Posts Tagged ‘piracy’

Gameforge CEO Klaas Kersting declares Free-to-Play “Will Dominate Soon”

Thursday, August 20th, 2009

As we reported at the end of June, the head of one of Europe’s most important gaming destinations, Klaas Kersting delivered his keynote speech yesterday at the GDC Europe event. Titled, “Changes in the Games Industry – Free-to-play vs. Payment Models,” Kersting shared his thoughts, advice, and experience when dealing with the free-to-play business model.

gdc_europe_09As reported by Mike Rose from Gamasutra, one of Kersting’s key takeaway points was that “free-to-play will dominate [the gaming industry] soon.” Obviously, coming from Europe’s largest developer of free-to-play browser and client based MMO games in Europe, Kersting has a bit more insight than the average Joe. His reasoning and philosophy come down to experience. He readily acknowledges that full-priced retail (i.e. in the box) games are still the defacto choice for a number of publishers, but a number of problems including piracy, market competition and overcrowding, and the “one time earning” factor are forcing traditional sales methods and resulting revenue numbers to drop. Eyeballing both Ubisoft and EA, Kersting pointed out that both manufacturers have seen a 51 and 20 percent (respectively) drop in sales numbers.

Stating his antithesis to this ‘traditional’ method of distribution, Kersting states that Online distribution is really a no brainer. Making points to appeal to both producer and consumer, Kersting says that an online distribution method has “close to zero” overhead operating costs, while at the same time the consumer, “wants to get what he is looking for as easy and fast as possible.” In other words….why should I go to the store, or order via amazon, and then wait? Providing a digital distribution method quenches consumers’ gaming thirst then and there, not a few hours or days later.

Talking to his own company’s methods, Kersting says, “give the game away for free. Why not?” Once this game is given away for free, producers then have a captive audience ripe for the sale. “Then give the player an opportunity to buy something,” he says.

However, Kersting and company aren’t living between the clouds. Driving a company to the top of the free-to-play destinations has taken some clever maneuvering and some smart business. To this end, Kersting comments that, “Free is not a business model – of course price matters. But free is the beginning of other business models.”

 

Ubisoft takes a Q1 51 percent nosedive

Tuesday, July 28th, 2009

While yesterday’s report of company record setting revenues from Changyou might be a plus for the gaming industry, major French publisher Ubisoft reported a massive 51 percent drop in Q1 sales to €83 million, or approximately $114 million. This drop represents a missed financial guidance target of 12 percent. Low numbers are attributed to slow sales of Nintendo DS titles, as well as back catalogue PS3 and Xbox 360 games. Company Chief Yves Guillemot said that sales in both the U.S. and Europe have seen a “very sharp slowdown.”

ubisoft“We are currently experiencing a very sharp slowdown in our sales for Nintendo DS as well as sales of back-catalog titles, in the context of a market that is tougher than anticipated,” Guillemot said. “This will have a significant impact on our first-half showing. Against this backdrop, the solid performance of our Wii titles combined with the successful launches of Anno and Call of Juarez are points of satisfaction and demonstrate that good products are continuing to sell well.”

However, it’s not just the sharp slowdown that’s affecting Ubisoft. Guillemot also points to piracy, specifically in the DS sector, as a factor in the company’s poor showing. “Piracy is strong so we are working to put new figurines and new elements in the boxes that will change that in the future… for example in Europe we have the same market share in DS this year as last year…,” Guillemot said. “We see a different attitude toward piracy in the U.S. than Europe. We did a survey that said our consumers will be more willing to buy products than pirate them. ”

This under-performance has led Ubisoft to take on some “damage control” measures. To that end, Ubisoft has reduced its Q2 projections to €80 million ($110 million). Previous Q2 projections were set at €130 million, or $178 million. This deflation of numbers will then represent a 54 percent decrease in Ubisoft’s year-over-year revenues from 2008.

