Posts Tagged ‘Raph Koster’

Another world bites the dust – There.com to close

Wednesday, March 3rd, 2010

Virtual worlds are having a tough time thus far in 2010. You’ll remember that as of January 1st, Raph Koster’s Metaplace closed it’s doors, and now virtual world There.com has announced that they’re pulling the plug as of March 9th.

avatar_couple_2A project of Makena Technologies, There.com announced that they will continue on with “some exciting educational projects in process, which [it] will continue to service,” but that the entertainment arm will close. What’s striking about the announcement is that, at least from afar, the company looked to be on track – inking deals with Coca-Cola, CosmoGirl, Bebe, K-SWISS, and SPIN. There.com garnered revenue through both these brand partnerships as well as virtual goods sales. In the official announcement, CEO Mike Wilson says that although There.com worked to maintain a broadly accessible platform, it’s users were hit hard by the recession.

“While our membership numbers and the number of people in the world have continued to grow, there has been a marked decrease in revenue, which, in these economic times, is no surprise. At the end of the day, we can’t cure the recession, and at some point we have to stop writing checks to keep the world open,” comments Wilson. “There’s nothing more we would like to avoid this, but There is a business, and a business that can’t support itself doesn’t work. Before the recession hit, we were incredibly confident and all indicators were ‘directionally correct’ and we had every reason to believe growth would continue. But, as many of you know personally, the downturn has been prolonged and severe, and ultimately pervasive.”

Ironically, just over one year prior, Wilson had a completely different view, “Despite tough economic times, the virtual goods market continues to flourish as people look for inexpensive forms of entertainment.”

“NBC and our new partners understand both the expanding opportunity in the virtual goods category and the importance of branded merchandise as a form of self-expression for our members.”

What a difference a year makes.

As of the release of the announcement, There.com has suspended new registrations, billing, and member program upgrades. Developer submissions have been shut off, and the company is now in the process of refunding any virtual currency (Therebucks) purchases that were made between February 1st and March 2nd. Again, as of 11:59 PM PST March 9, 2010, There.com will be no more.

 

Virtual Worlds platform Metaplace to pull the plug in 2010

Wednesday, December 23rd, 2009

It might just be the biggest loss to the virtual world space yet, as San Diego based Metaplace announced recently that they’re shutting down operations as of the 1st of the year.

Metaplace, which provides a platform for anyone to create their own web based virtual world made the closure announcement via email, stating, “Today we have unfortunate news to share with the Metaplace community. We will be closing down our service on January 1, 2010 at 11:59 pm Pacific. We will be having a goodbye celebration party on January 1st at noon Pacific Time.”

The business model itself sounds fairly solid, with users creating virtual worlds ranging from the simple to the relatively complex. Metaplace users could also attend live concert events, watch movies and view art shows together, as well as a host of other virtual events. However, as a revenue generating machine, it simply wasn’t working out. “Unfortunately, over the last few months it has become apparent that Metaplace as a consumer user-generated content service is not gaining enough traction to be a viable product, requiring a strategic shift for our company.”

Moving forward, Metaplace said that it’s shutting down billing immediately, and will refund any virtual item purchase costs and subscriptions for the month of December. Metaplace will leave the doors partially open for virtual world creators to grab their virtual commodities, presumably to allow them to move these creations to other virtual worlds.

The loss of this platform won’t go unnoticed, as approximately 70,000 virtual spaces will disappear as of 11:59 pm on January 1st PST. Moreover, Metaplace was founded by former SOE games vet Raph Koster. Even more interesting, as late as November, Metaplace was still developing the platform, announcing an audio chat feature, as well as investigating ways to integrate with Facebook.

The company Metaplace itself will not be dissolved, but future plans are yet to be determined.

 

And now for some free-to-play revenue numbers

Friday, June 12th, 2009

We’ve seen a dramatic rise in both the number and (arguably) quality of free-to-play titles over the past year.  Looking at the timeline from Nexon’s Maple Story, right on through to Turbine’s recent decision to move Dungeons & Dragons over to the free-to-play model, you’ll notice in the overall scheme of things this is a rapidly accelerating push.

Up until now, we’ve all just looked at the Asian model, the numbers of players, and aside from the ARPPU or ARPU numbers here and there, there really hasn’t been much hard data to justify what we’ve all believed for a long time: Free-to-play/Microtransaction supported games CAN actually turn a profit.  This data is either shrouded in secrecy, or perhaps even worse, often presented in grey terms, i.e. ARPPU (average revenue per paying user), which is always going to look far more impressive than the ARPU (average revenue per user).  Enter Paul Hyman’s outstanding collection of words and data recently published over at Gamasutra.

