Posts Tagged ‘ngmoco’

Ngmoco still on the hunt for future acquisitions, likes Android, but sticking with iPhone

Thursday, February 25th, 2010

Following up on Ngmoco’s announcement not only of a new round of funding, but also their acquisition of Freeverse, CEO Neil Young says that both companies will continue to operate as usual, with Freeverse’s current games will remain just as they are.

neilyoung“At this time, we don’t plan to take games that are already in the market and make them free. We’re not going to start charging people for balls on Skee-Ball or anything like that,” Young explains.

However, any games that Freeverse currently has in development will see some changes. Some of these titles will now be converted to reflect Ngmoco’s adoption of the free-to-play model, but others will retain the pay model, thus diversifying Ngmoco’s portfolio of offerings.

“There are games in Freeverse’s pipeline that will do very well as free-to-play games so we’ll have to do a little bit of work to adapt them,” Young says.

“There are some that won’t. For example Warp Gate will be a premium paid game. In terms of new games, we want to build as many of those as possible under the free-to-play model.”

Young also says that Ngmoco is still on the hunt for future acquisitions.

“We will continue to look for acquisitions that make sense at a studio or company level and acquisitions of applications.”

When asked by pocketgamer what Ngmoco’s smartphone plans are, Young can only comment, “The iPhone is in a strong leadership position. I’d say that among the pack of competitors, Android is the furthest advanced but it remains significantly behind the iPhone and iPod touch in terms of user adoption, ease of use, purchasing mechanisms, tools etc. I am encouraged at the rate at which Android is evolving, innovating and growing but for us the real focus is the iPhone OS.”

 

Ngmoco lands $25 million – acquires Freeverse

Tuesday, February 23rd, 2010

It looks as though Ngmoco’s decision to switch from paid iPhone game apps to a free-to-play, in-game purchases revenue model has paid off. Announced yesterday, Ngmoco has raised $25 million in their third round of venture capital. Without missing a beat, the company announced their acquisition of fellow iPhone game developer Freeverse (Skee Ball and NBA Hotshot). Ngmoco CEO Neil Young told Gamasutra that the new influx of cash will enable the company to “scale as quickly as possible,” in regards to it’s new free-to-play model.

ngmocoThe funding round closed at the end of 2009 and was lead by Institutional Venture Partners. As is customary, IVP general partner Sandy Miller will now take a seat on Ngmoco’s board of directors. Previous investors Kleiner Perkins, Norwest Venture Partners, and Maples Investments also took part in this round of funding, raising Ngmoco’s total investments to $40.6 million. Not bad for a 1.5 year old startup.

The Ngmoco and Freeverse courtship has been in the works for a while now, as Freeverse was the first developer to use Ngmoco’s “Plus+” social network tools into their games. From Ngmoco’s side, CEO Neil Young comments, “We’ve been thinking about how to accelerate our strategic growth though acquisitions of companies and intellectual property, and Freeverse was really at the top of our list.”

Brooklyn based Freeverse started out as Mac software developer, but quickly became entranced with the iPhone and gained notoriety for their chart topping apps on Apple’s App Store. Given their success with paid applications, Freeverse VP Colin Lynch Smith comments that Ngmoco, “had to make the case to us for free-to-play,” but “Neil and the guys at Ngmoco made a really strong case.”

“Neil’s vision for where the industry is going, and where the market is going, was pretty compelling, and we’re on board with that,” he added. “There are still some opportunities on the paid side, but the real opportunities are on the free-to-play side.”

 

iPad arrives – Devs spring into action

Friday, January 29th, 2010

What would this week be without at least a mention of Apple’s latest creation (and announcement) the iPad. While there’s plenty of material out there ranging from why to Colbert’s bold proclamation “Give me an iPad”, the iPad has at least gotten a reaction, good or bad, out of pretty much everyone even remotely connected to the handheld electronics device field. Considering the proliferation of mobile phones, the iPhone in particular, this would encompass a wide majority of folks.

