Posts Tagged ‘revenue stream’

SOE confirms launch of Free Realms: Early April 09

Friday, February 13th, 2009

Hot on the heels of our coverage of John Smedley’s interview with Virtual Worlds News, Sony Online Entertainment confirmed the launch date of the PC version of their highly anticipated family friendly, free-to-play title ‘Free Realms’ at a press preview in London yesterday.  Associate Art Director Sebastian Strzalkowski also noted that the beta testing phase will commence within “a couple of weeks”.

While this launch is only for the online PC version, Free Realms is on track for a PS3 launch in Q3 09.  Bringing the free-to-play online with the PS3 somewhere between July and September could be a very wise move for SOE, as this will give them time to properly spotlight the project, as well as enough time to work out any kinks or bugs before the holiday shopping season gets underway.  The PS3 launch of Free Realms is slated to include additional exclusive content in order to celebrate the console platform launch.  The PS3 version will be available as a free download from the PlayStation Store.

The PC version of Free Realms streams from a launch website, with the initial client download clocking in at around 25MB.  Sony sees Free Realms as a multi-platform title, and Strzalkowski stated that a Mac version was “definitely on the list of platforms we want to develop for”, but could not confirm any details.  Also on the SOE radar are Flash and/or Java based extension to make the game playable on mobile phones (want to watch how fast this one rockets up the iPhone app store top 25 list?)

Confirming what Smedley discussed earlier this month, microtransactions are priority 1 in the revenue stream department.  Free Realms is slated to offer almost everything but the kitchen sink: Cosmetic upgrades, racing vehicles, and consumable potions to name a few.  These items will be available exclusively via SOE’s Station Cash service.  And lest we forget, SOE is also bridging the gap between real and virtual worlds with a Topps collector card series that ties directly into the game.

While microtransactions are a key focus for SOE in the initial entry to the free-to-play market, they’re not selling themselves short, and are offering an optional subscription service for $4.99 that provides players with VIP access to premium content.  Again, this is an optional service, and not necessary.  Should players not choose a subscription service, they will be required to opt into seeing in-game advertising and sponsorships, which if done right could even heighten the experience and add a ‘real-world’ touch.

Sony Online Entertainment is aiming the title at the 10 – 14 year old market, but from what I’ve seen, this is a fun and engaging title that is fully capable of spanning  multiple generations.  But don’t take my word for it, have a view of what John Smedley and Creative Director Laralyn McWilliams have to say about Free Realms (try to ignore John’s announcement that the title is slated for a Q2 release.  Even the best of planning can sometimes goes awry).

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SOE Prez John Smedley on microtransactions

Tuesday, February 3rd, 2009

We’ve both talked and read a lot about John Smedley over the years, and the Sony Online Entertainment President is rapidly becoming an outspoken voice in the microtransaction field.  Our friends over at Virtual Goods News recently had an outstanding Q&A with John, revealing some insight and thoughts, along with where Sony is headed with microtransactions.

John is credited as being one of the many people responsible for the current state of the MMORPG genre, thanks to his work on the original EverQuest.  In 2007 as President of SOE, he announced that the company would begin looking at and pursuing an interest in this up and coming business model known as microtransactions.

“We’ve been intrigued watching the Asian free-to-play model for awhile and got interested in that. The sales data we get out of the Denver studio is just shocking. People have money to spend and they want to spend it on something cool.”

John’ quick to point out the differences between the free-to-play, microtransaction supported business model, and microtransactions as an additional revenue stream.

“I think a lot of people are wondering if StationCash signals that we’ll make EverQuest and EverQuest II free-to-play, and that’s not correct,” says Smedley. “The reason for the StationCash store is very simple. It’s an additional revenue stream that gives customers something they want. The evidence of that is the sales numbers we’re seeing.”

Beating the critics to the punch, Smedley also comments on one of the most common complaints heard from gamers: microtransactions create an unfair game balance between those that have disposable income and little time, vs. those that have a great deal of time vs. little cash.

“So, we did some surveys of our players at FanFare 2008 – we got criticized for this – but we wanted to talk to our hardest-core fans and hardest critics. We got feedback that was very strongly “Yeah, as long as you don’t sell power, I’d give it a try.” We thought that the time was right.”

Speaking to SOE’s flagship microtransactions title ‘FreeRealms’, Smedley comments,

“FreeRealms has a StationCash store built right into it. The items include potions, outfits, pets. It’s designed with microtransactions from the ground up.”

And again addressing the ‘pay to pwn’ theory, it looks like there’s an option to buy ‘power’, but Smedley doesn’t see it this way,

“I wouldn’t call it power. We’re selling convenience. There will be some items there that you can buy. It’s primarily a microtransaction game, but it’s selling health potions and things like that.”

