores ‘early this year’. For more information and a chance at beta registration, visit Fantasy Earth Zero at Gamepot.

 

Planet Calypso and Florida State set out to study virtual buying habits

Monday, November 23rd, 2009

Swedish developer First Planet Company (part of MindArk) – makers of the virtual world Planet Calypso recently announced that they’ve partnered with researchers at the Florida State University College of Business as well as the Stockholm School of Economics to study the far reaching implications of virtual buying preferences in MMO’s and Virtual Worlds.

CalypsoBoasting the world’s largest real money economy within an MMORPG, Planet Calypso is the perfect setting for a study that will primarily focus on determining if a player’s experience with a product in a virtual world influences their intention to purchase a products and how that experience can affect the brand – either positive or negative.

Slated to commence during the upcoming ‘Miss Calypso’ contest, the study will seek to understand how the mental state of a virtual world user influences his/her attitude toward a product, and measure the effectiveness of in-game/world placement has on either real world or virtual purchase of said item. The ultimate goal of the study will help scientists better understand the mental states of players, and how these ‘moods’ affect consumer behavior, with an obvious focus on purchasing power. Results are expected in Q1 2010.

“Despite the increasing attention that virtual worlds have seen with respect to marketing by companies, little is known about the perception of products within virtual worlds. Even less is known about how a consumer’s cognitive state resulting from an experience with a product in a virtual world may influence his or her intention to purchase a product,” said Rob Hooker, a doctoral candidate who is conducting an independent study in the College of Business at The Florida State University. “This study is the first chance to determine if people will buy products in real life that they see on avatars, and what influences them to buy those products for their own avatars as well.”

 

Ohai seeks to make social gaming platform not so casual

Thursday, November 12th, 2009

Game developers Ohai have been working on an unnamed project for quite a while now, and yesterday they announced the official title: City of Eternals. A vampire inspired free-to-play title that incorporates social gaming elements, Twitter and Facebook logins, for example, City of Eternals has been in a closed beta for the past two months, and has seen some pretty impressive figures. On average, beta testers, all 10,000 of them play around 65 minutes per day, and log in approximately 10 times per day.

cityofeternalsSo far, the project sounds like any number of popular Facebook games. However, where Ohai seeks to separate itself from the pack is through synchronous play (something that EA recently started exploring with Spore Islands, as well as Tencent’s ‘market research’ project via synchronous gaming). The goal of Ohai is to create a “real” MMORPG within a social gaming platform read:Facebook in a 2D virtual world where users interact via avatars. Sounds like a “real” MMORPG thus far – only the platform has changed.

Set in the Pacific Northwest, and possibly tapping into the current Vampire driven market – i.e. Twilight, Underworld, True Blood, etc., city of New Valencia, the complex storyline currently features over 20 unique missions for players to engage in. As with any MMORPG, players create their characters, customizing looks and clothing. Battles take place in combat zones, and players level up and gain virtual goods through these battles and quest completions. Check off the “real” MMORPG tenets, and enter the social side. Grabbing elements from other popular social games, City of Eternals also incorporates players’ home base, which of course can be decorated with any number of purchaseable virtual items. Players may also grow items to keep or sell, specialize in a trade, and become a member of one of four vampire houses – aka clans. Another social feature adaptation – players may also recruit their real life friends to join their fight and become a member of the main player’s vampire army.

Due to the recent shakeup of virtual goods offers being a scam, Ohai CEO Susan Wu stated in a TechCrunch interview that City of Eternals will not be incorporating ad offers, but will offer a strict ‘cash-only’ virtual currency purchase plan. Something female gamers might not take to. While Ohais, the company’s proprietary virtual currency, may be purchased while playing directly at the City of Eternals website, since the game in build in Flash, it’s possible to embed the game practically anywhere else on the web, thereby opening the door for potential virtual currency sales from just about anywhere. City of Eternals’ current virtual goods catalogue prices range anywhere from $.02 right through to $20.

While the games does not yet have an official Facebook page, Ohai states that it’s on it’s way very soon. They’ve also stated that an iPhone version of the game is currently in the works. While it won’t be “exactly the same”, Ohai states that the iPhone version will still allow users to interact with other players.