213722-3But what does the iPad mean for games developers? An entirely new playing field. A number of games houses reacted almost immediately to the announcement, with the overwhelming consensus positive and indicating that they’re already hard at work on iPad ready apps.

iPhone dev studios OpenFeint and Scoreloop were two of the first on the scene, clearly having someone waiting, literally, on Mr. Jobs’ every word, just waiting for the cue to click and release the info to the world. Scoreloop says that they’ll have an iPad specific upgrade from their popular Astro Ranch iPhone game that will take advantage of the iPad’s increased screen real estate, appropriately titled Astro Ranch HD. While not pointing to specific examples, OpenFeint Chairman Peter Relan states, “We have plans for some really special features for the iPad that will make social gaming even more immersive.”

Ok, so far so good. New platform, new, tailored games for this platform….now, show me the money. Ngmoco, who took full advantage of Apple’s decision to allow microtransactions within iPhone games, said that their freemium first person shooter, Eliminate would port well from iPhone to iPad, and that their currently-in-development co-op version of Eliminate would do the same. Likewise, EA demoed their Need for Speed Shift title at the Apple announcement and confirmed that they already have a number of titles in the works for the forthcoming iPad. EA did not confirm that these titles will contain microtransaction elements, but given their proven commitment to the business model and gaming associations, it’s very likely.

I mention above that the iPad announcement creates an entirely new playing field for devs. And while the opinions have been wildly circulating, the one that keeps showing up on my radar is “But…it’s just a big iPod.” Certainly from an esthetic point of view this comment has merit. However, once the device is in hand, as Kotaku had access to, it’s quite clear that this is no iPod. While Kotaku editors has trouble controlling the majority of games they tested on the iPad, they did report that menu driven games, such as EA’s The Sims 3 played very well. What this indicates is that an entirely new sub-genre of social, casual, and all around ‘games’ may develop as studios rush to push out iPad read/compatible games. Apple currently does not allow the sale of virtual currencies within the games operating on their platforms (there are however a number of ways around this), they have confirmed that the iPad will support in-app transactions through the iPhone OS 3.2.

Apple’s iPad is expected to begin shipping in late March of this year. Should be a VERY exciting summer.

 

8 out of 10 ‘2009 Best App Ever’ contenders are games

Tuesday, January 5th, 2010

Sponsored by 148Apps, the second annual ‘Best App Ever Awards’ nominees have recently been published at bestappever.com and voting is now open. The annual competition seeks to find the best apps in the iTunes App store. The goal of the project is to spotlight the very best apps based on consumer views, not just the highest sellers of 2009.  And according to consumers, 8 out of the top 10 ‘best apps’ this year are in fact, games.

bestappeverLasting just under a month, the public nomination process saw 26,899 opinions, and listed 3,639 different apps. BestAppEver breaks apps down into 56 unique award categories. Along with public opinions, 148Apps also brought in a team of industry people and iPhone application developers to help narrow down the nomination process.

Again, while BestAppEver breaks nominations out into 56 distinct categories, there’s one category that is very unique: (quite literally) Best App. The nominees for this category represent the top 10 vote getters in the initial round of voting.  App developer Firemint had two entries make the list, Real Racing and Flight Control, priced at $4.99 and $0.99 respectively. But perhaps the most notable of all nominees is ngmoco’s free, free-to-play FPS shooter: Eliminate.

You’ll remember that ngmoco was one of the very first iPhone app developers to take advantage of Apple removing the microtransactions restriction, even choosing to break the news via a tweet. A little over a half a month later, they made good on their promise and delivered a free-to-play handheld shooter with quite good graphics and a microtransaction system in place. Now, not that I’m trying to rig the voting – but doesn’t a free-to-play app certainly deserve a vote? Especially when it’s the only free app in the list?