Over the past few months there’ve been rumblings about the anticipated upcoming spy based title ‘The Agency’ featuring microtransactions.  John sets the record straight with a simple “We’re not sure yet”,

“We haven’t made any announcements yet, but that’s because we haven’t made up our minds yet. It’s skill-based, so we can’t sell anything that confers player advantage. What that specifically means, I don’t know yet. We’re still experimenting.”

Looking forward, John is asked where he sees SOE in five years’ time.  Not surprisingly, he doesn’t see microtransactions becoming a core business model for SOE, but rather an additional revenue stream,

“I think we’re going to continue to expand virtual goods as part of our business, but it won’t be the core of our business. You’ll see it in new titles to different extents where appropriate.”

When asked his opinion on where the MMO scene in general will be in the next five years and where virtual goods factor into it, he comments,

“I think it is slowly but surely making its way in. It’s coming into everyday normal, MMOs. It’s just an ancillary revenue stream, a convenience for players, and I think people will gradually get used to it provided companies are careful with how they integrate it. I think over time it’s going to become a mainstream thing.”

To read the entire interview, be sure to visit Virtual Goods News.

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Mobile Games Market value expected to double by 2013

Thursday, November 20th, 2008

A recent report published by Juniper Research predicts that the mobile gaming market is expected to reach revenues of more than $10BN by 2013.  One of the key factors driving the prediction?   Apple’s iPhone.  The iPhone has single handedly driven mobile gaming publishers and developers into frenzy to get their games to market ASAP.  The consequence?  Paid-for mobile game downloads have more or less flatlined across North American and Western Europe.

At the same time, it’s not all roses for mobile gaming developers.  The potential for growth is being damped by a combination of limited on-portal revenue shares for publishers and poor games marketing.  The resulting outcome is a mass exodus from the mobile gaming industry.

Dr. Windsor Holden comments, “The revenue share offered by Apple to games publishers is incredibly attractive. The danger is that if operators do not respond with a similar business model, publishers faced with low margins may simply exit Java completely, thereby reducing consumer choice in the longer term.”

A suggestion?  What about a monetization toolkit for mobile games developers that could dramatically shorten their time to market AND help fund continued development?

Juniper’s report also found that ad-funded downloadable content has increased in popularity, BUT the revenue generated from this advertising is most likely insufficient to provide developers or operators with a primary revenue stream (read: why bother?).  Given the current state of financial affairs, CPM rates are falling through the floor, thereby making ad-supported games less and less attractive to developers.  Again, see suggestion above.

But fear not mobile game developer, for all is not lost.  Juniper does see room for growth and profitability in the Indian Sub Continent, Africa/Middle East and South America.  Increased mobile use and low levels of console gaming systems combined with fixed (landline?) Internet have been a driving factor in making mobile phones the gaming platform of choice.

Other significant findings in the Juniper report include:

  • China and the Far East will remain the largest regional market for mobile games throughout the period covered by the report.
  • Global revenues from in-game advertising will rise significantly from 2008 to 2013.
  • Operators need to reduce data charges further for out of bundle customers to encourage casual mobile Internet usage and thereby stimulate the mobile entertainment market

Further details and the study are freely available at Juniper Research.

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Super Boom Boom 2 to feature microtransactions

Sunday, October 12th, 2008

The LA based publisher GAMEVIL has recently announced plans to launch Super Boom Boom 2: Space Adventure with a microtransaction business model.

Not newcomers to the mobile gaming market, GAMEVIL’s ‘Baseball Superstars 2008’ is one of the top mobile titles in the Korean market.  ‘Baseball Superstars 2008’ has clocked in 1.3 million downloads within the first 10 months of its release.

The game download is expected to cost $3 USD.  The average G-Points purchase is estimated at $1.50 USD, a 50% addition revenue stream, adding an extra 2M USD to the 4M USD generated from the downloads alone.  Overall, GAMEVIL reports that microtransactions have boosted individual games’ revenues by 30-40 percent, while one title in particular has seen increase of over 300 percent.

Super Boom Boom 2 itself may not be breaking any new ground by way of it’s five levels, unlockable extras and online high score tables, it’s microtransaction system is noteworthy.  Players will be able to purchase ‘G-Points’ at GAMEVIL and use this in-game currency to purchase new levels, items and mini-games.

With a market penetration reaching over 90 handsets, Super Boom Boom 2 will be the first American game with a microtransaction platform in place that will reach over 90 percent of all available handsets including the gaming elusive Blackberry and Windows Mobile platform.

Super Boom Boom 2 is expected to reach said mobile devices later this month.