Build over the course of only 9 months with a staff of approximately 12 (including only 3 engineers), City of Eternals has the potential to be a true resounding success story, considering the title’s breakneck speed development, and limited resources. And they’ve already got a lot going for them – tapping into the once highly popular vampire genre of Facebook games, exploring the synchronous gaming method that has recently piqued the interest of two gaming giants, as well as creating a genre that seems to have found a place in recent pop culture.

 

Blizzard moves one step closer to microtransactions

Thursday, November 5th, 2009

Blizzard’s worldwide leader in the MMORPG genre, World of Warcraft took one step closer to microtransactions yesterday when they announced the availability of two unique pet companions. These two companions are available for real world money purchase exclusively at the Blizzard World of Warcraft Pet Store.

wow-pets

This new move however isn’t the first real money transaction service we’ve seen been made available by Blizzard. Prior to yesterday’s announcement, the franchise had offered paid realm (server) transfers, name changes, character re-customization, and the newly implemented race and faction change, as well as hinted at ‘some type’ of microtransactions. Add purchasable in-game pets to the roster, and we’re now one step closer to a fully fledged microtransaction revenue generating title. Note, not a free-to-play, microtransaction supported model, but one that utilizes microtransactions as an additional form of income.

As noted with the previous paid services available, and Blizzard’s increasing amount of awarded in-game pets (it seems as though every special holiday event has some type of awarded companion), this move to offering a special paid companion seems like a logical step – but how will the community react? Traditionally, World of Warcraft (WoW) has been the last bastion of the traditional subscription based form of online gaming.

Perhaps anticipating a backlash, and surely studying what others in the free-to-play field are doing and have learned, the official FAQ highlights that the pets will not offer any battle or gameplay benefits, as they are strictly cosmetic enhancements, therein combating the pay-to-pwn theory.

The new introduction is in part a piece from a much larger project Blizzard is working on – converting all accounts to a one singular account; one at battle.net. This conversion to a ‘one account management center’ can only be seen as a way for Blizzard to cross promote it’s products. The deadline for converting accounts is November 12th, and if players convert before this deadline, they receive a special companion pet – for free. Seeding this idea of various pets, again awarded from special holiday events and/or an account conversion has been a brilliant pre-release strategy, getting users into a cosmetic status mindset, and then releasing additional companions available only via a microtransaction purchase. With that said, players that do want to purchase these two new pets may do so only after their WoW account has been converted to a Battle.net account.

At $10 a piece, these exclusive pets may not be viewed as a “micro”transaction, but they do introduce RMT’s into a game that has long stayed away from anything outside server, name, and gender, race and looks options.

The two new pets available are the “Pandaren Monk”, a panda vaguely resembling a Kung Fu Panda character. All Monks purchased between now and years end will have half of the purchase price donated to the Make-a-Wish foundation.

The other (and in my opinion, the one that most players will opt for) is “Lil’ K.T., the Littlest Lich,” a miniature version of the Naxxramas dungeon boss Kel’Thuzad which Blizzard states “has a diabolical laugh” and shoots ice.

So while this move to purchasable in-game pets certainly doesn’t signal a move on Blizzard’s part to make their successful World of Warcraft a free-to-play game anytime soon, it does put them one step closer to incorporating more and more Real Money Transaction based purchases into a traditionally, pay for your play time and you’re done, style play.

 

Shanda Interactive Entertainment spins off Shanda Games – seeks IPO

Monday, September 7th, 2009

Late last week, Chinese online gaming giant Shanda Interactive Entertainment announced that they will be spinning off their gaming division, now to be known as Shanda Games Ltd., and will be seeking a new NASDAQ IPO. The parent company is currently trading under the symbol SNDA, and Shanda Games is expected to trade under the symbol GAME.

ShandaLike many of their Chinese competition, Shanda operates a number of freemium/item sales (microtransaction based) titles, along with pay-to-play time based games. Amongst the Shanda stables of games, they operate NCSoft’s Aion: The Tower of Eternity, the company’s top money maker. This pay-to-play, time based title is singularly responsible for Shanda’s record breaking revenue highs in 2009. With 8.6 million paying accounts, Shanda operates eighteen MMORPG’s and eleven casual games, with another sixteen MMO’s and eight casual’s in development, the firm shows no signs of slowing their rapid growth.