Voting is now open at bestappever.com and closes on January 31st. Winners will be announced on February 10th at the 2010 Macworld Expo in San Francisco.

 

Ngmoco acquires iPhone and Facebook game maker Miraphonic

Friday, November 6th, 2009

Late 2009 has been a banner time for games maker ngmoco. Granted, a lot of their success has been leveraged buy Apple giving the green light to microtransactions in free-to-play games on the iPhone, but obviously the ngmoco team had to have a product in the works that would fit this model perfectly – as they did with their recently released Eliminate first person shooter.

epic-pet-wars-sBuilding upon their push for social gaming, ngmoco has made it’s first acquisition, buying out Miraphonic, makers of iPhone and Facebook titles Epic Pet Wars and Epic Soldier Wars.

Announced via twitter from ngmoco CEO Neil Young, “Delighted to announce that Miraphonic, creators of the awesome Epic Pet Wars have been acquired by ngmoco!” No financials of the deal have been disclosed.

Epic Pet Wars is (yet another) virtual animal training and fighting MMO that Miraphonic states has over one million users. Fitting in-line with ngmoco’s strategy, the game is free-to-play/download but monetizes via sales of in-game currency ‘Respect Points’ which are used to purchase virtual goods. Respect points cost anywhere between approx. $1 right through to approximately $40. Miraphonic’s Epic Soldier Wars operates under the same premise.

If ngmoco’s commitment to developing and publishing quality free-to-play/microtransactions monetized social games was in question, this purchase should certainly seal the deal. Clearly, the company’s acquisition of former MySpace SVP of business development, Jason Oberfest, back in September is already starting to pay off. Charged with “negotiating deals to drive revenue and support the launch of innovative new products…”, it’s fair to say that Oberfest can now call his first deal done.

Granted, ngmoco is receiving a bit of press hype as of late, but they’re still swimming in very competitive waters. Social games makers including Zynga and Playfish are still raking in the profits, but it’s good to see an up and coming player in the field, as the next 6-12 months at ngmoco will really put their new business model to the test.

 

Ngmoco’s free-to-play/microtransactions supported iPhone game Eliminate now available

Tuesday, November 3rd, 2009

Ever since Apple gave the green light to microtransaction purchases via free games, developers have been scrambling to cash in on the monetization model. Not surprisingly, Ngmoco, who had already been developing a new FPS title quickly announced that they’d take the plunge, and decided to put Eliminate first on the scene with a free-to-play, free to download, microtransaction supported game.

That day has arrived, as Eliminate is now available on the App Store. As shown in the video below, the 3D game play is quite developed, especially for an iPhone game, and a free one at that. Collaborative play can be done on both wi-fi and 3G networks, and players earn credits as they level up. These credits are the gateway to better weapons and gear. Credits are purchased through in-game ‘energy’ that’s gained through play. However, and here’s the sell, players may only gain a certain amount of energy per day. If they want to continue play, they have the option to purchase additional energy. Players may wait another day to continue their fragging, as the clock resets every 24 hours, but Ngmoco is banking (literally) on players being so engaged in game play that they’ll want to purchase additional enegery.

Part of this driving strategy is utilization of Ngmoco’s own Plus+ social interface which tracks leaderboards and accounts. In other words, top players will undoubtedly be those that play the most. And in order to play the most – they’ll no doubt be purchasing energy via the newly approved Apple store microtransactions for free titles. Additionally, utilizing the OS3.0 technology, Eliminate players can ‘push’ challenges to friends and set up battles at the touch of a button. And really…who wants to be the guy that can’t join the game because he’s used up his ‘energy’ for the day. Yet another opportunity for a microtransaction purchase.

“We are very excited to offer the Eliminate experience as a free download for all iPhone and iPod touch gamers,” said Neil Young, CEO & founder of ngmoco. “The intense multiplayer action is complemented extremely well by a unique leveling and upgrading system plus our online matchmaking service ensures players of similar skill will be matched on our global servers.”