Posts Tagged ‘RMT’

Bigpoint.com tops 100 million registered users

Wednesday, January 13th, 2010

Hamburg, Germany based free-to-play gaming portal Bigpoint.com has recently announced that they’ve topped over 100 million registered users. The number now places them as the world’s largest online German community. Not just gaming communities, but the largest German online community overall. The 100 millionth user also puts Bigpoint on top in terms of browser-based gaming portals, but also one of the world’s largest online gaming sites.

us.bigpointBigpoint, launched less than 4 years ago claims that they see 250,000 players register every single day. “A few years ago, I never would have dreamed that we would one day reach this crazy goal,” comments Heiko Hubertz, CEO of Bigpoint GmbH. “This is a great achievement for us. But, the approximately 250,000 new daily registrations at Bigpoint.com shows that we have the potential to be even bigger.“

With over 50 different free-to-play titles available, Bigpoint attributes it’s success to the free-to-play model. At Bigpoint, users can test and play every aspect of the game for free, for as long as they want. Should they chose to delve deeper into their favorite Bigpoint game, they can purchase virtual goods with real money to heighten their gaming experience. And as with most other free-to-play online gaming portals, Bigpoint also offers players the opportunity to gain a number of these RMT items, however play time is greatly increased.

And while Bigpoint’s 50 various games is enough to keep almost any gamer happy, in May of last year, Bigpoint opened the doors to third party publishing, as well as making a set of development tools available to independent developers. The advantage here is twofold: Major corporations including Sony have already taken advantage of Bigpoint’s (now) 100 million user database, and the DevLounge tool gives independent developers the tools to stand side by side with giants such as Sony.

Looking forward, 2010 will see attention to license and royalty games from Bigpoint. The company already has a number of quality titles in its arsenal, most notably, Sony’s ‘Free Realms’. The company also has the post-apocalyptic strategy game ‘Nemesis 2030’ waiting for launch, as well as the anime role-playing game ‘Wonder King. In addition to Sony, Bigpoint boasts a media partner list with over 1000 accounts. MTV, NBC, MySpace and Facebook are all associated with Bigpoint.

 

Chalk up one more: Turbine’s Dungeons and Dragons goes Free to Play

Wednesday, June 10th, 2009

Well here we have it, Turbine’s first foray into the world of free-to-play, microtransaction and/or subscription supported gaming.  They announced yesterday the opening of the Beta program for what will be now known as Dungeons & Dragons Online: Eberron Unlimited, or DDO Unlimited for short.

picture-11Since it’s 2006 launch, DDO has been a $14.95/month subscription only MMORPG.  Scheduled to launch later this summer, the free digital upgrade to the existing title, Dungeons & Dragons Online: Stormreach not only takes the game over to the free-to-play side, but also includes a number of new features, sure to make existing players happy, as well as entice newcomers in the front door.  DDO Unlimited will raise the level cap to 20, add major new content, a new class, and features a new 12 player raid.

The new DDO Store, aka where the microtransactions occur, will be instantly accessible from anywhere in the game (no running home to make a purchase), and will sell equipment, new adventures, additional character content (including the new monk character class), NPC hirelings, and a wide variety of assorted useful items.  Players wishing to utilize the store may purchase Turbine credits with RMT’s.  The E3 demo showed just how easy the process is.  If a player arrives at a premium content destination, a locked door, or locked dungeon, for example, the DDO store function kicks in with a handy link directly to the purchase point.  In other words, Turbine has made the process as friction-less as possible, and with a minimum number of clicks, players can have instant access to the locked content.

Is this going to ruin the game?  Not the way I see it.  Turbine was quick to stress that free players are not restricted in their progress, will have constant access to the games’ servers, and may progress all the way through to the game’s level cap (20).  Pushing this point one step further, there are some high-level items that one simply may not purchase via the DDO store, and must be acquired from actual play.  As players quest, battle, and raid their way through Eberron, they earn Turbine points which they may then spend at the aforementioned DDO store, therefore, explaining the above, it is theoretically possible to play the entire game and equip items from the store without ever spending a dime.  Provided you’ve to the time on your hands to accomplish this.