95 percent of Shanda’s revenues are generated by their gaming unit, thereby making Shanda Games, technically the subsidiary, a much larger organization than the (technically) parent company. Outside of games, the company is also working in the e-book publishing and distribution service, as well as a digital music service. This move harkens to Shanda’s competitor Sohu’s spin off of their gaming unit Changyou, which garnered a $146 million NASDAQ IPO earlier this year.

Now in the hands of the SEC (Securities and Exchange Commission), with underwriting provided by Goldman Sachs Asia and JP Morgan Securities. Shanda Games is looking to raise as much as $800 million in this IPO. The IPO follows a record quarter of growth, with Q2 revenues up 48 percent year-over-year to $181 million.

 

The Hunter bags over 1 million users

Wednesday, July 8th, 2009

In the world of free-to-play gaming, there’s generally only two genres to choose from: Fantasy MMORPG’s and the few FPS that are in existence. So what happens when you cross an MMO with a FPS, add a heavy dose of stealth, and set it in a real world scenario, aka hunting? The answer is nothing short of Metal Deer Solid, or, as it’s better known, Emote Games’ The Hunter.

thehunterApparently, there are a number of folks looking for ‘other’ genres in their free to play diet, as Emote Games announced yesterday that their genre bending hit has officially past the 1 million registered user benchmark, thereby making it the leading destination for fans of the virtual hunt. The title has achieved this number in a relatively short amount of time, officially launching back in April of this year.

“This is not surprising” says Morgan O’Rahilly, CEO, Emote Games, “The Hunter is miles ahead of its direct competition in terms of quality. And the whole idea behind The Hunter was to break down some established genres – to take something from hardcore gaming, something from free2play or mass market social gaming, add something brand new – and create a hybrid that challenges pre-conceived notions of ‘game’ and ‘genre’. Being this innovative brings its challenges for sure – we’re hard to pigeonhole – but what the heck, it keeps the experience fresh and interesting and that’s what we’re all about.”

And while there are a number of quick, I can knock this out before dinner type of missions, players can also get the war paint out, with over 60 percent of the expeditions within The Hunter can last over 30 minutes, given player preferences.

The game is also one of the most rapidly developing titles I’ve seen to date. During the beta and early official stages, weaponry was pretty basic. It got the job done, and had realistic enough actions and effects, but nothing really worth writing home about. Taking cues from, and listening to their user base, Emote Games is stepping things up, and will shortly be introducing a compound bow option, that according to the Emote folks will be “the best iteration of a bow in ANY video game.”

“There aren’t too many games that allow you to sneak around with a bow, and even if you’ve played one you won’t have experienced anything like this before,” says Emote COO Dave Rose. “Snaking through the trees, trying not to breathe too hard, senses wide open for the slightest sight or sound of prey… I hope a million more people come and try it out. Even I’m surprised how good it is.”

As with any modern online title, The Hunter includes a number of socializing options, including a partner finder that comes in might handy when hunting down particularly large game.

If you’re looking to give something a bit outside your regular realm of games a try, I can personally recommend giving The Hunter a go. But don’t just take my word for it, over 1 Million other hunters agree.

 

Funcom and Turbine give away virtual goods

Friday, April 3rd, 2009

Earlier this week, both Funcom and Turbine started giving away virtual goods within Age of Conan and Asheron’s Call and Dungeons & Dragons Online, respectively.  Funcom hopes to draw new players in and lure back former players with free trials and exclusive virtual items.  Turbine, however is on another path, with their virtual goods giveaway being a bit more of the ‘D’oh!  Our bad – here’s some free stuff’ variety.

Funcom – Age of Conan

aocYesterday marked the kickoff of a new Funcom initiative.  Watching player numbers decline, Funcom’s not about to let their investment simply slip away, and they’ve now opened a free trial program.  This trial lets new users try out the game for 7 days at no cost.  Since Funcom’s announcement of shrinking server populations, the company desperately needs to draw in new players as well as retain current ones.  To this end, Funcom is going 1up on the free trial, and now sweetening the deal with tossing a few virtual goods in Conan’s backpack.