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Five top trends immerge from LA Virtual Worlds Expo 2008

Sunday, September 14th, 2008

Last week’s Virtual Worlds Expo 2008 in Los Angeles has come to a wrap with bits and pieces of news floating around here and there.  When you pack a few hundred industry insiders all in once place at the same time, opinions and trends are bound to blossom.  CEO and Co-Founder of Frenzoo, Simon Newstead gives us his view the Virtual Worlds Expo 2008, and what we should be watching via freetoplay.biz.

Covering the top five immerging trends, Newstead covers everything from ‘The War on Geekiness’ to ‘Taking Virtual Responsibility Seriously’.  Kotaku’s interested in the reverse transition starting to happen from Virtual Worlds going retail, but WeeWorld’s position on Branded Items: Not Free For Long reveals a growing trend in Marketing and diversified revenue streams:

WeeWorlds head of marketing, Lauren Bigelow, explained the plans of the 25 Million strong WeeMee community: to date, all branded items had been free, but some items will soon cost money, such as premium branded items like an upcoming Paris Hilton.

Why? Charging money for branded items increases exclusivity – and therefore buzz – driving the marketing campaign’s objectives. Obviously a revenue stream is a happy side effect as well.

Used well, it sounds like a win-win. Expect experimentation on branded item pricing to happen in coming months.

As Newstead states, driving a marketing campaign and generating buzz via exclusivity is a great way promote in game sales, AND the happy side effect of a revenue is an added plus.

While WeeWorlds was featured here by Newstead, if it works for WeeWorld, we will certainly see an increase in similar revenue models in the future, as publishers and developers still wrestle with the Sweet Spot question, and aim to please all.

To read more about Newstead’s top five trends coming out of the Virtual Worlds Expo 2008 in Los Angeles, visit freetoplay.biz.

 

Fatfoogoo goes b2b with bbq flava

Wednesday, June 4th, 2008

Focusing not only on the needs of the player alone, after careful research and consideration, your favorite foogoos are now opening the doors to partnerships with individual game publishers. No worries, the current state of fatfoogoo isn’t going anywhere, and we’ve still got your back for all things trading. We’ve simply added another dish to the menu.

We took a long hard look at not only the technologies that we’ve developed in house, the experience and knowledge that we’ve gained, but also at what players and publishers across the world are looking for in a gaming experience. Combine that with the current state of the industry and the tremendous interest and revenue streams in the micro transaction field, adding the fatfoogoo partnership program was a no brainer.

In a recent interview fatfoogoo CEO Martin Herdina sites, “The trading and selling of virtual assets is truly the future of online gaming. It is an important alternative business model to the classical subscription fee-based programs that are currently dominating the industry. Fatfoogoo looks to fulfill a demand for this market. Our new Partnership program enables us to provide the best of both worlds: Primary Market trading, i.e. Publisher to Player and Secondary Market Trading, i.e. Player to Player trading. With the incredible growth of both primary and secondary trading markets, most major publishers understand that there is a need for an independently operated, fair and secure marketplace for virtual goods and services.”

And what a demand it is. The secondary trading market for virtual assets alone is currently growing at astonishing rates, going from revenues of approximately $1 billion in 2006 to an expected $7 billion in 2009, according to Nielsen.

This model has already been proven in Asia with Maple Story and Kartrider, both published by Nexon games. Research has shown that 8%-30% of all players purchase items via micro transactions. This in turn results in a higher revenue stream for publishers as opposed to the traditional subscription fee model. According to industry experts, on average, ‘Free to Play’ games generate anywhere between $15-$20/month. In the April edition of Fortune Magazine, senior writer Devin Leonard weighed in on the future of gaming:

(Game Publisher) Nexon pioneered this business – hooking players with a seductive free game while urging them at every turn to purchase extras using prepaid debit cards sold at retail outlets like Target. Nexon collects ad revenue in overseas markets, but in the United States the big money so far is in these microtransactions: $1.6 million a month. John Chi, CEO of Nexon America, says that the Nexon card is the second-best-selling prepaid card at Target – after the iTunes card. (Target will say only that Nexon cards are “doing really well.”)

Our experience in the virtual world micro transaction field is unparalleled. Not only have we created a multilingual platform, currency, taxation, and support system, but also gained real life experience and have weeded out a lot of headaches. As with anything in life, nothing is 100% certain, but here at the foogoo, we’ve already dealt with a whole number of things that could go wrong, have fixed them, and have learned from them. No other system in the world can match our level of multi national experience.

Back at the top-secret underground foogoo labs, our partnership engineers are already hard at work developing solutions for clients. Stay tuned, as we’ll be announcing some of our exciting partnerships soon!