Posts Tagged ‘project entropia’

Record $330k buys Planet Calypso virtual space station

Monday, January 4th, 2010

Score another record for Sweden based virtual world developer MindArk. The First Planet Company, a part of MindArk, and creators and developers of Planet Calypso set out last year to put one of it’s biggest offerings to date up on the auction block: a fully functional (virtual) space station. The final selling price? 3.3 million PED – Project Entropia Dollars, with an exchange rate of 10:1, making the real world price a staggering $330,000.

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The winner is one ‘Buzz “Erik” Lightyear. Buzz now holds the property rights to Crystal Palace inside the Planet Calypso world. Granted, a $330k purchase for a virtual property might seem a bit steep to some, as this purchase has raised the bar substantially on private investments in virtual properties, but it’s not without precedent. Back in 2004, David Storey paid $26,500 for a virtual plot of undeveloped land in Project Entropia, while a year later Jon Jacobs dropped $100k on a Project Entropia virtual resort. And let’s not forget about Anshe Chung becoming a real life millionaire via Second Life in 2006.

2009 saw the rise of free-to-play gaming, and a multitude of monetization options. Microtransactions, virtual offers, etc., we’ve seen quite a bit of activity in the sector as of late. With this said, it’s almost a bit surprising to see Mashable author Ben Parr baffled by the sale. Yes, it’s a bit off the beaten path, but given the staggering amounts of revenue social gaming companies such as Zynga are pulling down each month, is it really so unreasonable to treat virtual properties as real world investments? Yes, there are a million and a half unforeseeable variables that could turn your virtual investment into bunk over night….but isn’t that the case with any real world investment? As a point of comparison, we hear about venture capitalists dropping massive amounts of cash into new media companies or web or app development firms. These are physical ‘real world’ investments, but they (more or less) operate on the same platform – all tied to a platform that arguably does or does not exist. With that said, given the economic climate, who’s to say that a real world investment is more concrete than a virtual one? Who’s to say the virtual investment isn’t the safer bet?

Lightyear could be poised to make a killing. Planet Calypso boasts the world’s largest virtual economy, and Buzz now has dibs on one of the biggest, and after the sale, most probably one of the most popular destinations for Planet Calypso players. Within his virtual world within a virtual world, Buzz has complete control over tax rates, what will be sold, to whom, and at what price. With an investment of this size, it’s a forgone conclusion that Lightyear probably already has a virtual world business model in place, and perhaps a team in place to capitalize on the new real estate. If Erik’s investment in Crystal Palace is a success, I wouldn’t be surprised to see a small niche crop of investors that would be willing to take the same leap. If this is the case, the ‘backburner’ secondary, or player-to-player, market could see a massive surge in popularity.

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Microtransactions enter center stage at E for All

Sunday, October 5th, 2008

The E for All expo wraps up today in Los Angeles, but not before microtransaction based games got their fair share of attention.

Top tier titles such as EverQuest, WoW, and EVE Online all have their own ingame economies, but the E for All expo gave free-to-play, microtransaction based titles a chance to shine.  Nexon American’s marketing manager Meghan Myskowski wouldn’t exactly release usage patterns since 2005 for their groundbreaking title Maple Story, but she did say that the game spearheaded the microtransaction movement in the US.

“Now, people are used to paying for virtual items,” said Myskowski. “Virtual life has changed substantially.”

Another spotlighted game is Mindark’s Entropia Universe.  Originally launched in 2004 as Project Entropia, they now have a registered user count clocking in around the 800,000 mark, with only about 40 percent of users registered in the US.  MindArk says that since it’s inception, approximately $400 million worth of transactions have occurred.  Entropia’s in game currency, the PED has an exchange rate of 1:10 – $:PED.  However, in game items do not see a real wold conversion factor, in so much as a special coat may cost $1700 (and at that real world price, it had better have a Gucci label attached to it).

MindArk is already making preparations to raise their profile by implementing the new CryEngine 2 , which promises even more photorealistic game play.  The CryEngine update is expected to release in early 2009.

President of the Academy of Interactive Arts and Sciences, Joseph Olin says, “Most people playing in these persistent world environments are building their character. In E.V.E., third party brokers trade currencies in virtual worlds. Nexon has shown across all of their games that if you have the right balance of in-game economies and real world value, consumers are happy to spend some money there.”

Olin’s position on the business model as a whole is slightly biased towards producers and not players.  “Interactive entertainment companies are looking for ways to monetize their investment. The changing nature of PC entertainment software distribution, and the advent of console entertainment systems, has changed what software entertainment companies can do. You can’t sell boxed entertainment anymore. And people who are playing games aren’t always playing them on PCs anymore.”

Not just relying on microtransactions in MMO’s, Olin quickly turns his attention to the rise of music based games, specifically the microtransaction  model in Guitar Hero and Rock Band.  “Downloadable content and microtransactions for console based games are on the rise–look at Guitar Hero and Rock Band, where people anticipate downloadable Tuesdays, and you see huge numbers, half-a-million people downloading a song.”

Summing up the industry Olin adds, “consumers have so many different paths and choices to make, that the traditional business model of the consumer buying from a store, those walls are crumbling because everything is in real-time, and everything is connected.”

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