MMORPG.com and Eurogamer.com, Funcom partner sites, are now holding the keys (literally) to these new AoC freebies.  Both sites were issued 20,000 trial keys, one lot to be used for North American gamers, and the other for European gamers.  These are the promo keys needed to obtain the three unique virtual items.  These items are designed to allow for easier and faster early gameplay.  Items include:

  • Totem of Origins – designed to allow players to teleport back to their home city from anywhere in the world after level 20
  • Bag of Holding – an über backpack designed to increase users’ overall inventory space
  • Enruned Kosalan Ring – increases all damage dealt by the wearer

Note: these items are available ONLY through the MMORPG.com and Eurogamer.com keys.  A free trial version of AoC is of course available directly from the Funcom site, but alas, no free stuff.  And if three free virtual goods weren’t enough to get players interested, Funcom is also tossing in the family truckster and roof rack as a bonus if a trial is converted to a fully paid version.  What I mean by that is Funcom is giving new paying customers a Snow Mammoth mount (family truckster) and a Mammoth Bag (roof rack) that are designed to further speed up early to mid level playing.  What’s interesting to note is that these potentially five free virtual goods are not simply cosmetic upgrades, but items that will significantly improve player’s performance and speed through the game.

This raises two interesting points.  First being, I clearly remember Funcom’s AoC presentation at last years Games Convention in Leipzig where they told press members that they’re really struggling with end game content.  Has this end game content been significantly improved (and better yet, tested on a massive scale)?  It would appear so, as Funcom is obviously making a push to move new players through early stages quite quickly and on board to take on the darkest of dungeons.  The second question raised is whether or not Funcom is testing the microtransactions waters with AoC?  Remember, they’ve got at least two free-to-play titles in the works that we know about.  Could Funcom even be considering opening AoC up to an in-game item mall, or do they want to stick to the tried and true method of subscriptions, all the while working on free-to-play in the back room?

Turbine – Asheron’s Call and Dungeons & Dragons Online

pc-dungeondragons-online-stormreach_boxServer migration is never an easy task.  Especially when you’re running an MMO which sees literally no down time what so ever.  So when Turbine recently migrated servers for both Asheron’s Call and Dungeons & Dragons Online things weren’t exactly what you’d call ‘Smooth’.  The migration resulted in a significant amount of downtime, and as is standard industry practice with server downtime, Turbine extended all subscriptions by one day.  But the folks in Mass. didn’t stop there.  Turbine stepped up to the plate and started handing out the virtual goodies to eager MMO players.

This coming weekend all Asheron’s Call and D&D Online players will receive a +25% XP bonus as well as an increased rare item drop rate of virtual goods.  But wait….the Turbine goodness doesn’t stop here, as they’ve managed to turn a faux pas into a virtual goods teaser.  All users of D&D Online with active accounts during the downtime will receive a special in-game item when the next major patch is released later this summer.

Nice guys eh?  Well of course, but what’s more is that by giving away ‘free’ virtual goods within a game, Turbine is giving a ‘behind the curtain’ nod at the real-world financial value of in-game virtual items.  As with all goods and services, naturally distributing a large amount of one particular item immediately decreases it’s value of worth, but to the average player, the ‘Oooo.  Neat!’ factor far outweighs the ‘Aw man, it’s not worth as much anymore, ‘cause everybody has one’ factor.

Turbine has already clearly indicated that they’re interested in microtransactions, hiring a microtransactions manager.  Additionally, yesterday’s rumor mill was in full effect with reports that LotR was more or less ‘ready to go’ to be ported to a console experience (specifically the XboX 360) but had hit a snag as Turbine would like to feature the title as a free-to-play with microtransaction options, causing Gold vs. Silver XboX subscription headaches.

While perhaps not the best of circumstances to introduce players to virtual goods (and the associated advantages and downright cool factor), both Turbine and Funcom are using difficult situations to their advantage.  Both companies have free-to-play/microtransaction based projects in the works – so why not wet the appetites of their current customers through targeted promotions?  Brilliant folks.  Simply brilliant.

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New free-to-play inline skating MMORPG from gPotato – Street Gears

Friday, March 6th, 2009

In a refreshing change from the quickly becoming overpopulated Chinese Mythology free-to-play MMORPG space, the gPotato.eu team is proud to announce the official opening and release of the newest title in their stables: Street Gears.