Hyman doesn’t just catch Three Rings Design’s CEO Daniel James’ words, but also nabs opinions from Raph Koster, or Metaplace, and Jeremy Liew from Lightspeed Venture Partners, a major source of VC spending cash for free-to-play developers.  Below are selected highlights from each person’s perspective.

Daniel James – CEO, Three Rings Design

daniel_jamesJames truly puts his money where his mouth is, and feels no shame in putting Three Rings’ numbers right out in the open where all can see.  In 2005, Three Rings Design launched a free-to-play version of their successful Puzzle Pirates in tandem with the original subscription version.

This “reluctance to clearly report revenues is a deliberate attempt to obfuscate the numbers.  There seems to be a perception,” he explains, “that there is a business advantage to not being transparent. But I disagree.”

In a recent blog post, he continues, “People often ask me, with a wary look such as you’d give a lunatic, ‘Why do you dish out your numbers like this?’ It’s a good question. There are possible downsides, but they are limited; if a competitor looks at my numbers and then goes on to execute better than us, I don’t think that has much to do with our numbers. They executed better, that’s the hard bit. Well done to them.”

The nitty gritty:  James reveals that the free-to-play Puzzle Pirates MMO generates approximately $50 per month from each paying user (ARPPU), resulting in $230,000 a month.  Add in the revenue generated from the subscription based version, around $70,000, and you’ve got a very healthy take of approximately $300,000.

While these numbers are truly impressive, James goes on to warn to not look at the bottom line, but rather the ARPU.

“The pivot number — the number to focus on — is not the $50 ARPPU but the $1-2 ARPU,” he says. “That’s the number that a new paying customer is worth to you. If that number were, say, 20 cents, you’d probably have a difficult time building a business.”

“But if that number were, say, $3 then you have a good business that enables you to go to a flash distribution site and say, ‘Hey, put my game up on your site and I’ll give you a dollar for every new user you send me.’ They’d surely be interested in that.”

Raph Koster – President and Founder, Metaplace

raphaelraphkosterAdmittedly, Metaplace, a new social web portal is brand spanking new, only a month old, but that doesn’t stop Founder and President Koster from weighing in.

“Free-to-play is all about upping your ROI,” he explains. “All the costs of boxes and distribution that are associated with a subscription model go away. The cost of development is significantly lower. Even your marketing budget changes radically; our product’s reputation will spread primarily via word of mouth. And because it lowers the barrier to entry for people to come in and try things, it gives you a huge shot at acquiring large numbers of customers.”

Speaking to the closed door policy of data, Koster comments, “It’s been kind of a habit inside the industry to keep your budgets and revenues a secret, which I personally think is kind of silly. Especially since, now that much of this is happening on the web, you can go to comScore and see how many people are actually playing a site. So it’s getting harder and harder to hide your numbers.”

While most of Metaplace’s revenues are derived from virtual goods microtransaction sales, Koster also pitches an interesting idea on additional revenue generation within a free-to-play environment.  Metaplace makes “events” available for sale.

“In Metaplace, everyone gets a world of their own,” he explains. “Because you’re not paying for it, it’s not a very big world and there’s a concurrency cap, so you can’t squeeze more than 10 people into it at once.”

“But, if you want to hold a party or host something special, for example, you can pay us $10 and, for the next 24 hours, your concurrency cap goes up to, say, 100 people. That’s just an example of one way to monetize your product without restricting it to selling virtual goods.”

Jeremy Liew – Managing Director, Lightspeed Ventures

jeremy-liewLiew’s own personal research on APRU’s falls right in line with James’ comments and theory.  In a recent blog post, Liew reveals the ARPU at a number of popular sites average around $1.25 per month.  Disney’s Club Penguin rakes in $1.62, Habbo – $1.30, and Runescape around $0.84.

Again, inline with James’ thinking, Liew reports that the average ARPPU is somewhere in the $10-$50 range, typically coming from 5-10% of the total number of active players on any given month.

And there we have it.  Both James and Koster agree that veiling data in a shroud of mystery doesn’t help anyone.  Sure, Three Rings Design’s Puzzle Pirates is certainly a case example of a free-to-play success, but note that Koster is more than willing to let the data out the door, once Metaplace has established a long enough track record to present.  The way I see it, more data, either good or bad, can only help and support current and future developers make the call whether they want to go free-to-play, select a subscription based model, or take the path of a hybrid of the two.  And of course, if and when they decide to go free-to-play, they’ll most certainly need a microtransactions payment expert.