And while the new game will go the free-to-play, microtransactions route, Turbine is also offering a VIP level of enjoyment.  The VIP program is an alternative to the microtransaction route, in which players receive some in-game money, access to all classes, races, in-game lands, and extended character slots.  Existing DDO subscribers will automatically be upgraded to this VIP status, and newcomers will have the option to lay down the $14.95 to become a VIP.

Turbine director of communications says in a report by masshightech.com, “This is very much in line with the way D&D sold itself back in the day. You are paying for content when you want it, as opposed to this all-you can eat buffet.”

Mersky also notes that Turbine began preparations for the new DDO pricing structure and business model more than a year ago.  Since announcing the beta sign up early in the day on Tuesday, Turbine has “already had tens of thousands of sign-ups in the past few hours,” Mersky said.

Suddenly, Turbine’s job announcement for an e-commerce/microtransactions manager, as well as the recent appointment of M. Beau Paradowski as CFO is all becoming very clear.  As Turbine is a highly respected and trusted name in the world of MMORPG gaming, it should be very interesting to see both how the company fares with this new offering, as well as how players receive it.  Welcome to the free-to-play realm folks, we’ve been waiting.

 

Turbine seeks microtransactions manager

Sunday, January 4th, 2009

With more and more Western development companies starting to see the light, or at least investigate and test the waters of microtransactions, 2009 looks like it might very well be the year of RMT and/or MTX.  More and more western developers simply can’t ignore Nexon’s run away success, doubling and tripling revenues from the previous year.  SOE is a prime example with the recent EverQuest and EverQuest II introductions of items available via an in-game shop, not to mention ‘home’.  EA is still working hard on microtransaction based Battlefield Heroes, and now Turbine is recruiting for a new position.

Despite recent staff cuts, Turbine’s Westwood, Massachusetts office is currently recruiting for a “microtransactions/e-commerce manager” who’s job responsibilities will include “delivering and maximizing the revenue derived from Turbine’s micro-transaction-based in-game store.”

While Turbine has kicked this idea around in a number of interviews, they’ve never given a truly concrete answer, but this job ad certainly hails a new direction for Turbine. 

While the Eastern market has a tendancy to lean on the ‘pay to pwn’ style of play, offering players superior items (mainly weapons and armor), this concept hasn’t really taken off in the Western market, where players like a more balanced play style, but do support cosmetic and non-stat enhancing items.  Turbine has played a lot of cards right in the past, and it would be a mighty stretch for them to botch this kind of deal.  If anything, I’m willing to bet the farm on the fact that Turbine is obviously going to respect the market that they’re working in and only offer cosmetic upgrades.  Then again – I may be entirely wrong, which, I hope for Turbine’s sake, I’m not.

Turbine’s responsibilities for this microtransaction/e-commerce manager include:

 

  • Deliver sales and drive growth in monthly in-game transaction amount and frequency through merchandising and price/product mix optimization
  • Recommend and implement in-game store offerings and promotions
  • Use web analytics tools to optimize store layout, flow, and user experience
  • Develop product catalog and roll-out plans for new product offerings
  • Provide detailed reports and analysis of sales, traffic, and in-game merchandising
  • Create and deploy email promotions to drive players to the in-game store
  • Work with product development to balance the in-game economy and ensure that revenue driving game features and items are available to players
  • Keep abreast of competitor and micro-transaction/e-commerce practices
  • Identify short and long term product initiatives and opportunities for meeting goals and driving revenue

 

 

 

SOE talks RMT with DC Universe Online

Tuesday, December 30th, 2008

Riding hot on the coattails of yesterday’s Red 5 and microtransactions conversation, Gamasutra’s Brandon Sheffield sat down with DC Universe Online’s senior producer Wes Yanagi to talk about the game itself, development, and how RMT’s will factor into the game.

While a wide range of topics were discussed, the 500-pound gorilla in the room turned out to be the ye old subscriptions vs. microtransactions discussion.  Yanagi would not comment on whether DC Universe Online will go with one monetization method over the other, he did say that he thought microtransactions still have a huge potential.  Yanagi specifically pointed to Sony’s Free Realms, which he expects will turn a profit sooner or later, furthering the opinion that SOE is gently testing the free-to-play, microtransaction based waters and learning what the Western market will and will not accept.