Street Gears is a free-to-play inline skating MMORPG where players can take on the persona of a hard core inline skater fond of freedom and pure action sport.  Hailing from Park Town, skaters of any level can ride freely across the city and engage in a wide variety of challenges including speed based races on a number of tracks, team tournaments, and naturally, busting out fresh moves rakes in big points.  Over 50,000 open-beta testers have put the title through it’s paces, with a number of changes and upgrades being made to the game.

To celebrate the release, Street Gears is now packed with even more trickery and polyurethane shredding goodness.  A new race mode, additional quests, and an additional streetgears_screenshot_01new license, the Pro II, have been added, as well as the new Enberton track, which seeks to put players’ reflexes to the ultimate test.  Street Gears players are now also able to create a second character, including the newly introduced rider named Rush, an ex-soldier who’s a heart core inline skater at heart.  Additionally, players may now enjoy Street Gears via any USB pad device, as gPotato has upgraded the controller support features.

And it’s not just all about the new games features that have been introduced, as Street Gears has a number of in-game activities currently running and upcoming.  The Asian Love Festival which kicked off on February 12th, is accented with a number of multicolored lanterns decorating the gamescape.  A week long team tournament that culminates on the 12th of March will offer the winners a chance to have their team logo displayed on the X-Games stadium half-pipe, along with a host of other outstanding prizes.

If you’ve had enough of this winter, perhaps it’s time to grab your inlines and make your way to the Park Town skate park.  Surely, a nice 720 frontside would put a smile on anyone’s face.  Head on over to Street Gears at gPotato.eu for more fast and furious, free-to-play fun.

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Atlantica Online still going strong, adds sixth server

Tuesday, March 3rd, 2009

The number one free-to-play title of 2008, as determined by both the Korea Game Awards and Ten Ton Hammer, Atlantica Online is going stronger than ever, and has recently added a sixth server to meet player demand.

atlanticaNDOORS Interactive, creators of the strategic, turn based MMORPG, Atlantica Online announced yesterday that they will be opening their sixth server, Delphi, to meet growing customer demand. NDOORS notes that each day the Atlantica population grows, and that this increased server capacity improves the games’ performance and brings out the very best in the game.  This shiny new sixth server (and you KNOW the name Caprica was tossed around the table once or twice) is chock full of NDOORS’ new content updates, and is prepared to welcome thousands of new Atlantica residents with a smooth gaming experience, and will allow veteran players the opportunity to start anew and check on the newly introduced character classes.

Peter Kang, CEO of NDOORS states, “”The opening of Atlantica’s 6th server is a result of the game’s steady growth in membership. With the announcement of our latest update on Feb. 18, we’ve seen a 55% jump in the number of new people registering to play. We want to welcome new players into our community, and make sure we’re providing them a smooth and seamless Atlantica experience. We also want to reward those who have been with us for a long time, including the 34% of our level 100 players who have already started at the beginning again with the new Maniac character. Hosting the ‘Fortnight of the Oracle’ is our way of showing players that we appreciate them and are committed to keeping the experience fresh and exciting.”

To celebrate Delphi’s March 6th opening, NDOORS will be hosting the ‘Fortnight of the Oracle’, a series of power leveling festivals.  Until Friday the 20th, users will receive a 120% experience bonus, raised to 150% when played on weekends.  This promo will certainly help you achieve higher levels faster, but it also provides veteran players with even more reason to try the Musician class.  Once players have reached their zenith at level 100, they may then unlock the new Maniac class.  NDOORS hasn’t just limited the action to power leveling, but also includes:

  • Level-up Race – More than 100 players will receive 1,000 Gcoins for reaching a designated level the fastest.
  • Screenshot Contest – Players who submit the best screenshots will receive Gcoin prizes.
  • Quiz Bowl – Players who correctly answer questions from GMs will receive in-game item prizes.
  • Monster Hunts – Unique enemies will be spawned at various sites for new players to battle and earn rewards.
  • Treasure Hunts and Item Giveaways – New players will have more opportunities to find crystals and scroll boxes and receive other free in-game items.

Get on baord with Atlantica Online today at: http://atlantica.ndoorsgames.com.