Notably, Ubisoft’s delays in getting Spinter Cell Conviction and Red Steel 2 out the door don’t bode well. Likewise, Ubisoft has also delayed the releases of Ghost Recon and I Am Alive from a projected date sometime in Q4 09 to sometime in 2010.

“We are disappointed that we have to postpone the release of several major games but we consider that this choice is the best one in the long-term interests of Ubisoft,” Guillemot added. “…The excellent response to our games at E3, as well as the high buzz generated for titles such as Assassin’s Creed 2, Splinter Cell Conviction and Avatar, reinforce our belief that the company can achieve strong growth in the second half of the fiscal year.”

With troubling numbers, release date delays, and piracy running rampant, the question begs to be asked; Is now the time that Ubisoft might want to start taking a long hard look at the free-to-play model? Historically, game development has been done at a rather rapid pace (be that a plus or minus), and piracy would literally be eliminated. Granted, Shadowbane went the F2P route, but was closed on July 1 of this year, but we’re also looking at a title that’s almost 6 years old, and lagged behind in a number of areas of today’s free-to-plays. Let’s see just how, and with what Ubisoft can pull itself out of the slump.

 

Gaming takes top spot in Asia Pacific Online Content Market

Tuesday, July 29th, 2008

New analysis and a report by Frost & Sullivan places gaming in the top spot of ‘What’s driving the Asia-Pacific Online Content Market?’ Asia is not free of the global piracy concern, but revenues for paid online content rose 25.6% in 2007 and are looking at projections of another stellar year (an expected 21%), reaching a market size of US$4.67 billion by December 2008.

The study shows that online music and video have felt the impact of piracy yet gaming remains relatively unscathed, accounting for 81.3% of revenues generated in 2007. To put that in perspective, 10.8% came from the music industry, and 7.9% is owned by video.

The study conducted by Frost and Sullivan covers the Asia Pacific Online Content Services Market – 12 Asia Pacific countries. The study places the combined earned revenues of US$3.86 billion in 2007 and estimates this to be worth US$9.2 billion by the end of 2013, at a CAGR (compound annual growth rate) of 15.6% (2007-2013).

Online gaming is projected to lead this massive growth of digital content at a CAGR of 14% and will continue to be the big player in the premium or paid content revenues in 2013 with a market share of 75.1%, US$6.9 billion.

Premium content services including news, greeting cards, research, dating and credit reports are more of a niche product and are not included in this study.

Frost and Sullivan’s industry analyst Kamlesh Kalwar said, “Today’s Internet has come a long way from being just a medium for disseminating information and is now increasingly becoming the mainstream channel for distributing and accessing ‘infotainment’ content as well.

“As the percentage of people accessing the Internet for leisure time entertainment grows rapidly, the market for both paid online content services as well as ad-revenue supported free online content services is expected to grow in tandem with this shift in the consumption of entertainment content,” he says, adding that the Internet has become a great alternative to traditional media channels for music, videos and games thus spawning a digital culture.

As expected, China and Korea are the largest consumers of premium online content. Together, they count for a massive 79% of revenues in 2007. China is the single largest gaming online gaming market with the increased penetration of entertainment applications reaching the top of the list. Gaming in China is blazing new paths, and China is expected to contribute up to 46.7% of the Asia Pacific content revenues by the end of 2013.

One of the factors driving Asia Pacific consumption of premium online content is the increased availability of broadband internet connections. “As faster Internet speeds enhance the overall online experience, users are spending more and more time online playing games and visiting social networking sites,” Kalwar says. “The growing broadband penetration has not only expanded the netizen base, but also created a conducive environment to encourage users to spend a greater amount of time online engaging in entertainment activities by enabling the convenient sharing, personalisation and sourcing of relevant content.”
He adds, “As such, premium online content services and applications like audio- and video-streaming and downloads, as well as online gaming is expected to see a surge in demand.”

Kalwar also mentions that with widespread availability of net speed, comes the unfortunate side effect of illegal downloads, piracy, and BitTorrent and other P2P networks. While piracy runs rampant in Music and Video, it remains a relatively small problem in the gaming world. The main factor combating this problem is that users need to be registered with a certain game publisher before they can play the game.