Thankfully Yanagi and co. have learned quite a bit about MMO’s and their development, particularly the beta phase and when and when not to release a product to the general populace.  When asked about the development of DC Universe Online and MMO’s in general, along with producing a solid Beta (think the Hellgate London debacle), Yangani responds with,

“… For us, we’re playing it with the team, with our team. It’s kind of our product, our baby, and so it’s always “the best product ever,” and then we can keep playing on that.

But once we release it internally to other parts of SOE, we want to make sure that there’s another level of polish there, so that people are excited about that and then going on to the next step of any kind of closed beta.”

Given the opinions that we’ve heard far and wide in the Western market and the negative opinions regarding the ‘pay to pwn’ theory, introducing microtransactions to DC Universe Online might be a perfect gateway for SOE, as costume customizations in a superhero game simply go hand in hand.  Sony’s already headed down this path with the customizable Little Big Planet outfits, likewise with home.  Toss in the microtransaction based Superhero costume customizations that City of Heroes has already tested the waters on, and adding microtransactions to DC Universe Online is simply a no brainer.

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How microtransactions have the potential to generate more revenue than subscriptions

Wednesday, October 8th, 2008

The world of online gaming has come a long way since it’s early inception.  We’ve all read articles in the New York Times, Cnet, and VentureBeat, but when Dan Miller, a Senior Economist on the Joint Economic Committee in the U.S. Congress writes up an article regarding free-to-play vs. subscription based fees, I for one sit up and listen.

Dan wrote an outstanding take on RMT (Real Money Transactions) vs. Subscription models last week.  Thankfully, this guy (probably) spends more time reading Law papers than most of us, and happened upon a paper written by Richard S. Eisert and S. Gregory Boyd titled “Virtual Property – Business Models and Pitfalls”.  It originally appeared in the September 2008 issue of The Metropolitan Corporate Counsel.  Both Eisert and Boyd are attorneys at Davis & Gilbert LLP.

Miller is quick to point out that a large majority of the paper is centered around (virtual) property rights issues, Eisert and Boyd make a few statements that are HIGHLY note worthy in the free-to-play/microtransaction industry:

“… traditional subscription models and even advertising are relatively blunt instruments for monetizing online worlds. Both of these methods tend to assign the same value to every customer. A subscription charges a customer a monthly or annual cost and advertising pays per user or per view at a set cost. But, people do not value goods this way. Each person places a different value or ‘willingness to pay’ to be a part of an online community. RMT helps companies extract that value.” (emphasis added)

They then continue on to explain the benefits of RMT if used correctly:

“… RMT allows game companies to satisfy that need and extract appropriate value as well by ‘fine tuning’ the price point so that each user pays the price the service is worth to him individually.”

Doing what he does best, Miller went on to break it down in everyday terms that not just an economist can understand.  He’s prepared two graphs for us illustrating a player’s willingness to pay.  Based on a flat rate subscription plan, this graph makes it clear to see that subscription based plans are losing money, quite literally, on both ends.  Miller charts out two unique types of players: Those that simply find the game (subscription) far too costly, and those that are willing to pay even more to enjoy their gaming experience.

This second graph shows the same willingness to pay curve, but cuts the flat rate out revealing an increasing scale of willingness to play AND revenue across the board.

Dan does carry on in the comments section of this article concluding that the graphs are meant only as a picture perfect world hypothetical situation.  It’s a duly noted fact that the willingness to pay curve will actually have a much steeper curve at the left side, as there is bound to be a large percentage of players that are simply unwilling to pay a cent, and therefore using up resources without paying for them, making those that do pay cover the costs for all.

In pure economic theory, these graphs make a clear cut case for free-to-play games supported by microtransactions.  Granted, you’ve got to take into account 1001 variables, but at it’s heart, I believe Miller’s principles to be sound and make a solid case for microtransaction based gaming.

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