Kalwar says, “In an effort to shake-off the ghosts of piracy, stakeholders are grappling with the right business model to monetize content. For selected content, particularly online video and music streaming services, the ad-sponsored revenue model has been widely used.

“Game providers on the other hand have adopted the FTP (free-to-play) revenue model where gamers are not charged an upfront cost to play games online, and instead aim to profit through in-game advertising and virtual sale of in-game items like weapons, ammunition and such. In nascent markets, there has been a consistent attempt to increase sampling by giving the base version for free and charging for the advanced versions once the subscriber is hooked,” he adds.

Such FTP billing models, richer and wider product offerings, and the growing popularity of MMORPG (massively multiplayer online role-playing game) is expected to drive growth in the online gaming segment.

If you are interested in a virtual brochure, which provides service providers, vendors/manufacturers, end users, and other industry participants with an overview of the Asia-Pacific online content services market, then send an e-mail to Sarah Lourdes at sarah.lourdes@frost.com, with your full name, company name, title, telephone number, fax number, and e-mail address. Upon receipt of the above information, an overview will be sent to you by e-mail.

About the Asia Pacific Online Content Services Market Study:

The Asia Pacific Online Content Services Market study is part of the Communication Services Growth Partnership Service program, which also includes research in the following markets: WAN services, enterprise mobility, IPTV, user-generated content (UGC), social networking, broadband access technology, mobile content, telecom services, managed and hosted services, and network transformation case studies. All research services included in subscriptions provide detailed market opportunities and industry trends that have been evaluated following extensive interviews with market participants. Analyst interviews are available to the press.

About Frost & Sullivan:

Frost & Sullivan, the Growth Partnership Company, partners with clients to accelerate their growth. The company’s TEAM Research, Growth Consulting and Growth Team Membership empower clients to create a growth-focused culture that generates, evaluates and implements effective growth strategies. Frost & Sullivan employs over 45 years of experience in partnering with Global 1000 companies, emerging businesses and the investment community from more than 30 offices on six continents. For more information about Frost & Sullivan’s Growth Partnerships, visit http://www.frost.com.

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Former Shiny Entertainment Chief David Perry says: “Free games will beat piracy”

Wednesday, July 9th, 2008

Former Shiny Entertainment founder and director David Perry stated that “The next big thing will be free games”.  Perry made the statement in Belfast after being awarded an honorary doctorate by Queen’s University.

David Perry speaks from experience and founded Shiny Entertainment in 1993, which is best known for it’s titles such as Earthworm Jim, MDK, Messiah, and The Matrix: Path of Neo.  While still vividly active in the gaming world, Perry stepped down from his position at Shiny in 2006.

“[Asia] had so much piracy that they decided to stop charging for the games. Instead, there’ll be a charge for things you might want to use in the game,” Perry said. “Your character might have a plain white T-shirt. If you wanted a nicer one you could have it for a dollar. Or perhaps you could buy a magic sword for a knight for a dollar.”

Perry added, “It’s going to turn our industry on its head.  I want to see the same thing happening in the USA and Europe.”

An excellent example of microtransaction success is Korea’s Nexon corp.  Both Crazyriding Kartrider and Maple Story are free to play games with a number of in game items available for purchase with real world money.

While microtransaction payments have already been a massive success in Asia, the technology is slowly creeping westwards.  EA’s Battlefield Heroes is set to launch on a microtransaction platform, i.e. the game is free to download, but upgrades and additional play are managed through a microtransaction system.  EA’s approach is the first attempt by any Western publisher to introduce a pure microtransaction platform.  To level the playing field, the graphics are a bit scalled back in order to ensure playability on a wide variety of systems.  The game will feature microtransactions to upgrade character aesthetics.  Advertising will flesh out the web front end of the game, while none will be present within the game itself.

Perry would not give any details about his current project with Acclaim, only stating that it is a ‘Top Secret’ ambitious, community-created MMO.

via computerandvideogames.com

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